ADVANCED
DUNGEONS & DRAGONS™

SPECIAL REFERENCE WORKPLAYERS HANDBOOK®

A COMPILED VOLUME OF INFORMATION FOR PLAYERS OFADVANCED DUNGEONS & DRAGONS, INCLUDING: CHARACTER RACES,
CLASSES, AND LEVEL ABILITIES; SPELL TABLES AND DESCRIPTIONS;EQUIPMENT COSTS; WEAPONS DATA; AND INFORMATION ON ADVENTURING.
by Gary Gygax
Illustrations by David C. Sutherland III
D. A. Trampier
Cover by D. A. Trampier

All characters in this book are fictitious. Any resemblance to actual persons, living or dead, is purely coincidental. This book is protected under the copyright lawsof the United States of America. Any reproduction or unauthorized use of the material or artwork contained herein is prohibited without the express written
permission of Wizards of the Coast LLC. Published by Wizards of the Coast LLC. Dungeons & Dragons, Advanced Dungeons & Dragons, D&D, Player's
Handbook, all other Wizards titles, Wizards of the Coast, and their respective logos are trademarks of Wizards of the Coast LLC in the USA and other countries.
Hasbro SA, Represented by Hasbro Europe, Stockley Park, UB11 1AZ UK. All Wizards of the Coast characters and their distinctive likenesses are property ofWizards of the Coast LLC. PRINTED IN THE USA. ©2012 Wizards of the Coast LLC.
ISBN: 978-0-7869-6243-3
620-A0241000-001-EN

FOREWORD
Players, players, and more players — that’s what comprises the D&D phenomenon. And phenomenal is what it is, as theaudience for this, the granddaddy of all role-playing games, continues to expand.
D&D players, happily, come in all shapes and sizes, and even a fair number of women are counted among those who
regularly play the game — making DUNGEONS & DRAGONS somewhat special in this regard. This widespread appeal
cuts across many boundaries of interest and background, which means that D&D players are marked by a wide range ofdiversity. In fact, one could easily use the analogy that there are as many types of D&D players as there are D&D monsters(after that, draw your own conclusions!). There are unquestionably fast players, slow players, clever players, foolish players,cautious players, reckless players, generous players, greedy players, friendly players, and obnoxious players. . .
As diverse as this melange of enthusiasts is, they all seem to share one commonality: a real love for DUNGEONS & DRAGONS
and a devotion that few other games can claim. This remarkable loyalty is a great factor in the game’s explosion of popularity, and
DUNGEONS & DRAGONS has become a gaming cult, as avid D&Der’s have ceaselessly “spread the gospel”, enrolling new
players in expanding groups which just seem to grow and grow.
If you’re reading this, then you’re a D&D player — and this book is for you! This is the second release of the ADVANCED
DUNGEONS & DRAGONS series, and is designed to be a player’s book in every respect — giving you all the background
you require on the game system, as well as the information you’ll need to go adventuring. Although this book does not standalone in terms of supplying all information needed to undertake a campaign, it will complement the other two parts of the whole(the previously released MONSTER MANUAL and the upcoming DUNGEON MASTERS GUIDE) to provide the entirety ofwhat will be ADVANCED DUNGEONS & DRAGONS (along with a greatly expanded version of GODS, DEMI-GODS& HEROES which will follow).
The sheer bulk of this book may seem considerable (and it is, of course), but there are many things not included. These things(such as the details of the combat tables, for instance) are those parts of the game that rightly fall outside the realm of player
reference, and thus are included instead in the more voluminous DUNGEON MASTERS GUIDE. As the author points out, thisbit of the “unknown” outside of the players’ normal reach will make the game much more interesting and challenging.
ADVANCED DUNGEONS & DRAGONS is a game that is demanding for players and Dungeon Masters alike, but the
rewards in terms of enjoyment are vast. There is nothing quite like a successful D&D campaign, and its success is based upon
the efforts of all participants. The Dungeon Master is pivotal, of course, but the players are just as important, for they are theprimary actors and actresses in the fascinating drama which unfolds before them. For that reason, their outlook and their conduct
will greatly affect the flavor and tempo of the campaign. Accordingly, they should do their best to further the success of the entire
undertaking. This is often no more than a matter of simple etiquette, and following a few simple guidelines will suffice to makethe game experience more fun for everyone concerned, to wit:
1) Be an organized player; have the necessary information on your character readily at hand and available to theDungeon Master.
2) Cooperate with the Dungeon Master and respect his decisions; if you disagree, present your viewpoint with deference tohis position as game moderator. Be prepared to accept his decision as final and remember that not everything in thegame will always go your way!
3) Cooperate with the other players and respect their right to participate. Encourage new and novice players by making
suggestions and allowing them to make decisions on courses of action rather than dictating their responses.
4) If you are unable to participate in an adventure, give the other players and the DM some concrete guidelines if yourcharacter is going to be included in the adventuring group; be prepared to accept the consequences, good or bad, inany case.
5) Get in the spirit of the game, and use your persona to play with a special personality all its own. Interact with the otherplayer characters and non-player characters to give the game campaign a unique flavor and “life”. Above all, let
yourself go, and enjoy!
Enough of the preliminaries — let’s get on with the game! Let’s see now, where did I stash away all those material
components? . . .
Mike CarrTSR Games & Rules Editor
2 June 1978
2

CONTENTS
THE GAME ............................................................................................................................................................................................ 7
CREATING THE PLAYER CHARACTER ...................................................................................................................................................... 8
CHARACTER ABILITIES ........................................................................................................................................................................... 9Strength ........................................................................................................................................................................................... 9Intelligence..................................................................................................................................................................................... 10
Wisdom......................................................................................................................................................................................... 11
Dexterity ........................................................................................................................................................................................ 11
Constitution .................................................................................................................................................................................... 12
Charisma ....................................................................................................................................................................................... 13
CHARACTER RACES ................................................................................................................................................................... ……..13
Dwarves ........................................................................................................................................................................................ 15
Elves.............................................................................................................................................................................................. 16
Gnomes ......................................................................................................................................................................................... 16
Half-Elves....................................................................................................................................................................................... 16
Halﬂings ........................................................................................................................................................................................ 17
Half-Orcs ....................................................................................................................................................................................... 17
Humans ......................................................................................................................................................................................... 17
Racial Preferences .......................................................................................................................................................................... 18
CHARACTER CLASSES ......................................................................................................................................................................... 18
Cleric ............................................................................................................................................................................................ 20
Druid ....................................................................................................................................................................................... 20
Fighter ........................................................................................................................................................................................... 22
Paladin .................................................................................................................................................................................... 22
Ranger..................................................................................................................................................................................... 24
Magic-User .................................................................................................................................................................................... 25
Illusionist .................................................................................................................................................................................. 26
Thief .............................................................................................................................................................................................. 26
Assassin................................................................................................................................................................................... 28
Monk............................................................................................................................................................................................. 30
The Multi-Classed Character ............................................................................................................................................................ 32
The Character with Two Classes ....................................................................................................................................................... 33
ALIGNMENT........................................................................................................................................................................................ 33
CHARACTER HIT POINTS ..................................................................................................................................................................... 34
ESTABLISHING THE CHARACTERS ........................................................................................................................................................ 34
CHARACTER LANGUAGES .................................................................................................................................................................. 34
MONEY .............................................................................................................................................................................................. 35
The Monetary System...................................................................................................................................................................... 35
Money Changing, Banks, Loans and Jewelers ................................................................................................................................... 35
EQUIPPING THE CHARACTER .............................................................................................................................................................. 35
ARMOR............................................................................................................................................................................................... 36
WEAPONS.......................................................................................................................................................................................... 36
Weight and Damage by Weapon Type ............................................................................................................................................ 37
HIRELINGS .......................................................................................................................................................................................... 39
HENCHMEN........................................................................................................................................................................................ 39
TIME ................................................................................................................................................................................................... 39
DISTANCE ........................................................................................................................................................................................... 39
MONSTER, THE TERM .......................................................................................................................................................................... 40
CHARACTER SPELLS ............................................................................................................................................................................. 40
SPELL TABLES ....................................................................................................................................................................................... 40
Clerics ........................................................................................................................................................................................... 41
Druids ........................................................................................................................................................................................... 41
Magic-Users................................................................................................................................................................................... 41
Illusionists ...................................................................................................................................................................................... 42
SPELL EXPLANATIONS.......................................................................................................................................................................... 43
Clerics ................................................................................................................................................................................................. 43
Druids ........................................................................................................................................................................................... 54
Magic-Users................................................................................................................................................................................... 64
Illusionists ...................................................................................................................................................................................... 94
SPELL CASTING ................................................................................................................................................................................. 100
THE ADVENTURE ............................................................................................................................................................................... 101
Dungeon Expeditions .................................................................................................................................................................... 101
3

Outdoor Exploration ..................................................................................................................................................................... 101
Town Adventures .......................................................................................................................................................................... 101
Encumbrance ............................................................................................................................................................................... 101
Movement — Time & Distance Factors............................................................................................................................................ 102
Light ............................................................................................................................................................................................ 102
Infravision .................................................................................................................................................................................... 102
Ultravision ................................................................................................................................................................................... 102
Silent Movement ........................................................................................................................................................................... 102
Invisible Movement ....................................................................................................................................................................... 102
Surprise ....................................................................................................................................................................................... 102
Traps, Tricks, and Encounters ......................................................................................................................................................... 103
Traps ..................................................................................................................................................................................... 103
Tricks ..................................................................................................................................................................................... 103
Encounters ............................................................................................................................................................................. 103
Initiative ....................................................................................................................................................................................... 104
Communication ............................................................................................................................................................................ 104
Negotiation.................................................................................................................................................................................. 104
Combat ....................................................................................................................................................................................... 104
Turning Undead ...................................................................................................................................................................... 104
Magical Control ..................................................................................................................................................................... 104
Spell Combat.......................................................................................................................................................................... 104
Breath Weapon Attacks ........................................................................................................................................................... 104
Magical Device Attacks ........................................................................................................................................................... 104
Missile Discharge.................................................................................................................................................................... 104
Melee Combat ........................................................................................................................................................................ 104
Example of Combat ................................................................................................................................................................ 105
Combat Procedures ...................................................................................................................................................................... 105
Saving Throw ......................................................................................................................................................................... 105
Armor Class ........................................................................................................................................................................... 105
First Strike .............................................................................................................................................................................. 105
Weapon Factors ..................................................................................................................................................................... 105
Monster Attack Damage .......................................................................................................................................................... 105
Attack & Saving Throw Matrices .............................................................................................................................................. 105
Damage ...................................................................................................................................................................................... 105
Falling Damage ............................................................................................................................................................................ 105
Healing ....................................................................................................................................................................................... 105
Obedience ................................................................................................................................................................................... 106
Morale ........................................................................................................................................................................................ 106
Mapping ..................................................................................................................................................................................... 106
Organization ............................................................................................................................................................................... 106
EXPERIENCE ...................................................................................................................................................................................... 106
POISON ............................................................................................................................................................................................ 107
SUCCESSFUL ADVENTURES ............................................................................................................................................................... 107

APPENDICESAPPENDIX I. PSIONICS ...................................................................................................................................................................... 110
Psionic Ability .............................................................................................................................................................................. 110
Psionic Powers ............................................................................................................................................................................. 110
Attack Modes ......................................................................................................................................................................... 110
Defense Modes ....................................................................................................................................................................... 110
Psionic Disciplines ........................................................................................................................................................................ 111
Minor (Devotions) ................................................................................................................................................................... 111
Major (Sciences) ..................................................................................................................................................................... 114
Psionic Combat ............................................................................................................................................................................ 116
Multiple Psionic Operations ........................................................................................................................................................... 117
Use of Psionic Powers ................................................................................................................................................................... 117
Recovery of Psionic Strength Points ................................................................................................................................................ 117
APPENDIX II. BARDS .......................................................................................................................................................................... 117
Bard Abilities ............................................................................................................................................................................... 117
Bard Race .................................................................................................................................................................................... 117
The Class ..................................................................................................................................................................................... 117
Bards........................................................................................................................................................................................... 118
4

APPENDIX III. CHARACTER ALIGNMENT GRAPH ................................................................................................................................. 119
APPENDIX IV. THE KNOWN PLANES OF EXISTENCE ........................................................................................................................... 120
The Inner Planes ........................................................................................................................................................................... 120
The Outer Planes .......................................................................................................................................................................... 120
Ethereal Travel.............................................................................................................................................................................. 120
Astral Travel ................................................................................................................................................................................. 120
Ethereal and Astral Combat .......................................................................................................................................................... 120
APPENDIX V. SUGGESTED AGREEMENTS FOR DIVISION OF TREASURE .............................................................................................. 122

TABLES AND CHARTSFighters Table: Experience Levels .......................................................... 22
Illusionists Spells, Table of .................................................................... 42
Illusionists Table I: Experience Levels...................................................... 26
Illusionists Table II: Spells Usable by Experience Level ............................. 26
Intelligence Table I: General Information................................................ 10Intelligence Table II: Ability for Magic-Users........................................... 10
Languages Typically Common .............................................................. 34
Magic-Users Spells, Table of.............................................................41-42
Magic-Users Table I: Experience Levels .................................................. 25
Magic-Users Table II: Spells Usable by Experience Level ......................... 26
Monks Table I: Experience Levels .......................................................... 31
Monks Table II: Monks Ability Table ...................................................... 31
Movement Rate/Distance Travelled Conversion .....................................102
Paladins Table I: Experience Levels ........................................................ 24
Paladins Table II: Spells Usable by Experience Level ............................... 24
Penalties and Bonuses for Race............................................................. 14
Properties of Light Sources ..................................................................102
Psionic Attack Modes Available ...........................................................110
Psionic Defense Modes Available.........................................................110
Psionic Disciplines ..............................................................................111
Psionic Disciplines Available ...............................................................111
Racial Preferences Table....................................................................... 18
Rangers Table I: Experience Levels ........................................................ 25
Rangers Table II: Spells Usable by Experience Level ................................ 25
Starting Money ................................................................................... 35
Strength Table I: General Information ...................................................... 9Strength Table II: Ability Adjustments....................................................... 9
The Known Planes of Existence ............................................................120
Thieves Table I: Experience Levels ......................................................... 27
Thieves Table II: Thief Function (Plus Racial Adjustments) ......................... 28
Typical Fees Paid for Assassination ....................................................... 29
Typical Hirelings .................................................................................. 39
Weapon Proﬁciency Table .................................................................... 37
Weapon Types, General Data & “To Hit” Adjustments ............................ 38
Hand Held Weapons .................................................................... 38
Hurled Weapons & Missiles ........................................................... 38
Weight & Damage by Weapon Type..................................................... 37
Wisdom Table I: General Information.................................................... 11
Wisdom Table II: Adjustments for Clerics ............................................... 11

Armor Class Table ................................................................................36
Assassins Table: Experience Levels ........................................................ 30
Bards Table I: Experience Levels ...........................................................117
Bards Table II: Colleges & Abilities .......................................................118
Basic Equipment and Supplies Costs ..................................................... 35
Armor.......................................................................................... 35
Arms ........................................................................................... 35
Clothing ....................................................................................... 35
Herbs........................................................................................... 35
Livestock ...................................................................................... 36
Miscellaneous Equipment & Items ................................................... 36
Provisions..................................................................................... 36
Religious Items .............................................................................. 36
Tack & Harness ............................................................................. 36
Transport...................................................................................... 36
Character Alignment Graph ................................................................119
Character Classes Table I: Hit Dice, Spell Ability, and Class Level Limit ..... 19
Character Classes Table II: Armor & Weapons Permitted ........................ 19
Character Race Table I: Character Class Limitations ............................... 13
Character Race Table II: Class Level Limitations ...................................... 14
Character Race Table III: Ability Score Minimums & Maximums .............. 15
Charisma Table ................................................................................... 13
Clerics Spells, Table of ......................................................................... 40
Clerics Table I: Experience Levels .......................................................... 20
Clerics Table II: Spells Usable by Experience Level .................................. 20
Coin Exchange Value .......................................................................... 35
Comparison of Surprise Possibilities .....................................................103
Constitution Table ................................................................................ 12
Cost and Range of Psionic Attack Modes..............................................110
Cost and Range of Psionic Defense Modes ...........................................110
Dexterity Table I: General Information ................................................... 11
Dexterity Table II: Adjustments for Thieves.............................................. 12
Druids Spells, Table of ......................................................................... 41
Druids Table l: Experience Levels........................................................... 21
Druids Table II: Spells Usable by Experience Level .................................. 21
Effects of Encumbrance .......................................................................101
Effects of Physical Activity on the Recovery of Psionic Strength Points ......117
Effects on Reaction of Double Surprise .................................................103Fighters, Paladins & Rangers Attacks per Melee Round .......................... 25

PREFACEThe whole of ADVANCED DUNGEONS & DRAGONS was a project which involved varying degrees of my thought,
imagination, and actual working time over a period of more than a year and one-half. Because of other demands, the project was
perforce set aside for a day or a week or even longer, making it hard to get back to. Knowing that this would be the case when I
began, the MONSTER MANUAL was selected as the first of the three volumes in the advanced game to work on — hundreds ofdifferent creatures lend themselves to segmental treatment. Only after that book was finished did I begin to put the sheaved reams ofnotes for the Players and Dungeon Masters books into order, and that only as the bones — tables, charts and matrices — for roughtyping and careful rechecking before a final manuscript was built around them.

5This latter part of the ADVANCED DUNGEONS & DRAGONS project I approached with no small amount of trepidation. Afterall, the game’s major appeal is to those persons with unusually active imagination and superior, active intellect — a very demanding
audience indeed. Furthermore, a great majority of readers master their own dungeons and are necessarily creative — the mostcritical audience of all! Authoring these works means that, in a way, I have set myself up as final arbiter of fantasy role playing in
the minds of the majority of D&D adventurers. Well, so be it, I rationalized. Who better than the individual responsible for it all as
creator of the “Fantasy Supplement” in CHAINMAIL, the progenitor of D&D; and as the first proponent of fantasy gaming and aprincipal in TSR, the company one thinks of when fantasy games are mentioned, the credit and blame rests ultimately here. Somelast authority must be established for a very good reason.
There is a need for a certain amount of uniformity from campaign to campaign in D&D. This is not to say that conformity orsameness is desirable. Nobody wishes to have stale campaigns where dungeons, monsters, traps, tricks, and goals are much thesame as those encountered in any one of a score of other campaigns. Uniformity means that classes are relatively the same inabilities and approach to solving the problems with which the campaign confronts them. Uniformity means that treasure andexperience are near a reasonable mean. Uniformity means that the campaign is neither a give-away show nor a killer — thatrewards are just that, and great risk will produce commensurate rewards, that intelligent play will give characters a fighting chanceof survival.
No individual can actually dictate the actual operations of a campaign, however, for that is the prerogative of the Dungeon Master, firstand foremost, and to the players in the individual campaign thereafter. In like manner, players greatly influence the events of eachparticular campaign, and they must accept a large portion of blame if it is a poor game, and if the campaign is outstanding, they deservehigh praise for helping to shape the game and playing well. So at best I give you parameters here, and the rest is up to the individuals
who are the stuff D&D is made of.
Naturally, every attempt has been made to provide all of the truly essential information necessary for the game: the skeleton and muscle
which each DM will flesh out to create the unique campaign. You will find no pretentious dictums herein, no baseless limits arbitrarily
placed on female strength or male charisma, no ponderous combat systems for greater “realism”, there isn’t a hint of a spell point system
whose record keeping would warm the heart of a monomaniacal statistics lover, or anything else of the sort. You will find material whichenables the Dungeon Master to conduct a campaign which is challenging, where the unexpected is the order of the day, and much ofwhat takes place has meaning and reason within the framework of the game “world”.
It is important to keep in mind that, after all is said and done, ADVANCED DUNGEONS & DRAGONS is a game. Because it
is a game, certain things which seem “unrealistic” or simply unnecessary are integral to the system. Classes have restrictions in orderto give a varied and unique approach to each class when they play, as well as to provide play balance. Races are given
advantages or limits mainly because the whole character of the game would be drastically altered if it were otherwise. Everything in
the ADVANCED DUNGEONS & DRAGONS system has purpose; most of what is found herein is essential to the campaign,and those sections which are not — such as sub-classes of characters, psionics, and similar material — are clearly labeled as
optional for inclusion.
What is here is, hopefully, presented in as logical a sequence as possible, clearly, understandably, and with as few ambiguities as
could be managed. Many readers will want more material. There is a wealth of commercial and fan material available for fulfillingsuch needs. Similarly, even the most important material herein can be altered and bent to suit the needs of individual campaigns.
Where possible, true guidelines have been laid down to provide the barest of frameworks for those areas of the campaign whichshould be the most unusual and unique. Read the work (or both works if you are a DM) through and assess for yourself what
ADVANCED D&D really is. I am convinced that it does for the old D&D + supplements what GREYHAWK did for D&D when
it first appeared, and then some. I have put into these works what should be the important parts of a superior D&D campaign,
cutting out material which actually adds little or nothing to the game, revising the old, and adding and expanding in the essential
areas.
Special thanks are due to the following persons who contributed to the original game or have been so kind as to give their comments,
criticism, and contributions to this game: Dave Arneson, Peter Aronson, Brian Blume, Joe Fischer, Ernie Gygax, Tom Holsinger, Timothy
Jones, Tim Kask, Jeff Key, Rob Kuntz, Len Lakofka, Alan Lucion, Steve Marsh, Mike Mornard, Doug Schwegman, Dennis Sustare, Dave
Sutherland, Dave Trampier, Jim Ward, Tom Wham, Skip Williams, and all of the good players and kindly Dungeon Masters who havetaken the time to talk with me at conventions or drop me a line in order to pass on their experiences, suggestions and ideas. Also
thanks to Judges Guild, whose suggestions have helped with this work, and whose products have helped D&D.

6

INTRODUCTION

THE GAME

INTRODUCTION

secrets heretofore hidden, and the joy of actually earning them will be well
worth the wait.

Even if you are not familiar with fantasy role playing games in general, and
DUNGEONS & DRAGONS in particular, you will find this work (with its
companion volumes, MONSTER MANUAL and DUNGEON MASTERSGUIDE) is a complete game system in itself. It will stand alone, and it has been
written and edited in order to make the whole as easily understood as possible
without taking anything away from its complexity and completeness. If, on theother hand, you are a veteran adventurer of many swords & sorcery campaign
games, ADVANCED DUNGEONS & DRAGONS will prove to be superior
to any past offerings in the fantasy role playing game field. You will find it easy
to integrate your existing character or characters into the new system, and at
the same time the game will be both familiar and different. There are nuances
not found in previous efforts. All the necessary information is presented in clear
and concise terms, in a format which logically follows the flow of play.

Enjoy the game, and always bear in mind that it is fantasy. Magical worlds
have a strange way of differing, but while yours may not be quite the sameas the one described here, it is ripe for adventure and plunder. Cleverness
and imagination, along with a bit of luck, will always prevail — won’t they?

THE GAME
Swords & sorcery best describes what this game is all about, for those are thetwo key fantasy ingredients. ADVANCED DUNGEONS & DRAGONS is afantasy game of role playing which relies upon the imagination of participants,
for it is certainly make-believe, yet it is so interesting, so challenging, so
mind-unleashing that it comes near reality.

The characters and races from which the players select are carefully thought out
and balanced to give each a distinct and different approach to the challenges
posed by the game. Advantages and disadvantages, advancement in level,characteristics and abilities are all detailed and explained so that selection of aplayer-character type — or the integration of an existing character — can bedone with foreknowledge and projection. In a similar vein, the individuals
running the campaign games, the Dungeon Masters, will have available moredata and guidelines upon which to build more interesting and detailed milieux.

As a role player, you become Falstaff the fighter. You know how strong,
intelligent, wise, healthy, dexterous and, relatively speaking, how commanding apersonality you have. Details as to your appearance, your body proportions,and your history can be produced by you or the Dungeon Master. You act out
the game as this character, staying within your “god-given abilities”, and as
molded by your philosophical and moral ethics (called alignment). You interact
with your fellow role players, not as Jim and Bob and Mary who work at theoffice together, but as Falstaff the fighter, Angore the cleric, and Filmar, themistress of magic! The Dungeon Master will act the parts of “everyone else”, andwill present to you a variety of new characters to talk with, drink with, gamble
with, adventure with, and often fight with! Each of you will become an artfulthespian as time goes by — and you will acquire gold, magic items, and great
renown as you become Falstaff the Invincible!

Clerics and fighters have been strengthened in relation to magic-users, although
not overly so. Clerics have more and improved spell capability. Fighters are
more effective in combat and have other new advantages as well. Still,magic-users are powerful indeed, and they have many new spells. None ofthese over-shadow thieves. All recommended sub-classes — druids, paladins,
rangers, illusionists, and assassins — as well as the special monk class ofcharacter, are included in order to assure as much variety of approach as
possible. Non-human races — dwarven, elven, gnome, half-elven, half-orcish,and halfling — are likewise included. Each offers some advantage anddifference, yet has distinct disadvantages, just as human characters do. But
some readers might still be wondering what fantasy role playing games are allabout, so enough about contents and on to explanations.

This game lets all of your fantasies come true. This is a world where monsters,
dragons, good and evil high priests, fierce demons, and even the gods
themselves may enter your character’s life. Enjoy, for this game is what dreams
are made of!!
The game is ideally for three or more adult players: one player must serve as
the Dungeon Master, the shaper of the fantasy milieu, the “world” in which allaction will take place. The other participants become adventurers by creating
characters to explore the fantastic world and face all of its challenges —monsters, magic, and unnamed menaces. As is typical for most of us in real life,
each character begins at the bottom of his or her chosen class (or profession).
By successfully meeting the challenges posed, they gain experience and move
upwards in power, just as actual playing experience really increases playing
skill. Imagination, intelligence, problem solving ability, and memory are allcontinually exercised by participants in the game.

ADVANCED DUNGEONS & DRAGONS is a world. Of course, this worldis not complete. It needs organizers and adventurers to order and explore it. It
needs you! A fantasy role playing game is an exercise in imagination andpersonal creativity. The organizer of the campaign, the Dungeon Master, must
use the system to devise an individual and unique world. Into this world of
weird monsters, strange peoples, multitudinous states, and fabulous treasures ofprecious items and powerful magic stride fearless adventurers — you and yourfellow players. Inexperienced and of but small power at first, by dint of hardfighting and clever deeds, these adventurers advance in ability to become
forces to be reckoned with — high priests or priestesses, lords, wizards andarch-magi, master thieves. The abilities of each adventurer are fixed, but evensuch characteristics as strength, intelligence, and wisdom are mutable in a
fantasy world. By means of group co-operation and individual achievement, anadventurer can become ever more powerful. Even death loses much of its sting,for often the character can be resurrected, or reincarnated. And should that failthere is always the option to begin again with a new character. Thus
ADVANCED DUNGEONS & DRAGONS is, as are most role playing
games, open-ended. There is no “winner”, no final objective, and the campaign
grows and changes as it matures.

Although the masculine form of appellation is typically used when listing thelevel titles of the various types of characters, these names can easily bechanged to the feminine if desired. This is fantasy — what’s in a name? In all
but a few cases sex makes no difference to ability!
As with most other role playing games, this one is not just a single-experience
contest. It is an ongoing campaign, with each playing session related to the next
by results and participant characters who go from episode to episode. As
players build the experience level of their characters and go forth seeking evergreater challenges, they must face stronger monsters and more difficult problemsof other sorts (and here the Dungeon Master must likewise increase his or her
ability and inventiveness). While initial adventuring usually takes place in anunderworld dungeon setting, play gradually expands to encompass other suchdungeons, town and city activities, wilderness explorations, and journeys into
other dimensions, planes, times, worlds, and so forth. Players will add charactersto their initial adventurer as the milieu expands so that each might actually haveseveral characters, each involved in some separate and distinct adventure form,
busily engaged in the game at the same moment of “Game Time”. This allows
participation by many players in games which are substantially different fromgame to game as dungeon, metropolitan, and outdoor settings are rotated fromplaying to playing. And perhaps a war between players will be going on (withbattles actually fought out on the tabletop with miniature figures) one night, whileon the next, characters of these two contending players are helping each otherto survive somewhere in a wilderness.

This new system provides the Dungeon Master with more and better material
from which to devise the campaign milieu, and that in turn means a moreinteresting and imaginative game for the players. A word of advice is in orderhere regarding this new system:
Considerable enjoyment and excitement in early play stems from notknowing exactly what is going on. Being uncertain of how a given situation
will turn out, not knowing every magic item available, and so forth, adds
spice to the game. Later, this knowledge simulates actual experience, for theseasoned campaigner will have learned through game play. Under thecircumstances, it is strongly urged that players do not purchase or read the
DUNGEON MASTERS GUIDE. Leave discovery of the information thereinto actual adventuring, and you will find that the game is even more fun!
Some of the details of the campaign milieu — worldly knowledge common
to a typical adventurer — will be given to you by your Dungeon Master.
Exploration, travel, and adventure in the “world” will eventually reveal the

Each individual campaign has its own distinct properties and “flavor”. A

7

THE GAMECREATING THE PLAYER CHARACTER

good Dungeon Master will most certainly make each game a surpassing
challenge for his or her players. Treasure and experience gained must be
taken at great risk or by means of utmost cleverness only. If the game is notchallenging, if advancement is too speedy, then it becomes staid and boring.
Conversely, a game can be too deadly and become just as boring, for who
enjoys endlessly developing new characters to march off into oblivion in asingle night of dungeon adventuring?!

All in all, this is a game for enjoyment. We are certain that it will provide
endless hours of entertainment and excitement. That is the sole purpose for its
creation. So enjoy, and may the dice be good to you!

CREATING THE PLAYER CHARACTER
Each participant in the campaign created by the referee must create one ormore game personas. The game persona of each participant is called theplayer character in order to differentiate it from personas created by thereferee, called non-player characters. The Dungeon Master is advised to limit
player characters to one per participant at commencement of the campaign,
though as play progresses, additional player characters may be added in a
judicious manner. Each player develops the abilities of his or her character
through random number generation (by means of dice rolling) to determine thebasic characteristics of the persona, the abilities. The player then decides whatrace the character is, what the character’s class is, the alignment of thecharacter, and what the character’s name is to be. The character will speak
certain languages determined by race, class, and alignment. He or she will
have a certain amount of gold pieces to begin with, and these funds will be
used to purchase equipment needed for adventuring. Finally, each character
begins with a certain number of hit points, as determined by the roll of the die(or dice) commensurate with the character’s class. Class determines the type ofdie (or dice) rolled. All characters begin at 1st level. All of this is completely
explained in the following paragraphs.

Sometimes, however, because of close interaction (or whatever other reason)
two or more Dungeon Masters will find that their games are compatible to theextent that participants in these individual campaigns can use the characters
created in one to adventure in the others. In such cases the Dungeon Masters
have created a very interesting “world” indeed, for their milieux will offer
interesting differences and subtle shifts which will pose highly challenging
problems to these players.
Ultimately, despite the fact that this is a game system created by someone else,
the game’s viability rests principally with the referee. The Dungeon Master mustdesign and map out the dungeon, town, city, and world maps. He or she must
populate the whole world, create its past history, and even devise somerationale for what transpired (and will probably happen). As players, you help
immeasurably by participating, by letting the referee know that you appreciate
his or her efforts, and by playing well and in a sportsmanly fashion. Good play
inspires better creations to challenge that play.
Skilled players always make a point of knowing what they are doing, i.e. they
have an objective. They co-operate — particularly at lower levels or at higher
ones when they must face some particularly stiff challenge — in order to gain
their ends. Superior players will not fight everything they meet, for theyrealize that wit is as good a weapon as the sword or the spell. When
weakened by wounds, or nearly out of spells and vital equipment, a cleverparty will seek to leave the dungeons in order to rearm themselves. (He whoruns away lives to fight another day.) When faced with a difficult situation,
skilled players will not attempt endless variations on the same theme; when
they find the method of problem solving fails to work, they begin to devise
other possible solutions. Finally, good players will refrain from pointlessargument and needless harassment of the Dungeon Master when such bog
the play of the game down into useless talking. Mistakes are possible, but they
are better righted through reason and logic, usually at the finish of play forthe day.

An Explanation of the Usages of the Term “Level”: The term level has multiple
meanings in this game system. Although substitute terminology could have beenused in ADVANCED DUNGEONS & DRAGONS, common usage of theterm level to include multiple meanings is prevalent amongst existing players, so
the term has been retained herein. The usages for level are:This game is unlike chess in that the rules are not cut and dried. In many places
they are guidelines and suggested methods only. This is part of the attraction of
ADVANCED DUNGEONS & DRAGONS, and it is integral to the game.
Rules not understood should have appropriate questions directed to the publisher;disputes with the Dungeon Master are another matter entirely. THE REFEREE IS
THE FINAL ARBITER OF ALL AFFAIRS OF HIS OR HER CAMPAIGN. Participantsin a campaign have no recourse to the publisher, but they do have ultimate
recourse — since the most effective protest is withdrawal from the offending
campaign. Each campaign is a specially tailored affair. While it is drawn by thereferee upon the outlines of the three books which comprise ADVANCED
DUNGEONS & DRAGONS, the players add the color and details, so thecampaign must ultimately please all participants. It is their unique world. You, thereader, as a member of the campaign community, do not belong if the gameseems wrong in any major aspect. Withdraw and begin your own campaign bycreating a milieu which suits you and the group which you must form to enjoy thecreation. (And perhaps you will find that preparation of your own milieu createsa bit more sympathy for the efforts of the offending referee . . .)One of the most important items you must have to play the game is a character
record. This can be a specially printed sheet done by TSR and available inpads, or you can simply use a note pad and design your own record sheet foryour character if your Dungeon Master is agreeable, for he or she will usuallyretain at least a copy of all such records.
As information is developed for your character — his or her abilities, race,class, alignment — it must be accurately recorded. All details of the capabilities
and possessions of the character must be noted. Where equipment andweapons are carried must be listed. Spells known and spells memorized for anadventure have to be kept track of. A running total of experience points must be
maintained. All of these subjects are discussed herein. Ask your DM how
records of your character should be kept, read the rules and commentary, andrecord the data you develop according to the rules (and your campaign
referee’s instructions) in a form suitable to your DM.

1.

Level as an indication of character power: A player character begins thegame at 1st level, i.e. the lowest possible level for a player character. The
higher the level number, the more powerful the character is.

2.

Level as used to indicate the depth of the dungeon complex beneath theground: The 1st level of a dungeon is the first layer of the undergroundcomplex of tunnels, passages, rooms, chambers, and so forth. It is the 1stlevel beneath the ground. Beneath the 1st level is the 2nd, below that isthe 3rd, 4th, 5th, etc. The higher the number, the lower the dungeon level(and the more hazardous its perils).

3.

Level as a measure of magic spell difficulty: The magic spells available tosome classes of characters are graded by difficulty factor — which,incidentally, reflects the spells’ effectiveness to some extent. 1st level spells
are the basic ones available to beginning characters. They are generally
the least powerful spells. Next come 2nd level spells, then come 3rd level
spells, and so on. The highest level of any type of magic spell is 9th level,spells usable only by 18th level magic-users — lesser magic-users canpossibly employ such spells under certain circumstances which are
explained hereafter, but only at considerable risk.

4.

Level as a gauge of a “monster’s” potential threat: Relatively weakcreatures, monsters with few hit points, limited or non-existent magicalabilities, those which do little damage when attacking, and those whichhave weak, or totally lack, venom are grouped together and called 1stlevel monsters. Slightly more powerful creatures are ordered into 2ndlevel, then comes 3rd, 4th, 5th, and so on all the way up to 10th level(the highest, which includes the greatest monsters, demon princes, etc.).

It was initially contemplated to term character power as rank, spell complexity
was to be termed power, and monster strength was to be termed as order. Thus,
instead of a 9th level character encountering a 7th level monster on the 8thdungeon level and attacking it with a 4th level spell, the terminology would
have been: A 9th rank character encountered a 7th order monster on the 8th(dungeon) level and attacked it with a 4th power spell. However, because ofexisting usage, level is retained throughout with all four meanings, and it is not
as confusing as it may now seem.

8

CHARACTER ABILITIESCHARACTER ABILITIES (STRENGTH)STRENGTH TABLE I.

CHARACTER ABILITIES

Ability
Score

Each and every character has six principal characteristics, the character’s abilities.
These abilities are strength, intelligence, wisdom, dexterity, constitution, andcharisma. (See also APPENDIX I, Psionic Ability.) The range of these abilities is
between 3 and 18. The premise of the game is that each player character is above
average — at least in some respects — and has superior potential. Furthermore, it
is usually essential to the character’s survival to be exceptional (with a rating of 15
or above) in no fewer than two ability characteristics. Each ability score isdetermined by random number generation. The referee has several methods of how
this random number generation should be accomplished suggested to him or her inthe DUNGEON MASTERS GUIDE. The Dungeon Master will inform you as towhich method you may use to determine your character’s abilities. The principal
abilities are detailed as follows:

3
4
5
6
7
8
9
10
11
12
13
14
15

Strength: Strength is a measure of muscle, endurance, and stamina combined.
For purposes of relating this ability to some reality, assume that a character with astrength of 3 is able to lift a maximum of 30 pounds weight above his or her headin a military press, while a character with 18 strength will be able to press 180
pounds in the same manner. Strength is the forte of fighters, for they must be
physically powerful in order to wear armor and wield heavy weapons. Therefore,
strength is the major characteristic (or prime requisite) of fighters, and those fighterswith strength of 16 or more gain a bonus of 10% of earned experience (explainedlater). Furthermore, fighters with an 18 strength are entitled to roll percentile dice inorder to generate a random number between 01 and 00 (100) to determine
exceptional strength; exceptional strength increases hit probability and damage
done when attacking, and it also increases the weight the character is able to carrywithout penalty for encumbrance, as well as increasing the character’s ability toforce open doors and similar portals. The tables below give complete information
regarding the effects of strength. Note that only fighters are permitted to roll on the
exceptional strength section of STRENGTH TABLE II: ABILITY ADJUSTMENTS.

16
17
18
18/01-50
18/51-75
18/76-90
18/91-99
18/00

General Information

Here or lower the character can only be a magic-user
Minimum strength for a gnome, half-orc or halﬂing character
Minimum strength for a dwarf character
Minimum strength for a ﬁghter character

Minimum strength for an assassin or paladin character
Minimum strength for a ranger character
Maximum strength possible for a female halﬂing character
Maximum strength possible for a female gnome character,minimum strength for a monk character
Maximum strength possible for a female elf character
Maximum strength possible for a female dwarf or female
half-elf or male halﬂing character
Maximum strength possible for all non-ﬁghter characters
Maximum strength possible for a female human or malegnome character
Maximum strength possible for a male elf or female half-orc
characterMaximum strength possible for a male haIf-elf character
Maximum strength possible for a male dwarf or malehalf-orc character
Maximum human strength

STRENGTH TABLE II.: ABILITY ADJUSTMENTS
Ability
Score

Hit Probability

DamageAdjustment

WeightAllowance

Open Doors
On A

Bend Bars/
Lift Gates

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

-3
-2
-1
normalnormalnormalnormalnormal
+1
+1
+1
+2
+2
+2
+3

-1
-1
none
none
none
none
none
+1
+1
+2
+3
+3
+4
+5
+6

-350
-250
-150
normalnormal
+100
+200
+350
+500
+750
+1,000+1,250+1,500+2,000+3,000

1
1
1
1-2
1-2
1-2
1-2
1-3
1-3
1-3
1-3
1-4
1-4
1-4 (1)*
1-5 (2)*

0%
0%
0%
1%
2%
4%
7%
10%
13%
16%
20%
25%
30%
35%
40%

*The number in parentheses is the number of chances out of six for the ﬁghter to be able to force open a locked, barred, magically held, or wizard locked door, but only
one attempt ever (per door) may be made, and if it fails no further attempts can succeed.

Notes Regarding Strength Table II:

character had strength of 17 instead of the normal 8-11 range, 1,000 gold
pieces could be carried without incurring movement penalty.

Hit Probability adjustments refer to the score generated by dice roll in melee
combat. Subtraction from or addition to the number rolled is made according to
the table as applicable. (A full listing of combat tables appears in the
DUNGEON MASTERS GUIDE.)

Open Doors indicates the number of chances out of 6 which the character has of
opening a stuck or heavy door on that try. Successive attempts may be made at
no penalty with regard to damage to the character attempting to force the door
open, but each such attempt requires time and makes considerable noise.

Damage Adjustment likewise applies to melee combat. The damage done byscoring a successful hit on an opponent is adjusted downwards or upwards asapplicable. Thus, if a hit would normally score 1-6 points of damage upon the
opponent, and the character’s strength was only 3, the actual damage done
would be reduced by 1 point; but, on the other hand, if the attacker had
strength of 18/00, the actual damage done would be adjusted upwards by 6 hit
points, and possible damage would jump from 1-6 to 7-12.

Bend Bars/Lift Gates states the percentage chance the character has of bending
normal soft iron bars or of lifting a vertically moving gate (such as a small
portcullis barring a passage). The attempt may be made but once, and if the scorerequired is not made, the character will never succeed in the task. Example: Acharacter with 16 strength is trapped in a dead end passage by a set of iron bars
which drop down from the ceiling when a stone slab is stepped on and triggers
the release of the gate. The character first attempts to lift the gate, a roll of 01-10
indicating success, but the percentile dice come up 74, so failure is indicated. The
character next attempts to bend the bars in order to squeeze between them, thepercentage chance of success is the same as for lifting the gate, and this time a 07
is rolled, so the character slips out and is free.

Weight Allowance is given in number of gold pieces over and above themaximum normally stated for unencumbered movement. (See MOVEMENT.)
The conversion ratio of gold pieces to pounds of weight is 10 to 1. If acharacter could normally carry 500 gold pieces without encumbrance, but the9

CHARACTER ABILITIES (INTELLIGENCE)

CHARACTER ABILITIES (INTELLIGENCE)

Intelligence: Intelligence is quite similar to what is currently known as
intelligence quotient, but it also includes mnemonic ability, reasoning, andlearning ability outside those measured by the written word. Intelligence
dictates the number of languages in which the character is able to converse.*
Moreover, intelligence is the forte of magic-users, for they must be
perspicacious in order to correctly understand magic and memorize spells.
Therefore, intelligence is the major characteristic of magic-users, and thosewith intelligence of 16 or more gain a bonus of 10% of earned experience.
Spells above 4th level cannot be learned by magic-users with minimal
intelligence, and intelligence similarly dictates how many spells may be known
and what level spells may be known, for only the highest intelligence is able tocomprehend the mighty magics contained in 9th level spells. The tables below
allow ready assimilation of the effects of intelligence on all characters — andwith regard to magic-users in particular.

Chance to Know Each Listed Spell pertains to the percentage chance thecharacter has by reason of his or her intelligence to learn any given spell in thelevel group. The character may select spells desired in any order he or she
wishes. Each spell may be checked only once. Percentile dice are rolled, and if
the number generated is equal to or less than the percentage chance shown,then the character can learn and thus know that spell (it may be in his or her
spell books — explained hereafter). Example: A character with an intelligenceof 12 desires to know a charm person spell that he finds in a book or scroll,percentile dice are rolled, but the number generated is 52, so that spell is notunderstood and can not be used by the character (see, however, the paragraphbelow regarding the minimum number of spells knowable).
Minimum Number of Spells/Level states the fewest number of spells by levelgroup a magic-user can learn. If one complete check through the entire groupfails to generate the minimum number applicable according to intelligence
score, the character may selectively go back through the group, checking eachspell not able to be learned once again. This process continues until theminimum number requirement has been fulfilled. This means, then, that certain
spells, when located, can be learned — while certain other spells can never belearned and the dice rolls indicate which ones are in each category. Example:
The magic-user mentioned above who was unable to learn a charm person
spell also fails to meet the minimum number of spells he or she can learn. The
character then begins again on the list of 1st level spells, opts to see if this time
charm person is able to be learned, rolls 04, and has acquired the ability tolearn the spell. If and when the character locates such a spell, he or she will becapable of learning it.

*Non-human characters typically are able to speak more languages than are
human characters, but intelligence likewise affects the upper limit of theirabilities as well, and there are racial limitations. (See CHARACTER RACES.)INTELLIGENCE TABLE I.
Possible
Number of
Additional
Languages

Ability
Score General Information
3
4
5
6
7
8
9

Maximum Number of Spells/Level is the obverse of the minimum number which
can be known. According to the character’s intelligence, this maximum number
which the magic-user can possibly know (have in his or her spell books) varies
from 6 to an unlimited number. As soon as this maximum is reached, thecharacter may not check any further in the level group.

000Minimum intelligence for a half-elf character
Here or lower the character can only be a ﬁghter

0
0
1

10
11

Minimum intelligence for a halﬂing character
Minimum intelligence for a gnome character
Minimum intelligence for an elf character
Minimum intelligence for a paladin or magic-user
character
Minimum intelligence for use of 5th level magic spells
Minimum intelligence for an assassin character

12
13
14
15
16
17
18

Minimum intelligence for use of 6th level magic spells
Minimum intelligence for a ranger character
Minimum intelligence for use of 7th level magic spells
Minimum intelligence for an illusionist character
Minimum intelligence for use of 8th level magic spells
Maximum intelligence for a half-orc character
Minimum intelligence for use of 9th level magic spells

3
3
4
4
5
6
7

Change in Intelligence: If intelligence goes down or up for any reason, andsuch change is relatively permanent, the magic-user must check again as
explained above for known spells by level group.

1
2
2

Acquisition of Heretofore Unknown Spells: Although the magic-user must
immediately cease checking to determine if spells are known after the firstcomplete check of each spell in the level group, or immediately thereafter
during successive checks when the minimum number of spells which can be
known is reached, it is possible to acquire knowledge of additional spells
previously unknown as long as this does not violate the maximum number ofspells which can be known. New spells can be gained from captured orotherwise acquired spell books or from scrolls of magic spells. In the latter
event the scroll is destroyed in learning and knowing the new spell or spells.
(This subject is detailed more fully in the section explaining magic-users ascharacters.)

INTELLIGENCE TABLE II.: ABILITY FOR MAGIC-USERS

Ability
Score
9
10-12
13-14
15-16
17
18
19
or moreChance toKnow Each
Listed Spell

Minimum
Number of
Spells/Level

Maximum Numberof Spells/Level

35%
45%
55%
65%
75%
85%
95%

4
5
6
7
8
9
10

6
7
9
11
14
18
All

Notes Regarding Intelligence Table II:
Each and every magic-user character must employ the Table in order todetermine which and how many of each group of spells (by level) he or she canlearn. At first, only the 1st level group of spells are checked. Successive levelgroups are checked only when the character reaches a level at which theappropriate group of spells is usable by him or her.

10

CHARACTER ABILITIES (WISDOM)

CHARACTER ABILITIES (DEXTERITY)

Wisdom: Wisdom is a composite term for the character’s enlightenment,
judgement, wile, will power, and (to a certain extent) intuitiveness. It has acertain effect on saving throws against some magical attack modes. It is ofutmost importance to clerics, their major characteristic, and those with wisdomof 16 or greater add 10% to earned experience. Furthermore, clerics withexceptional wisdom (16 or greater) also gain bonus spells over and above thenumber they are normally able to use. The two tables which follow detail theinformation pertaining to the effects of wisdom.

For additional information regarding clerics, see the section pertaining to clerics
as characters given hereafter (CHARACTER CLASSES).

WISDOM TABLE I.
Ability
Score General Information
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18

Magical Attack
Adjustment*
-3
-2
-1
-1
-1
none
none
none
none
none

Here or lower the character can only be a thief

Minimum wisdom for a cleric character

Minimum wisdom for a druid character
Minimum wisdom for a paladin or multiclassed half-elven cleric character
Maximum wisdom for a half-orc character
Minimum wisdom for a ranger character
Minimum wisdom for a monk character

Dexterity: Dexterity encompasses a number of physical attributes including
hand-eye coordination, agility, reflexes, precision, balance, and speed of
movement. A high dexterity indicates superiority in all of the above attributes,
while a low dexterity might well indicate that one of these attributes is actually
superior, but that the others are very poor. Dexterity affects all characters withregard to initiative in attack, the projection of missiles from hand or other means,
and in defensive measures. Dexterity is the major characteristic of the thief classof character, and it affects their professional activities (such as picking pockets,
opening locks, and so forth) accordingly. Thieves with a dexterity ability score of
16 or more gain a bonus of 10% of earned experience. The two tables which
follow outline the effects of dexterity on characters.

none
DEXTERITY TABLE I.

none
+1
+2

Maximum wisdom for a halﬂing character
Minimum wisdom for use of 6th level spells
Minimum wisdom for use of 7th level spells

Ability
Score General Information
3
4
5

+3
+4

*This adjustment applies to the saving throw of the character in question, thepenalty for low wisdom, or the bonus for high wisdom, being used to alter the
result of the die roll accordingly. The adjustment applies only to mental attack
forms involving will force, i.e. beguiling, charming, fear, hypnosis, illusion, magic
jarring, mass charming, phantasmal forces, possession, rulership, suggestion,
telepathic attack, etc.

6
7
8
9

WISDOM TABLE II.: ADJUSTMENTS FOR CLERICS
Ability
Score

Spell
Bonus

Chance ofSpell Failure

9
10
11
12
13
14
15
16
17
18

none
none
none
none
One 1st levelOne 1st levelOne 2nd levelOne 2nd levelOne 3rd level*
One 4th level**

20%
15%
10%
05%
0%
0%
0%
0%
0%
0%

10
11
12
13
14
15
16
17

Reaction/
Attacking
Adjustment

Defensive
Adjustment

-3
-2

+4
+3

-1

+2

0

+1

0

0

0

0

0
0
0

0
0
0

0
0

0
0

0

0

0

-1

+1

-2

+2
+3

-3
-4

Here or lower the character can
only be a cleric
Minimum dexterity for a half-elf ormagic-user character
Minimum dexterity for an elf
character
Minimum dexterity for a halﬂing
character
Minimum dexterity for a thiefcharacter

Minimum dexterity for an assassincharacterMaximum dexterity for a half-orc
character
Minimum dexterity for a monk
character
Minimum dexterity for an illusionist
characterMaximum dexterity for a dwarf
character

18*Minimum wisdom for use of 6th level spells**Minimum wisdom for use of 7th level spells

Notes Regarding Dexterity Table I:

Notes Regarding Wisdom Table II:

Reaction/Attacking Adjustment is the penalty or bonus for both surprise (q.v.)
situations and missile combat attacks.

Spell Bonus indicates the number of additional spells the cleric is entitled toaccording to wisdom ability score. Note that these spells are only available
when the cleric is entitled to spells of the applicable level. Bonus spells are
cumulative, so a cleric with 14 wisdom is entitled to two 1st level bonus spells,
one with 15 wisdom has two 1st and one 2nd level bonus spells, etc.

Defensive Adjustment refers to the penalty or bonus applicable to a character’ssaving throws against certain forms of attack (such as fire ball, lightning bolts, etc.)
due to dodging ability. It also applies to the character’s parrying and/or dodging
ability in missile or melee combat; in this case the penalty subtracts from the armor
class (q.v.) of the character, making him or her easier to hit, while the bonus adds tothe defensive value of the character’s armor class, making him or her harder to hit.
For example, a character with plate mail and shield is normally treated as armor
class 2; if the character has 3 dexterity, there is a +4 penalty, so the armor classchanges to 6 (2 + 4). However, if the same character has a dexterity of 18, there isa bonus of -4, so armor class changes from 2 to a -2 (2 + -4 = 1, 0, -1, -2).

Chance of Spell Failure states the percentage chance of failure clerics with low
wisdom risk when casting spells. To determine if a spell fails, percentile diceare rolled, and if the number generated is equal to or less than the number
shown for failure, the spell is expended and has absolutely no effectwhatsoever.

11

CHARACTER ABILITIES (DEXTERITY)

CHARACTER ABILITIES (CONSTITUTION)

DEXTERITY TABLE II.: ADJUSTMENTS FOR THIEVES
Ability
Score
9
10
11
12
13
14
15
16
17
18

Picking
Pockets
-15%
-10%
-05%
0
0
0
0
0
+05%
+10%

Opening
Locks
-10%
-05%
0
0
0
0
0
+05%
+10%
+15%

Penalty or Bonus for:Locating/
Removing Traps
-10%
-10%
-05%
0
0
0
0
0
0
+05%

MovingSilently
-20%
-15%
-10%
-05%
0
0
0
0
+05%
+10%

Hiding in
Shadows
-10%
-05%
0
0
0
0
0
0
+05%
+10%

Notes Regarding Dexterity Table II:
All “Penalty or Bonus for” categories are fully detailed under CHARACTER CLASSES, Thieves. The penalties and bonuses are applied to the base chances of successfor each named category. Racial adjustments for dwarves, elves, etc. are additional pluses.

Notes Regarding Constitution Table:

Constitution: Constitution is a term which encompasses the character’s physique,fitness, health, and resistance. Since constitution affects the character’s hit dice andchances of surviving such great system shocks as being changed by magic spell orresurrected from the dead, it is of considerable importance to all classes.
Constitution scores of above a certain number are necessary for becoming certain
sub-classes of characters. Effects of constitution are given on the table below.

Hit Point Adjustment indicates the subtraction from or addition to each hit die
for a character. (Hit dice are explained fully under the appropriate heading.)
Note that subtraction can never reduce any hit die below 1, i.e. if a die is rolled
and a 1 comes up, or if a 2 is rolled and the penalty due to constitution is -2,
the die is read as 1 (hit point) regardless of subtractions. Note also that the onlyclass of characters which is entitled to bonuses above +2 per hit die is fighters(including the fighter sub-classes paladins and rangers). Thus, even though acleric, magic-user, or thief has a constitution of 17 or 18, the additional hit
points for each hit die due to superior constitution is +2.

It is of utmost importance to understand that a character’s initial constitution scoreis also the maximum number of times the character can be raised from the dead/resurrected, and that each such revivification reduces the character’s constitution
score by 1. Although a character’s constitution can be restored to its former score,or even raised above this number, by magical means, this in no way alters theinitial score limitation, nor does such magical change in constitution restore to thecharacter additional chances for revivification. Thus, if a character has an initialconstitution of 15, he or she can never be brought back to life by a raise dead or
resurrection spell more often than 15 times. Note that a rod of resurrection isconsidered the same as a spell of the same sort. The 16th death is final andirrevocable without use of some other magical means such as a wish.

System Shock Survival states the percentage chance the character has ofsurviving the following forms of magical attacks (or simple application of themagic): aging, petrification (including flesh to stone spell), polymorph any
object, polymorph others. Example: The wicked necromancer polymorphs(others) his hireling into a giant roc, with the rather foolish agreement of thechangee; the hireling must make a saving throw based on his constitution scoreusing the table above. Assuming he survives, a further saving throw would haveto be made if he was again polymorphed or dispelled back to original form.
The saving throw must be equal to or less than the percentage shown.

CONSTITUTION TABLE
Ability
Score
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18

General Information

Here or lower the charactercan only be an illusionist
Minimum constitution for an
elf or half-elf character
Minimum constitution for a
ﬁghter character
Minimum constitution for agnome character
Minimum constitution for apaladin character
Minimum constitution for a
halﬂing character
Minimum constitution for amonk character
Minimum constitution for adwarf character
Minimum constitution for ahalf-orc character
Minimum constitution for aranger character

Hit Point
Adjustment

SystemShockSurvival

Resurrection
Survival

-2
-1

35%
40%

40%
45%

-1
-1

45%
50%

50%
55%

0

55%

60%

0

60%

65%

0

65%

70%

0

70%

75%

0

75%

80%

0

80%

85%

0

85%

90%

0

88%

92%

+1
+2
+2 (+3)*+2 (+4)*

91%
95%
97%
99%

94%
96%
98%
100%

Resurrection Survival shows the percentage chance the character has of being
successfully raised from the dead or resurrected by a cleric. The score of thepercentile dice must be equal to or less than the number shown on the table, orthe character fails to be revivified and is completely and totally dead forever.
Remember that a character can never be raised from the dead/resurrected a
total number of times in excess of the character’s initial constitution score.

*Bonus applies only to ﬁghters; all other classes may be given a maximum
hit point bonus adjustment for constitution of +2.

12

CHARACTER ABILITIES (CHARISMA)

CHARACTER RACES

Notes Regarding Charisma Table:

Charisma: Charisma is the measure of the character’s combined physicalattractiveness, persuasiveness, and personal magnetism. A generally non-beautiful
character can have a very high charisma due to strong measures of the other two
aspects of charisma. It is important to all characters, as it has an effect on dealings
with others, principally non-player characters, mercenary hirelings, prospective
retainers, and monsters. It absolutely dictates the total number of henchmen acharacter is able to retain. It affects loyalty of all hirelings and retainers. It is the key
to leadership. The following table expresses the facts regarding charisma scores.

Maximum Number of Henchmen states the number of non-player characters
who will serve as permanent retainers of the player character. It does not affectthe number of mercenary soldiers, men-at-arms, servitors, and similar persons
in the pay of the character.
Loyalty Base simply shows the subtraction from or addition to the henchmen’sand other servitors’ loyalty (q.v.) scores.

CHARISMA TABLE
Ability
Score General Information
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17

Here or lower the charactercan only be on assassin

Minimum charisma for an elf
characterMaximum charisma for ahalf-orc character*

Minimum charisma for a druid
characterMaximum charisma for adwarf character**
Minimum charisma for apaladin character18

Maximum
No. ofLoyalty Reaction
Henchmen
Base Adjustment
1
1

-30%
-25%

-25%
-20%

2
2
3

-20%
-15%
-10%

-15%
-10%
-05%

3
4
4
4

-05%
normalnormalnormalnormalnormalnormalnormal5
5
6

normalnormal+05%

normal
+05%
+10%

7

+15%

+15%

8

+20%

+25%

10
15

+30%
+40%

+30%
+35%

Reaction Adjustment indicates the penalty or bonus due to the character becauseof charisma in meeting and dealing with persons and creatures encountered. For
example, the character might encounter a basically neutral intelligent creature andseek to converse in order to gain some advantage. If the charisma of thecharacter is low, he or she will be working under a handicap which will have to
be overcome by generous offers and gifts if a chance of success is hoped for. On
the other hand, if the character’s charisma score is high, he or she will begin
negotiations from a strong starting position due to charm and magnetism.

CHARACTER RACES
After a player has determined the abilities of his or her character, it is then time todecide of what racial stock the character is to be. For purposes of the game the
racial stocks are limited to the following: dwarven, elven, gnome, half-elven,halfling, half-orc, and human. Each racial stock has advantages and disadvantages,
although in general human is superior to the others for reasons you will discover as
you read on. The Dungeon Master may have restrictions as to which races areallowed in the campaign due to the circumstances of the milieu.
Two tables for easy reference are given below in order that you can select the
racial stock of your character based on abilities generated and with an eye towards
what class (q.v.) of adventurer the character will be. Most non-human races are able
to work in two or more classes at the same time, and some gain ability scorebonuses as well, but most are limited as to how great a level they may attain in agiven class, except in the case of a thief.

*Charisma maximum applies only with respect to non-orcs and non-half-orcs(see CHARACTER RACES, Half-Orcs).
**Charisma maximum applies only with respect to non-dwarves (seeCHARACTER RACES, Dwarves).
CHARACTER RACE TABLE I: CHARACTER CLASS LIMITATIONS

Racial Stock of Character
CharacterClass
CLERIC (A)*
Druid (N)FIGHTER (A)Paladin (LG)Ranger (G)MAGIC-USER (A)Illusionist (A)THIEF (N to E)
Assassin (E)MONK (L)

Dwarven
no
no
yes
no
no
no
no
yes
yes
no

Elven
no
no
yes
no
no
yes
no
yes
yes
no

Gnome
no
no
yes
no
no
no
yes
yes
yes
no

Half-Elven
yes
yes
yes
no
yes
yes
no
yes
yes
no

Halﬂing
no
no
yes
no
no
no
no
yes
no
no

Half-Orc
yes
no
yes
no
no
no
no
yes
yes
no

Human
yes
yes
yes
yes
yes
yes
yes
yes
yes
yes

Notes Regarding Character Race Table I:
Character Class names are shown in capital letters if the class is major, sub-classes are shown with the first letter capitalized only. The letter or letters appearing after
each class indicate the alignment (q.v.) possibilities of each character class: (A) means any, (N) means neutral only, (LG) means lawful good only, (G) means good
only, (N to E) means any neutral to any evil alignment, (E) means evil only, and (L) means lawful only. (A) *a cleric cannot be true neutral unless of the druid subclass.
Racial Stock of Characters shows the seven races of player characters, and reading down each heading gives quick reference as to what classes each race is able tobecome in regard to their player character role.
A “no” indicates that the race cannot become the character class in question.
A “yes” indicates that the race is able to become the character class in question.

13

CHARACTER RACESCHARACTER RACESCHARACTER RACE TABLE II: CLASS LEVEL LIMITATIONS
Racial Stock of Character
Character Class
CLERIC
Druid
FIGHTER
PaladinRangerMAGIC-USER
Illusionist
THIEF
Assassin
MONK

Dwarven
(8)
no
91
no
no
no
no
U
9
no

Elven
(7)
no
72
no
no
116
No
U
10
No

Gnome
(7)
no
63
no
no
no
78
U
8
no

Half-Elven
5
U
84
no
84
87
no
U
11
no

Halﬂing
no
(6)
65
no
no
no
no
U
no
no

Half-Orc
4
no
10
no
no
no
no
89
U
no

Human
U
U
U
U
U
U
U
U
U
U

Dwarven ﬁghters with less than 17 strength are limited to 7th level; those with 17 strength are limited to 8th level.

1Elven ﬁghters with less than 17 strength are limited to 5th level; those with 17 strength are limited to 6th level.

2

Gnome ﬁghters of less than 18 strength are limited to 5th level.

3

Half-elven ﬁghters of less than 17 strength are limited to 6th level; those of 17 strength are limited to 7th level.

4

Halﬂing ﬁghters of Hairfeet sub-race, as well as all other types of sub-races with strength of under 17, are limited to 4th level. Tallfellows of 17 strength and Stouts of
18 strength can work up to 5th level. Tallfellows that somehow obtain 18 strength can work up to 6th level.
5

Elven magic-users with intelligence of less than 17 are limited to 9th level; those with intelligence of 17 are limited to 10th level.

6

Half-elven magic-users with intelligence of less than 17 are limited to 6th level; those with intelligence of 17 are limited to 7th level.

7

Gnome illusionists with intelligence or dexterity under 17 are limited to 5th level; those with both intelligence and dexterity of 17 are limited to 6th level.

8

Half-orc thieves with dexterity of less than 17 are limited to 6th level; those with dexterity of 17 are limited to 7th level.

9others. These penalties and bonuses are applied to the initial ability scores
generated by a player for his or her character as soon as the racial stock of thecharacter is selected, and the modified ability scores then are considered as if
they were the actual ability scores generated for all game purposes. These
penalties and bonuses are shown below:

Notes Regarding Character Race Table II:
Numbers in Parentheses ( ) indicate that this class exists only as non-player
characters in the race in question.
Numbers — not in parentheses — indicate the maximum level attainable by acharacter of the race in question.

Race
Dwarf
Elf
Half-Orc
Halfling

U appearing in a race column indicates that a character of the race in question
has no limitation as to how high the character can go with regard to level in
the appropriate class.

Penalty or Bonus
Constitution +1; Charisma -1
Dexterity +1; Constitution -1
Strength +1; Constitution +1; Charisma -2
Strength -1; Dexterity +1

There are certain other disadvantages and advantages to characters of various
races; these are described in the paragraphs pertaining to each race which
follow.

Penalties and Bonuses for Race:
Certain racial stocks excel in certain ability areas and have shortcomings in

14

CHARACTER RACESCHARACTER RACES (DWARVES)

Character Ability Scores by Racial Type:As noted previously in the section pertaining to character abilities, the non- andpart-human races must meet certain minimum ability scores, and some races havelower maximum possible scores as well. In order for your character to be of one ofthese races, these minimums and maximums must be met. The minimum scores musthave been generated in the initial abilities rolls, or if bonuses are given for the race,then the minimums must be met considering such bonuses. Maximums applicable
are easily met, for the ability score is simply lowered to conform to the maximum.
The table below shows these minimum and maximum figures at a glance.

CHARACTER RACE TABLE III: ABILITY SCORE MINIMUMS & MAXIMUMS
Character
Ability
ScoresSTRENGTH*Min.
Max.
INTELLIGENCE
Min.
Max.
WISDOMMin.
Max.
DEXTERITYMin.
Max.
CONSTITUTION
Min.
Max.
CHARISMAMin.
Max.

CHARACTER'S RACE
Dwarven

Elven

Gnome

Half-Elven

Halﬂing

Half-Orc

M/F
8/8
18/17

M/F
3/3
18/16

M/F
6/6
18/15

M/F
3/3
18/17

M/F
6/6
17/14

M/F
6/6
18/18

3/3
18/18

8/8
18/18

7/7
18/18

4/4
18/18

6/6
18/18

3/3
17/17

3/3
18/18

3/3
18/18

3/3
18/18

3/3
18/18

3/3
17/17

3/3
14/14

3/3
17/17

7/7
19/19

3/3
18/18

6/6
18/18

8/8
18/18

3/3
17/17

12/12
19/19

6/6
18/18

8/8
18/18

6/6
18/18

10/10
19/19

13/13
19/19

3/3
16/16

8/8
18/18

3/3
18/18

3/3
18/18

3/3
18/18

3/3
12/12

*As noted previously, ﬁghters of all races might be entitled to an exceptional strength bonus, see CHARACTER ABILITIES, Strength.

A character of the dwarven race can be a fighter (maximum of 9th level), a
thief, or an assassin (maximum of 9th level). It is also possible for a dwarvencharacter to opt to work simultaneously in the fighter and thief classes; in thelatter event the dwarf will be limited to the armor permitted a thief when
performing any functions of that class. Experience will always be divided
between the two classes also, even though the dwarf may no longer advanceupwards in fighting ability level. (Complete information regarding this subject isgiven hereunder in the section dealing with CHARACTER CLASSES.)

Notes Regarding Character Race Table III:
Minimum Scores indicate the lowest possible roll for consideration of acharacter to be of the racial type indicated. Scores below the minimum
indicated are not allowable, so any character with less than the minimum shown
can not be of the appropriate race.
Maximum Scores include racial penalties and bonuses; thus, some races canexceed the 18 total possible in the initial generation of abilities with three sixsided dice. Penalties and bonuses for race are taken before adjusting for
maximum score.

Because of their very nature, dwarves are non-magical and do not ever use
magical spells. However, this nature gives them a bonus with regard to their saving
throws (see COMBAT, Saving Throws) against attacks by magic wands,
staves, rods and spells. This bonus is +1 for every 3½ points of constitution ability.
Thus, if a dwarf had a constitution of 7 he or she would gain a +2 on dice rolls
made as saving throws, at 14 constitution the bonus would be +4, and at 18
constitution the bonus would be the maximum normally possible, +5.

The Slash (/) separates the minimums and maximums possible for males, shown
first, and females, shown after the slash, thus: males/females, minimum andmaximum as applicable. A male dwarf needs a minimum strength of 8, as doesa female of that race; a male dwarf can have a maximum strength of 18, but afemale dwarf can have a maximum strength of 17; this reads as 8/8, 18/17.

Similarly, dwarves have exceptional constitutional strength with regard to toxic
substances, ingested or injected. Therefore, all dwarven characters make saving
throws against poison in the same manner and with the same bonuses as they doagainst magical attacks from wands, staves, rods, and spells.

CHARACTER RACE DESCRIPTIONSAll of the non-human or part-human races closely resemble humans in many
aspects. It is assumed that similarities are sufficiently apparent so as to warrant
no further comment, and only special racial characteristics which are dissimilar
to humans will be dealt with. Characters differ slightly within their respective
races as a whole.

All dwarves are able to speak the following languages (q.v.): dwarven, gnome,
goblin, kobold, and orcish; in addition, dwarven characters are able to speak
the “common tongue” of all humankind. However, except for their alignment
language (see ALIGNMENT), they are unable to learn more than two
additional languages regardless of their intelligence ability.
Dwarves are able to see radiation in the infra-red spectrum, so they can see up
to 60’ in the dark noting varying degrees of heat radiation. This ability is
known as “infravision”.

Dwarves:
The race of dwarves typically dwells in hilly or mountainous regions. For detailsof the race in general the reader is referred to ADVANCED DUNGEONS &DRAGONS, MONSTER MANUAL. As player characters, both dwarves andtheir cousins the “mountain dwarves” can be considered.

Dwarves are miners of great skill. They are able to detect the following
facts when within 10’ or less of the particular phenomenon (except

15

CHARACTER RACES (DWARVES)CHARACTER RACES (GNOMES)

determination of approximate depth, which can be done at any distance):
Detect grade or slope inpassage, upwards or downwards

75% probability(d4, score 1-3)

Detect new construction or
passage/tunnel

75% probability

Detect sliding or shifting walls or
rooms

66 2/3% probability(d6, score 1-4)

Detect traps involving pits, falling
blocks and other stonework

50% probability(d4, score 1-2 or
d6, score 1-3)

Determine approximate depth
underground

50% probability

intelligence are able to learn one additional language for every point ofintelligence over 15, i.e. a character with an 18 intelligence score could learn
three additional languages (q.v.).
Elves have the ability to see into the infra-red spectrum, so they are able to see
up to 60’ in darkness, noting varying degrees of heat radiation.
Secret or concealed doors are difficult to hide from elves. Merely passing within
10’ of the latter makes an elven character 16 2/3% (1 in 6) likely to notice it. If
actively searching for such doors, elven characters are 33 1/3% (2 in 6) likely tofind a secret door and 50% likely (3 in 6) to discover a concealed portal.
As has been shown previously, elven characters add a bonus of +1 to theirinitial dexterity score. Likewise, as elves are not as sturdy as humans, they
deduct 1 from their initial constitution score.
If alone and not in metal armor (or if well in advance — 90’ or more — of aparty which does not consist entirely of elves and/or halflings) an elven charactermoves so silently that he or she will surprise (q.v.) monsters 66 2/3% (d6, 1
through 4) of the time unless some portal must be opened in order to confront themonster. In the latter case the chance for surprise drops to 33 1/3% (d6, 1-2).

Note that the dwarven character must be actively seeking to determine thephenomenon in question in order to be able to determine the answer; theinformation does not simply spring to mind unbidden.
In melee combat (see COMBAT), dwarves add 1 to their dice rolls to hit
opponents who are half-orcs, goblins, hobgoblins, or orcs. When being
attacked by ogres, trolls, ogre magi, giants, and/or titans, dwarves subtract 4
from their opponents’ “to hit” dice rolls because of the dwarves’ small size andcombat ability against these much bigger creatures.

Gnomes:A gnome’s preferred habitation is an area of rolling, rocky hills, well-wooded
and uninhabited by humans. Details of the race are found in ADVANCED
DUNGEONS & DRAGONS, MONSTER MANUAL.

As has already been noted, dwarven characters get a bonus of 1 added to theirinitial constitution ability, and a penalty of 1 on their charisma score due to racialcharacteristics. It is very important to note the actual charisma score prior to
racial adjustment, however, for dwarven characters do not suffer charisma
penalties, nor are they limited to a 16 charisma maximum with regard to theirown race. For example, let us suppose a player who has rolled a charisma scoreof 18 decides to have a dwarven character, thus reducing charisma score by 1
due to racial characteristics. However, the highest score possible for a dwarf is 16(see CHARACTER ABILITIES, CHARISMA TABLE), so the character’scharisma score is recorded as 16 (18), the parenthetical number being the actual
score rolled. With regard to non-dwarven henchmen, the character is limited to a
maximum of 8, but with regard to dwarves the character has a score of 18
charisma, so up to 15 henchmen would serve the character if the additional
servitors (over and above 8) were themselves dwarves.

A character of the gnome race can select to be a fighter (maximum of 6th level), an
illusionist (maximum of 7th level), a thief, or an assassin (maximum of 8th level). It isalso possible for a gnome character to be two classes at the same time (a fighter/illusionist, a fighter/thief, or an illusionist/thief, for example). In the latter case, thecharacter is restricted to the wearing of leather armor, regardless of which classcombination he or she has chosen, unless only fighting is performed by thecharacter. As with any such multi-class character, gnomes with two characterclasses must always divide earned experience equally between levels, even though
it might no longer be possible to advance upwards in level in one of the classes.
(See CHARACTER CLASSES for more information regarding this subject.)
Similar to their cousins, the dwarves, gnomes are highly magic resistant. A
gnome player character gains a bonus of +1 for every 3½ points of constitution
ability score, just as dwarven characters do. A constitution of 4 gains a +1, 7
gains a +2, 11 gains a +3, 14 gains a +4, and 18 gains a +5 bonus to saving
throws versus magic wands, staves, rods, and spells.

Elves:
There are many sorts of elves, and descriptions of the differing types are foundin ADVANCED DUNGEONS & DRAGONS, MONSTER MANUAL.
Elven player characters are always considered to be high elves, the mostcommon sort of elf.

Gnome characters are able to speak the following languages in addition to theiralignment language (q.v.) and the “common tongue” of humanity: dwarvish,
gnome, halfling, goblin, kobold, and they can also communicate with any
burrowing mammal (such as moles, badgers, ground squirrels, etc.). Gnomes areunable to learn more than two languages in addition to those noted above,
regardless of how high their intelligence score is.

A character of elven stock can opt to be a fighter (maximum of 7th level), a
magic-user (maximum of 11th level), a thief, or an assassin (maximum of 10th
level). An elven character can also be multi-classed, i.e. a fighter/magic-user, afighter/thief, a magic-user/thief, or a fighter/magic-user/thief. If the character ismulti-classed, the following restrictions and strictures apply: Although able tooperate freely with the benefits of armor, weapons, and magical items available
to the classes the character is operating in, any thieving is restricted to the armor
and weaponry usable by the thief class. All earned experience is always divided
equally among the classes of the character, even though the character is nolonger able to gain levels in one or more of the classes. (More detailed
information is given in the CHARACTER CLASSES section hereafter.)Gnomes have infravision, the ability to see into the infra-red spectrum, so a gnomecharacter is able to see up to 60’ in the dark, noting varying heat radiation.
Being miners of exceptional merit, gnomes are able to detect the following facts
when within 10’ of the area to be examined, or at any time with respect todetermination of their approximate depth underground:Elven characters have a 90% resistance to sleep and charm spells (if these spells
are cast upon them a percentile dice roll of 91% or better is required to allow
the magic any chance of having an effect, and even then the saving throw
against spells is allowed versus the charm spell).
When employing either a bow of any sort other than a crossbow, or a short orlong sword, elven characters gain a bonus of +1 on their die rolls “to hit”.
All elven characters are able to speak the following languages in addition tothat of their chosen alignment: elvish, gnome, halfling, goblin, hobgoblin, orcish,gnoll, and the “common tongue” of mankind. Elven characters of above 15

Detect grade or slope in passage
upwards or downwards

80% probability(d10, score 1-8)

Detect unsafe walls, ceilings, or
floors70% probability(d10, score 1-7)

Determine approximate depth
underground

60% probability(d10, score 1-6)

Determine direction of travel
underground

50% probability(dANY, score any half)

It is important to note that the gnome must be actively seeking to determine
the matter in question. The phenomenon does not otherwise become apparent

16

CHARACTER RACES (GNOMES)CHARACTER RACES (HUMANS)

to the character, for he or she must concentrate on the subject to get some formof answer.

for constitution: 4-6 = +1, 7-10 = +2, 11-13 = + 3, 14-17 = +4, and 18 = +5.
As halflings also have a similar resistance to poisons of all sorts, they gain aconstitution bonus identical to that for saving throws versus magical attacks when they
make saving throws versus poison, i.e. +1 to +5 depending on constitution score.

In melee combat, gnome characters add 1 to their dice rolls to hit opponents
who are kobolds or goblins. When being attacked by gnolls, bugbears, ogres,trolls, ogre magi, giants, and/or titans, gnome characters subtract 4 from theiropponents’ “to hit” dice rolls because of the gnomes’ small size and their
combat skill against these much bigger creatures.

All halfling characters are able to speak the following languages in addition to
mankind’s “common tongue” and the alignment language: dwarven, elven,gnome, goblin, halfling, and orcish. Halflings with intelligence above 16 canlearn one additional language for every point of intelligence they possess
above the 16 minimum, so at 17 intelligence the character can learn one
additional language, and at 18 intelligence two can be learned.

Half-Elves:
Half-elves do not form a race unto themselves, but rather they can be foundamongst both elvenkind and men. For details of the typical half-elf see
ADVANCED DUNGEONS & DRAGONS, MONSTER MANUAL under
the heading Elf.

Certain halfling characters have infravision. Those with mixed blood are assumed
to have infravision which functions up to 30’ distant, while those of pure Stoutish
blood are able to see heat radiation variation at up to 60 ft. (normal infravision).

A character of half-elven race can play as a cleric (maximum of 5th level), druid,
fighter (maximum of 8th level), ranger (maximum of 8th level), magic-user(maximum of 8th level), thief, or assassin (maximum of 11th level). A character ofhalf-elven race can also opt to become a multi-classed individual, i.e. cleric/fighter,cleric/ranger, cleric/magic-user, fighter/magic-user, fighter/thief, magic-user/thief,cleric/fighter/magic-user, or a fighter/magic-user/thief. Half-elven characters whochoose the cleric as one of their multi-classes aren’t limited by that class’
proscriptions upon weapons usable, but they are quite restricted in level. Half-elven
characters who choose the thief class as one of their multi-roles are limited to theweaponry and armor of that class when operating as a thief. All earned experienceis always divided evenly between the classes of the multi-classed character, eventhough the character is no longer able to gain levels in one or more of the classes.
(See CHARACTER CLASSES, and consult the various classes for more detailed
information pertaining to half-elven characters operating within the stated classes.)

Similarly, halflings of mixed type and those of pure Stoutish blood are able tonote if a passage is an up or down grade 75% (d4, 1-3) of the time, and they
can determine direction 50% of the time. Note that these abilities function only
when the character is concentrating on the desired information to the exclusionof all other thought and activity.
If alone (or well in advance — 90’ or more — of a party which does not consist
entirely of halflings or elves not in metal armor) and not in metal armor, halfling
characters are able to move very silently; thus, if they do not have to open someform of door or other screen, they will surprise (q.v.) a monster 66 2/3% (d6, 1-4) of
the time. If a door must be opened, chance for surprise drops to 33 1/3% (d6, 1-2).
Halfling characters must accept a penalty of -1 from their initially generated
strength ability score, and they gain a bonus of +1 on dexterity.

Half-elven characters have a 30% resistance to sleep and charm spells (if thespells are cast upon them, a percentile dice roll of 31% or better is required toallow the magic any chance of having an effect, and even then the saving
throw against spells is allowed versus the charm spell).

Half-Orcs:
Orcs are fecund and create many cross-breeds, most of the offspring of suchbeing typically orcish. However, some one-tenth of orc-human mongrels are
sufficiently non-orcish to pass for human. Complete details of orcs and crossbreeds will be found under the heading Orc in ADVANCED DUNGEONS &DRAGONS, MONSTER MANUAL.

All half-elven characters are able to speak the “common tongue” of men, theiralignment language (q.v.), and the following: elvish, gnome, halfling, goblin,
hobgoblin, orcish, and gnoll. Half-elven characters of above 16 intelligence areable to learn one additional language for every point of intelligence above 16, sothat a 17 intelligence indicates the character can learn one additional language,
and an 18 intelligence indicates two languages can be learned in addition to thoselisted above.

As it is assumed that player characters which are of half-orc race are within the
superior 10%, they have certain advantages. A half-orc character can become acleric (maximum of 4th level), a fighter (maximum of 10th level), a thief (maximumof 8th level), or an assassin. It is also possible for a half-orc character to operatein two classes at the same time: cleric/fighter, cleric/thief, cleric/assassin, fighter/
thief, or fighter/assassin. When playing a multi-classed character, the half-orc
must abide by the restrictions of the least favorable class with regard only toarmor. All earned experience is always divided equally between the player’s twoclasses, even though the character might no longer be able to progress upwards
in level in one of the two classes. (See CHARACTER CLASSES for more
information regarding this subject.)Half-elves have the ability to see into the infra-red spectrum, so they are able tosee up to 60’ in darkness, noting varying degrees of heat radiation.
Secret or concealed doors are difficult to hide from half-elves, just as they are
noticeable by elves. Merely passing within 10’ of a concealed door gives the halfelven character a 1 in 6 chance (16 2/3%) chance of spotting it. If the character isactively seeking to discover such doors, he or she has a 2 in 6 chance (33 1/3%) of
spotting a secret door and a 3 in 6 chance (50%) of locating a concealed door.

Half-orc characters are able to speak the “common tongue” of humanity, theiralignment language, and orcish as well. These characters are able to learn amaximum of two additional languages.

Halﬂings:
Halflings are very much like small humans, thus their name. As player
characters, it is assumed that any of the sub-races of the race of halflings canbe considered as that of the halfling character in question. Complete
information on halflings is found in ADVANCED DUNGEONS &DRAGONS, MONSTER MANUAL.

Half-orcs have infravision, so that they can detect varying degrees of heatradiation up to 60’ distant in the dark.
As has been shown before, half-orc characters have bonuses of +1 to boththeir strength and constitution scores initially rolled, but they must subtract acharisma penalty of -2. Note that this penalty is in regard to those non-player
character henchmen who are not themselves of half-orc race, so the initial,
unaltered, charisma ability score should be recorded (cf. Dwarves).

A character of the halfling race can be a fighter, a thief, or a fighter/thief. As
halflings are unable to work beyond 6th level as fighters, it is most probable thatthe character will be a thief or a multi-classed fighter/thief. In the latter case thecharacter is limited to the armor and weaponry of a thief whenever any suchfunctions are to be performed during the course of an adventure. Furthermore,earned experience is always divided evenly between the two classes, even though
the character may no longer be able to gain additional levels as a fighter.

Humans:Human characters are neither given penalties nor bonuses, as they are establishedas the norm upon which these subtractions or additions for racial stock are based.
Human characters are not limited as to what class of character they can become,nor do they have any maximum limit — other than that intrinsic to the class — ofAll halfling characters have a high resistance to magic spells, so for every 3 1/2
points of constitution ability the character possesses, he or she gains a +1 on saving
throws versus wands, staves, rods, and spells. This converts to the following bonuses

17

CHARACTER RACES (HUMANS)CHARACTER CLASSES
there are also certain likes and dislikes which must be considered in selecting a
racial type for your character. The dealings which a character has with various
races will be affected by racial preferences to some extent. Similarly, the acquisitionof hirelings by racial type might prove difficult for some characters if they gooutside a narrow field. Your Dungeon Master will certainly take racial preferences
into account during interaction between your character and the various races which
he or she will encounter. The following table will serve as a guide in determining
which races your character will like, be rather indifferent to, or dislike.

level they can attain within a class. As they are the rule rather than the exception,
the basic information given always applies to humans, and racial changes arenoted for differences as applicable for non-human or part-human stocks.

RACIAL REFERENCES
In addition to the various attributes of the races of characters already mentioned,

RACIAL PREFERENCES TABLE
Basic Acceptability of Racial TypeRace
DWARVEN
ELVEN
GNOME
HALF-ELVEN
HALFLING
HALF-ORC
HUMAN

Dwarves
P
A
G
N
G2
H
N

Elves
A
P
T
P
G3
A
N

Gnomes
G
T
P
T
T
H
N

Half-Elves
N
G
T
P
N
A
T

1

Only with regard to Tallfellows and Stouts, other halﬂings are regarded with tolerance (T).

2

Only Stouts regard dwarves as acceptable, other halﬂings tolerate them (T).

3

Only Tallfellows regard elves as good company, other halﬂings are tolerant (T).

Halﬂings
G1
T
G
N
P
N
N

Half-Orcs
H
A
H
A
N
P
N

Humans
N
N
N
T
N
T
P

Notes on the Racial Preferences Table:P:

P indicates that the race is generally preferred, and dealings with themembers of the race will be reflected accordingly.

N:

N shows that the race is thought of neutrally, although some suspicion
will be evidenced.

G:

G means that considerable goodwill exists towards the race.

A:

A means that the race is greeted with antipathy.

T:

T indicates that the race is viewed with tolerance and generally
acceptable, if not loved.

H:

H tokens a strong hatred for the race in question.

CHARACTER CLASSES (Descriptions, Functions, Levels)
Character class refers to the profession of the player character. The approach
you wish to take to the game, how you believe you can most successfully
meet the challenges which it poses, and which role you desire to play are
dictated by character class (or multi-class). Clerics principally function as
supportive, although they have some offensive spell power and are able touse armor and weapons effectively. Druids are a sub-class of cleric who
operate much as do other clerics, but they are less able in combat and more
effective in wilderness situations. Fighters generally seek to engage in handto-hand combat, for they have more hit points and better weaponry ingeneral than do other classes. Paladins are fighters who are lawful good (seeALIGNMENT). At higher levels they gain limited clerical powers as well.
Rangers are another sub-class of fighter. They are quite powerful in combat,
and at upper levels gain druidic and magic spell usage of a limited sort.
Magic-users cannot expect to do well in hand-to-hand combat, but they havea great number of magic spells of offensive, defensive, and informational
nature. They use magic almost exclusively to solve problems posed by thegame. Illusionists are a sub-class of magic-user, and they are different
primarily because of the kinds of spells they use. Thieves use cunning,
nimbleness, and stealth. Assassins, a sub-class of thief, are quiet killers of evil
nature. Monks are aesthetic disciples of bodily training and combat withbare hands. Each class is detailed fully in succeeding paragraphs. It is up to
you to select what class you desire your character to be. Selection must be
modified by abilities generated and possibly by the race of your character.
The following tables will enable you to determine the major differences
between character classes at a glance. Specific comparisons must be done inlight of the detailed information given in the sections which discuss theindividual classes in question. Note that non-human and semi-human racecharacters who are multi-classed are typically bound by the limitations of thethief class only. That is, a fighter/magic-user can benefit from both armor,
weaponry and spells; a fighter/thief is limited by the constraints of the thiefclass.

18

CHARACTER CLASSESCHARACTER CLASSESCHARACTER CLASSES TABLE I: HIT DICE, SPELL ABILITY, AND CLASS LEVEL LIMITClass of
Character
CLERIC
Druid
FIGHTER
PaladinRangerMAGIC-USER
Illusionist
THIEF
Assassin
MONK

Hit Die
Type
d8
d8
d10
d10
d8 (+d8)**
d4
d4
d6
d6
d4 (+d4)**

Maximum Number ofHit Dice
9149910 (+1)**
11
10
10
15
17 (+1)**

Spell Ability
yes
yes
no
yes*
yes***
yes
yes
no****
no****
noClass Level
Limit
none
14 (The Great Druid)
none
none
none
none
none
none
14 (Master of Assassins)
17 (Grand Master of Flowers)*Clerical spell ability up to 4th level spells, ﬁrst gained at 9th level.
**The ranger begins with two eight-sided hit dice (2d8), but thereafter goes up one die per level, to the indicated maximum, as do all other classes. The monk begins with
two four-sided dice (2d4), and goes up thereafter as do rangers, at one die per level.
***Druidic spell ability up to 3rd level spells, ﬁrst gained at 8th level; and magic-user spell ability up to 2nd level, ﬁrst gained at 9th level.
****At 10th level (12th level with regard to assassins) thieves gain the ability to read magic-users’ (and illusionists’) spells from scrolls.
Note that when multi-classed characters are no longer able to progress in any
given class, they no longer gain the hit dice for that class. (See CHARACTERHIT POINTS.)

Notes Regarding Character Classes Table I.:
Class of Character is self-explanatory. Multi-classes have been omitted, but
certain facts pertaining to them are given hereafter.

Maximum Number of Hit Dice assumes that the character has no racial
limitation to prevent rise commensurate with the number of hit dice. Note that
additional hit points are still gained with increase in level, even though noadditional hit dice can be, in those cases where there is no class (or race) level
limit. (See CHARACTER HIT POINTS.)

Hit Dice Type shows the type of die to be rolled by a character of theappropriate class at each level of experience (q.v.) he or she has gained so as todetermine how many hit points (q.v.) the character has. Multi-classed characters
determine their hit points as follows:
1. Roll the hit die (or dice) appropriate to each class the character is professing.

Spell Ability simply indicates whether or not the class of character is able toemploy spells. (For details of spells see CHARACTER SPELLS.)

2. Total the sum of all dice so rolled, and adjust for constitution (q.v.).
Class Level Limit tells how high in levels the character can progress in the classin question. As shown, most character classes do not have any upper limit,
although racial limitations might affect non-human or semi-human characters.

3. Divide the total by the character’s classes (two or three), dropping fractions
under ½, rounding fractions of ½ or greater upwards to the next whole number.
4. The number derived (quotient) is the number of hit points the multi-classedcharacter gains with the rise in that experience level.

CHARACTER CLASSES TABLE II.: ARMOR AND WEAPONS PERMITTEDClass of
Character
CLERIC
Druid
FIGHTER
PaladinRangerMAGIC-USER
Illusionist
THIEF
Assassin
MONK

Armor
any
leather
any
any
any
none
none
leatherleathernone

Shieldany
wooden
any
any
any
none
none
none
any
none

Weapons*club, ﬂail , hammer, mace, staff
club, dagger, dart, hammer, scimitar, sling, spear, staff
any***
any***
any***
dagger, dart, staff
dagger, dart, staff
club, dagger, dart, sling, sword****any***
bo sticks, club, crossbow, dagger, hand axe, javelin, jo stick, pole arm, spear, staff

Oil
yes
yes
yes
yes
yes
yes
yes
yes
yes
no

Poisonnever**
?
?
never
?
?
?
?
yes
?

*This heading includes any magical weapons of the type named unless use by the class in question is speciﬁcally proscribed in the description of the magic weapon.
**This prohibition is strictly for clerics who are not of evil alignment; the latter may use poison if permitted in the campaign by the referee.
***Characters under 5’ height cannot employ the longbow or any weapon over 12’ in length. Those under 100 pounds of body weight cannot use the heavy crossbow orpole arms in excess of 200 gold piece weight equivalent, including two-handed swords.
****A thief may use a short sword, broad sword, or long sword but not a bastard sword or a two-handed sword.
Note Regarding Poison: The question mark indicates that the use of poisons is possible providing the referee so allows. Uses and limitations are determined by thereferee with suggestions from the DUNGEON MASTERS GUIDE.

19

CHARACTER CLASSES (CLERIC)CHARACTER CLASSES (DRUID)
to the cleric’s deity (or deities). The cost of construction will be only one-half theusual for such a place because of religious help. If the cleric then clears thesurrounding territory and humans dwell in this area, there will be a monthly
revenue of 9 silver pieces per inhabitant from trade, taxation, and tithes.

The Cleric
As has been stated previously in the section detailing CHARACTER ABILITIES,
the principal attribute of a cleric is wisdom. A character must have a minimum
wisdom ability score of 9 (13 if a multi-classed half-elven cleric but 9 if a multiclassed half-orc cleric). If wisdom ability is greater than 15, the character adds
10% to experience (q.v.) awarded to him or her by the referee. Example: A clericcharacter gains an award of 975 experience points from the DM after asuccessful adventure. Because the character has a wisdom ability score in excess
of 15, he or she then adds 98 experience points (975 × .10 = 97.5, or 98 X.P.) to
the 975, for a total of 1,073 X.P. Of course, a cleric will benefit in other ways byhaving a high wisdom score. He or she gains bonus spells from high wisdom, as
well as a better chance to avoid the effects of certain magical attacks.

CLERICS TABLE I

Experience
Points0—1,500
1,501—3,000
3,001—6,000
6,001—13,000
13,001—27,500
27,501—55,000
55,001—110,000
110,001—225,000
225,001—450,000
450,001—675,000
675,001—900,000

High ability scores in strength and constitution are also desirable for acharacter of this class, and good dexterity is likewise of benefit.
This class of character bears a certain resemblance to religious orders ofknighthood of medieval times. The cleric has an eight-sided die (d8) per level todetermine how many hit points (q.v.) he or she has. The cleric is dedicated to adeity, or deities, and at the same time a skilled combatant at arms. The clericcan be of any alignment (q.v.) save (true) neutral (see Druid hereafter)alignment, depending upon that of the deity the cleric serves. All clerics havecertain holy symbols which aid them and give power to their spells. All are
likewise forbidden to use edged and/or pointed weapons which shed blood. All
clerics have their own spells, bestowed upon them by their deity for correct anddiligent prayers and deeds.

8-Sided
Dice forExperience Accumulated
Level
Hit Points
1
1
2
2
3
3
4
4
5
5
6
6
7
7
8
8
9
9
10
9+2
11
9+4

Level
Title
Acolyte
Adept
PriestCurateCanon
Lama
PatriarchHigh Priest
High Priest (10th level)
High Priest (11th level)

225,000 experience points per level for each additional level beyond the 11th.
Clerics gain 2 h.p. per level after the 9th.
SPELLS USABLE BY CLASS AND LEVEL — CLERICS

A study of the spells usable by clerics (see CHARACTER SPELLS) will convey
the main purpose of the cleric. That is, the cleric serves to fortify, protect, andrevitalize. The cleric also has a limited number of attack spells, some of which
are simply the reverse form of curative incantations. Note that all spells must be
spoken or read aloud. In addition, the cleric has the ability to wear armor,
carry effective weaponry, and engage in hand-to-hand (melee) combat with areasonable chance of success. Another important attribute of the cleric is theability to turn away (or actually command into service) the undead and lesspowerful demons and devils.

Cleric
Level

1

2

3

Spell Level
4

1
1
2
2
3
2
1
4
3
2
5
3
3
1
6
3
3
2
7
3
3
2
1
8
3
3
3
2
9
4
4
3
2
10
4
4
3
3
11
5
4
4
3
12
6
5
5
3
13
6
6
6
4
14
6
6
6
5
15
7
7
7
5
16
7
7
7
6
17
8
8
8
6
18
8
8
8
7
19
9
9
9
7
20
9
9
9
8
21
9
9
9
9
22
9
9
9
9
23
9
9
9
9
24
9
9
9
9
25
9
9
9
9
26
9
9
9
9
27
9
9
9
9
28
9
9
9
9
29
9
9
9
9
*Usable only by clerics of 17 or greater wisdom**Usable only by clerics of 18 or greater wisdom

The undead are: ghasts, ghosts, ghouls, liches, mummies, shadows, skeletons,
spectres, wights, wraiths, vampires, and zombies. These creatures, as well as
demons and devils, are detailed in ADVANCED DUNGEONS &DRAGONS, MONSTER MANUAL. The matrix showing what effect clericsof various levels have upon such creatures is for use by the Dungeon Master
only. As a rule of thumb, a cleric is effective against any undead monster whose
hit dice are not greater than those of the cleric. Only high level clerics have any
hope of driving away or influencing demons or devils.
Only humans will normally have clericism as their sole class; thus they are theonly clerics with unlimited advancement in level.
Clerics have nearly as good a prospect of success in melee combat as fighters(the best in such situations). They move upwards in combat ability in steps
consisting of three ability levels. Similarly, they make saving throws (q.v.) against
magical and poison attacks in like steps.
Clerics can employ a fair number of magic items including most potions; clericaland “protection” scrolls; most rings; some wands, rods, and staves; many othermagical items; and all of the non-edged, non-pointed magical weaponry. As they
are able to wear armor, clerics can employ all forms of magic armor and magic
shields, too.
When a cleric achieves 8th level (Patriarch or Matriarch) he or she
automatically attracts followers if the cleric establishes a place of worship — abuilding of not less than 2,000 square feet in floor area with an altar, shrine,
chapel, etc. These followers are fanatically loyal and serve without pay so longas the cleric does not change deities and/or alignment. These followers number
between 20 and 200 (2d10, totaled, and multiplied by 10). In addition, there
will be followers who are men-at-arms (q.v.), and your referee will relay thetypes and numbers at the appropriate time.

5

6

7

1*
2
2
2
2
3
4
5
5
6
6
7
8
9
9
9
9
9
9
9
9

1
2
2
2
2
3
3
4
4
5
6
6
7
8
8
9
9
9
9

1**
1
1
2
2
2
3
3
3
4
4
5
6
7

The Druid
The druid is a sub-class of clerics. They are the only absolute neutrals (seeALIGNMENT), viewing good and evil, law and chaos, as balancing forces ofnature which are necessary for the continuation of all things. As priests ofnature, they must have a minimum wisdom of 12 and a charisma of 15. Both ofthese major attributes must exceed 15 if a druid is to gain a 10% bonus toearned experience.

Upon reaching 9th level (High Priest or High Priestess), the cleric has the optionof constructing a religious stronghold. This fortified place must contain a large
temple, cathedral, or church of not less than 2500 square feet on the groundfloor. It can be a castle, a monastery, an abbey or the like. It must be dedicated20

CHARACTER CLASSES (DRUID)

CHARACTER CLASSES (DRUID)

It will be noted that the spells usable by druids are more attuned to nature andthe outdoors than are the spells of other clerics or magic-users.

the leader of a body of lesser druids and will have an entourage of three of theirunderlings, i.e. the lowest (in experience) Druid (12th level) will have threeAspirants (1st level) to serve him or her, while the highest (in experience) will havethree Initiates of the 7th Circle (9th level). Initiates of the 8th and 9th Circles areunder direct supervision of the three Archdruids and The Great Druid respectively.

Nonetheless, druids serve to strengthen, protect, and revitalize as the usual clericdoes. The more powerful druidic spells, as well as their wider range of weaponry,
make up for the fact that druids are unable to use any armor or shields other thanleather armor and wooden shields (metallic armor spoils their magical powers).
They must speak or read spells aloud. Due to their involvement with living, growing
things, druids have no power to turn or control undead, demons, or devils.

Above all other druids is a lone figure, The Great Druid. The supreme druid isalways attended by nine Initiates of the 9th Circle.
(Note: It is possible that other henchmen and hirelings, as well as worshippers,
will be found with any particular druid. All servitors of upper-level druids arefaithful protectors. They are not otherwise considered henchmen (q.v.) perse.)

Druids can be visualized as medieval cousins of what the ancient Celtic sect ofDruids would have become had it survived the Roman conquest. They hold trees(particularly oak and ash), the sun, and the moon as deities. Mistletoe is theholy symbol of druids, and it gives power to their spells. They have an
obligation to protect trees and wild plants, crops, and to a lesser extent, their
human followers and animals. Thus, druids will never destroy woodlands orcrops no matter what the circumstances. Even though a woods, for example,
were evilly hostile, druids would not destroy it, although nothing would prevent
them from changing the nature of the place if the desire and wherewithal
existed. In similar fashion, they avoid slaying wild animals or even domestic
ones except as necessary for self-preservation and sustenance.

At such time as a druid class player character attains experience points sufficient toadvance him or her to Druid (12th level), the corresponding powers are gained only:
1. If there are currently fewer than nine other characters of Druid level, or
2. The player character bests one of the nine Druid level characters in spell or
hand-to-hand combat. If the combat is not mortal, the losing combatant drops
the exact number of experience points necessary to place him or her in the
beginning of the next lower level.

If druids observe any creature destroying their charges, the druids are unlikely torisk their lives to prevent the destruction. Rather, it is probable that the druids willseek retribution and revenge at a later date as opportunity presents itself.

If the player character succeeds, he or she becomes a Druid, with full powers,
and the former Druid (assuming case 2, above) becomes an Initiate of the 9th
Circle. If the player character loses, he or she remains at lower level andactually has fewer experience points in the bargain.

In connection with their nature worship, druids have certain innate powers
which are gained at higher level. At 3rd level (Initiate of the 1st Circle), a druid
gains the following abilities:

This process is repeated with respect to a Druid becoming an Archdruid and for
an Archdruid becoming the Great Druid. Multiple attempts to move upwards
are possible as long as the character survives.

1. Identification of plant type
2. Identification of animal type

DRUIDS (CLERICS) TABLE I.

3. Identification of pure water
4. Power to pass through overgrown areas (undergrowth of tangled thorns,
briar patches, etc.) without leaving a discernible trail and at normal
movement rate (q.v.)

Experience Points
0—2,000
2,001—4,000
4,001—7,500
7,501—12,500
12,501—20,000
20,001—35,000
35,001—60,000
60,001—90,000
90,001—125,000
125,001—200,000
200,001—300,000
300,001—750,000
750,001—1,500,000
1,500,001

At 7th level (Initiate of the 5th Circle), the following additional powers are gained:
1. Immunity from charm spells cast by any creature basically associated withthe woodlands, i.e. dryads, nixies, sylphs, etc.
2. Ability to change form up to three times per day, actually becoming, in all
respects save the mind, a reptile, bird or mammal.
A.

Each type of creature form can be assumed but once per day.

B.

The size of creature form assumed can vary from as small as abullfrog, bluejay, or bat to as large as a large snake, an eagle, ora black bear (about double the weight of the druid).

C.

Each assumption of a new form removes from 10% to 60% (d6,multiply by 10) of the hit points of damage, if any, the druid hassustained prior to changing form.

8-Sided
Dice forExperience Accumulated
Level
Hit Points
1
2
3
4
5
6
7
8
9
10
11
12
13
14

1
2
3
4
5
6
7
8
9
10
11
12
13
14

Level Title
Aspirant
Ovate
Initiate of the 1st Circle
Initiate of the 2nd Circle
Initiate of the 3rd Circle
Initiate of the 4th Circle
Initiate of the 5th Circle
Initiate of the 6th Circle
Initiate of the 7th Circle
Initiate of the 8th Circle
Initiate of the 9th Circle
Druid
Archdruid
The Great Druid

SPELLS USABLE BY CLASS AND LEVEL — DRUIDS (CLERICS)
Druidic

Druids have their own secret language, and all speak it in addition to theirother tongues (alignment, common, and others known). Upon becoming a 3rdlevel druid (Initiate of the 1st Circle), and with each level increase thereafter, adruid gains a language of his choice: centaur, dryad, elvish, faun, gnome,
green dragon, hill giant, lizardman, manticore, nixie, pixie, sprite, treantish.

Level
1
2
3
4
5
6
7
8
9
10
11
12
13
14

In melee combat, druids fight as clerics, but they do suffer somewhat from theirinability to wear protective armor of metal. They likewise make saving throws(q.v.) as clerics, but against fire and lightning (electrical) attacks they get a bonusof +2 on their dice rolls.
Druids can use those magic items not otherwise proscribed which are for allclasses and those for regular clerics which are not written, i.e. books and scrolls.
At the upper levels there are only a limited number of characters. At 12th level(Druid) there can be but nine of these nature priests. Each such 12th level druid is

21

Spell Level
1
2
2
3
4
4
4
4
4
5
5
5
5
6
6

2
1
2
2
3
3
4
4
4
4
5
5
5
6

3
1
2
2
2
3
3
3
3
3
4
5
6

4
1
1
2
2
3
3
4
5
6

5
1
2
2
3
4
5

6
1
2
3
4

7
1
2
3

CHARACTER CLASSES (DRUID)

CHARACTER CLASSES (PALADIN)

Druids as a class do not dwell permanently in castles, or even in cities or towns.
All druids prefer to live in sacred groves, dwelling in sod, log, or stone buildingsof smallish size. When attaining levels above the 11th, characters will generally
inhabit building complexes set in woodlands and similar natural surroundings.

he or she gains the benefit of adding 10% to the experience points awarded by theDungeon Master.
Law and good deeds are the meat and drink of paladins. If they everknowingly perform an act which is chaotic in nature, they must seek a highlevel (7th or above) cleric of lawful good alignment, confess their sin, and do
penance as prescribed by the cleric. If a paladin should ever knowingly andwillingly perform an evil act, he or she loses the status of paladinhood
immediately and irrevocably. All benefits are then lost, and no deed or
magic can restore the character to paladinhood; he or she is everafter afighter.

The Fighter
The principal attribute of a fighter is strength. To become a fighter, a character musthave a minimum strength of 9 and a constitution of 7 or greater. A good dexterity
rating is also highly desirable. If a fighter has strength above 15, he or she adds
10% to experience points awarded by the Dungeon Master. Also, high strength
gives the fighter a better chance to hit an opponent and causes an increased
amount of damage.

The benefits of a paladin are:Fighters have a ten-sided die (d10) for determination of their hit points per level.
No other class of character (save the paladin and ranger (qq.v.) sub-classes offighters) is so strong in this regard. Fighters are the strongest of characters inregards to sheer physical strength, and they are the best at hand-to-handcombat. Any sort of armor or weapon is usable by fighters. Fighters may be of
any alignment — good or evil, lawful or chaotic, or neutral.

1.

Detect evil at up to 60’ distance, as often as desired, but only when
the paladin is concentrating on determining the presence of evil andseeking to detect it in the right general direction.

2.

Make all saving throws (q.v.) at +2 on the dice.

3.

Immunity to all forms of disease.

4.

Fighters can employ many magical items, including potions; “protection” scrolls;
many rings; a few wands; one rod; many other magic items; and all forms ofarmor, shields and weapons.

The ability to “lay on hands”, either on others, or on his or her own
person, to cure wounds; this heals 2 hit points of damage per level ofexperience the paladin has attained, but laying on hands can be
performed but once per day.

5.

When a fighter attains 9th level (Lord), he or she may opt to establish a freehold.
This is done by building some type of castle and clearing the area in a radius of
20 to 50 miles around the stronghold, making it free from all sorts of hostile
creatures. Whenever such a freehold is established and cleared, the fighter will:

The ability to cure disease of any sort; this can be done once per
week for each five levels of experience the paladin has attained, i.e.
at levels 1 through 5 one disease per week, at levels 6 through 10
two diseases, at levels 11 through 15 three diseases, etc.

6.

The continuing emanation of a protection from evil (see CHARACTERSPELLS) in a 1” radius round the paladin.

Although fighters do not have magic spells to use, their armor and weapons
can compensate. They have the most advantageous combat table and generally
have good saving throw (q.v.) possibilities as well.

1.

2.

Automatically attract a body of men-at-arms led by an above- averagefighter. These men will serve as mercenaries so long as the fighter
maintains his or her freehold and pays the men-at-arms; andFurthermore:
7.

At 3rd level, the paladin gains the power to affect undead and devils
and demons as if he or she were a 1st level cleric, and this power
goes upwards with each level of experience the paladin gains; so at
4th level the effect is that of a 2nd level cleric, at 5th it is that of a 3rdlevel cleric, etc. (See The Cleric above.)8.

At 4th level — or at any time thereafter — the paladin may call for
his warhorse; this creature is an intelligent heavy warhorse, with 5 + 5
hit dice (5d8 plus 5 hit points), AC 5, and the speed of a medium
warhorse (18”); it will magically appear, but only one such animal isavailable every ten years, so that if the first is lost the paladin must
wait until the end of the period for another.

9.

If a paladin has a “Holy Sword” (a special Magic Sword which yourreferee is aware of and will explain to you if the need arises), he or
she projects a circle of power 1” in diameter when the Holy Sword isunsheathed and held; and this power dispels magic (seeCHARACTER SPELLS, dispel magic) at the level of magic use equal
to the experience level of the paladin.

10.

At 9th level (through 20th level) of experience, paladins gain theability to employ cleric spells (q.v.). They may never use scrolls ofspells, however, except those normally usable by fighters.

Collect a monthly revenue of 7 silver pieces for each and every
inhabitant of the freehold due to trade, tariffs, and taxes.

FIGHTERS TABLE

Experience
PointsExperience
Level

10-Slded
Dice forAccumulated
Hit Points

0—2,000
2,001—4,000
4,001—8,000
8,001—18,000
18,001—35,000
35,001—70,000
70,001—125,000
125,001—250,000
250,001—500,000
500,001—750,000
750,001—1,000,000

1
2
3
4
5
6
7
8
9
10
11

1
2
3
4
5
6
7
8
9
9+3
9+6

Level
Title
Veteran
Warrior
Swordsman
Hero
Swashbuckler
MyrmidonChampion
Superhero
Lord
Lord (10th Level)
Lord (11th Level)

250,000 experience points per level for each additional level beyond the 11th.
The following strictures apply to paladins:Fighters gain 3 h.p. per level after the 9th.
1.

The Paladin
A paladin character is a fighter sub-class, but unlike normal fighters, all paladinsmust begin as lawful good in alignment (q.v.) and always remain lawful good orabsolutely lose all of the special powers which are given to them. They have bothfighting abilities and limited spell powers (at high level). To become a paladin acharacter must be human, have a strength of not less than 12, a minimum
intelligence of 9, a Wisdom of 13 or more, a minimum constitution of 9, and notless than 17 charisma. If a paladin has both strength and wisdom in excess of 15,

They may never retain more than ten magic items; these may neverexceed:armor, 1 (suit)shield, 1
weapons*, 4
any other magic items, 4*these include daggers, swords, etc.; and such items as magic bowsand magic arrows are considered as but 1 weapon

22

CHARACTER CLASSES (PALADIN)

CHARACTER CLASSES (RANGER)

2.

They will never retain wealth, keeping only sufficient treasures to support
themselves in a modest manner, pay henchmen, men-at-arms, and servitors,
and to construct or maintain a small castle. (Your DM will give details of thisas necessary.) Excess is given away, as is the tithe (see 3. below).

3.

An immediate tithe (10%) of all income — be it treasure, wages, orwhatever — must be given to whatever charitable religious institution (nota clerical player character) of lawful good alignment the paladin selects.

4.

Paladins will have henchmen of lawful good alignment and none other;
they will associate only with characters and creatures of good alignment;
paladins can join a company of adventurers which contains non-evil
neutrals only on a single-expedition basis, and only if some end which
will further the cause of lawful good is purposed.

5.

If possible, paladins will take service or form an alliance with lawful goodcharacters, whether players or not, who are clerics or fighters (of noble
status).

Unlike other fighter-types, rangers have eight-sided hit dice (d8) but at first level
they get two, rather than but one, hit dice. It should also be noted that rangers
get 11 hit dice rather than the 9 of other fighter-types. In addition toconsiderable prowess as fighters, rangers have druidic and magical spell
capabilities when they attain high level; thus, they are very formidable
opponents, for they have other abilities and benefits as well:

1.

When fighting humanoid-type creatures of the “giant class”, listed
hereafter, rangers add 1 hit point for each level of experience they haveattained to the points of damage scored when they hit in melee combat.
Giant class creatures are: bugbears, ettins, giants, gnolls, goblins,
hobgoblins, kobolds, ogres, ogre magi, orcs, and trolls. Example: a 5th
level ranger hits a bugbear in melee combat, and the damage done tothe opponent will be according to the ranger’s weapon type, modified bystrength, and +5 (for his or her experience level) because the opponent isa bugbear — a “giant class” humanoid.

2.

Rangers surprise (q.v.) opponents 50% of the time (d6, score 1 through 3)
and are themselves surprised only 162/3% of the time (d6, score 1).

3.

Tracking is possible both outdoors and underground in dungeons and likesettings:

Paladins do not attract a body of men-at-arms to service as do regular fighters.

PALADINS (FIGHTERS) TABLE I.

a.

10-Sided
Dice forExperience Accumulated Level
Level
Hit Points
Title
1
1
Gallant22
Keeper3
3
Protector
4
4
Defender55Warder6
6
Guardian
7
7Chevalier88Justiciar
99Paladin10
9+3
Paladin (10th level)11
9+6
Paladin (11th level, etc.)

Experience
Points0—27502,751—5,500
5,501—12,000
12,001—24,000
24,001—45,000
45,001—95,000
95,001—175,000
175,001—350,000
350,001—700,000
700,001—1,050,000
1,050,001—1,400,000

Creature’s Action
going along normal passage or room
passes through normal door or uses stairs
goes through a trap door
goes up or down a chimney or throughconcealed door
passes through a secret doorb.

350,000 experience points per level for each additional level above the 11th.
Paladins gain 3 h.p. per level after the 9th.
SPELLS USABLE BY CLASS AND LEVEL — PALADINS (FIGHTERS)Paladin
Level
9
10
11
12
13
14
15
16
17
18
19
20*

1
1
2
2
2
2
3
3
3
3
3
3
3

Clerical Spell Level
2
3
1
2
2
1
2
1
2
1
3
1
3
2
3
3
3
3
3
3

Underground the ranger must have observed the creature to be
tracked within 3 turns (30 minutes) of the commencement of
tracking, and the ranger must begin tracking at a place where
the creature was observed:

4
1
1
1
1
2
3

*Maximum spell ability

Chance to Track
65%
55%
45%
35%
25%

Outdoors there is a base 90% chance of a ranger being able tofollow a creature, modified as follows:—for each creature above 1 in the party+02%
being tracked—for every 24 hours which have elapsed
between making the track and tracking-10%—for each hour of precipitation
-25%

4.

At 8th level, rangers gain limited druidic spell ability, and additional
spells are added through 17th level.

5.

At 9th level rangers gain limited magic-user spell ability, as with druidic
spell ability. Rangers cannot read druid or magic-user spells from magic
scrolls in any event.

6.

At 10th level (Ranger Lord), rangers are able to employ all non-written
magic items which pertain to clairaudience, clairvoyance, ESP, andtelepathy.

7.

Also at 10th level, each ranger attracts a body of 2-24 followers. Notethat these henchmen once lost, can never be replaced, althoughmercenaries can be hired, of course. These followers are determined by
the DM who then informs the ranger.

The following restrictions and strictures apply to rangers:
1.

Any change to non-good alignment immediately strips the ranger of all
benefits, and the character becomes a fighter, with eight-sided hit dice,everafter, and can never regain ranger status.

2.

Rangers may not hire men-at-arms, servants, aides, or henchmen until
they attain 8th or higher level.

3.

No more than three rangers may ever operate together at any time.

The Ranger
Rangers are a sub-class of fighter who are adept at woodcraft, tracking,scouting, and infiltration and spying. All rangers must be of good alignment(q.v.), although they can be lawful, chaotic, or neutral otherwise. A ranger musthave strength of not less than 13, intelligence of not less than 13, wisdom of notless than 14, and a 14 or greater constitution. If the ranger has ability scores ofgreater than 15 in strength, intelligence and wisdom, he or she gains the benefitof adding 10% to experience points awarded by the referee.

24

CHARACTER CLASSES (RANGER)
4.

CHARACTER CLASSES (MAGIC-USER)

Rangers may own only those goods and treasure which they can carryon their person and/or place upon their mount; all excess must be
donated to a worthy communal or institutional cause (but never toanother player character). (cf. Paladin above.)

The Magic-User
It is absolutely essential to have high intelligence for a character who is a magicuser — especially if a broad selection of spells is to be had, as well as the use of
the highest level spells. A magic-user must have an intelligence of no less than 9
and a minimum dexterity of 6. For details of the effects of intelligence on spell use,
see CHARACTER ABILITIES. A magic-user with intelligence of 16 or more also
gains the benefit of adding 10% to experience points awarded to him or her by theDungeon Master.

Although rangers do not attract a body of mercenaries to serve them when,and if, rangers construct strongholds, they conform to the fighter class in otherrespects.
RANGERS (FIGHTERS) TABLE I.

Magic-users draw upon arcane powers in order to exercise their profession. Whilethey have mighty spells of offensive, defensive, and informational nature, magicusers are very weak in combat. They have but four-sided dice (d4) to determine
how many hit points of damage they can withstand, and magic-users have the least
favorable table and progression as regards missile and melee combat. Furthermore,they can wear no armor and have few weapons they can use, for martial training
is so foreign to magic-use as to make the two almost mutually exclusive. Magicusers can be of any alignment (explained hereafter).

8-Sided
Dice forExperience Accumulated
Level
Hit Points Level Title

Experience Points
0—2,2502,251—4,500
4,501—10,000
10,001—20,000
20,001—40,000
40,001—90,000
90,001—150,000
150,001—225,000
225,001—325,000
325,001—650,000
650,001—975,000
975,001—1,300,000

1
2
3
4
5
6
7
8
9
10
11
12

2
3
4
5
6
7
8
9
10
11
11 + 2
11 + 4

Runner
Strider
Scout
CourserTracker
Guide
Pathﬁnder
RangerRanger Knight
Ranger Lord
Ranger Lord (11th level)
Ranger Lord (12th level)

When a magic-user begins his or her profession, the character is usually assumed
to possess a strange tome in which he or she has scribed the formulae for some ofthe spells known to the character. This spell book, and each book later added (asthe magic-user advances in levels of ability, a book of spells for each higher level ofspells which become usable will have to have been prepared through study andresearch), must be maintained by the magic-user. He or she must memorize andprepare for the use of each spell, and its casting makes it necessary to reabsorb the
incantation by consulting the proper book of spells before it can again be cast. (SeeCHARACTER SPELLS for more details.) As with all other types of spells, those ofmagic-users must be spoken or read aloud.

325,000 experience points per level for each additional level above the 12th.

Rangers gain 2 h.p. per level after the 10th.

There are many powerful items of magic which only this class of character canemploy. Most magic scrolls, wands, staves, and many of the miscellaneous items ofmagic are usable only by this class. Thus, while magic-users are not strong incombat with weapons, they are possibly the most fearsome of all character classes
when high levels of ability are finally attained. Survival to that point can be a
problem, however, as low-level magic-users are quite weak.

SPELLS USABLE BY CLASS AND LEVEL — RANGERS (FIGHTERS)

Ranger
Level
8
9
10
11
12
13
14
15
16
17*

1
1
1
2
2
2
2
2
2
2
2

Druidic
2
1
1
2
2
2
2

Spell Level
3
1
2

Magic-User**
1
2
1
1
2
2
1
2
1
2
2
2
2
2
2
2
2

When a magic-user attains 11th level (Wizard) or higher, he or she may enchantitems or scribe magic scrolls. This process requires the undivided attention of themagic-user for quite long periods of time — weeks to months — and it is also
costly. As the Dungeon Master is carefully instructed to keep exact record of gametime spent in such activity, the magic-user will effectively remove himself or herself
from a number of adventures while enchanting items or inscribing scrolls of magic
spells. As this relative inactivity means that the character will not get experience
points and treasure (monetary or magical) gained from adventures which takeplace during the inactive period, it is not usual for a Wizard to manufacture many
items or scrolls. However, as occasional enchantment of items or penning of magic
scrolls will take place, your referee has complete information on the process,including probabilities, time required, materials needed, and costs.

*maximum spell ability**The ranger must check as to which spells he or she can learn, just as if
he or she were a magic-user.

It is possible for a magic-user of 12th or higher level to construct a stronghold andclear the countryside in a 10 or 20 mile radius of all monsters, thus ruling an areamuch as a noble. If this is accomplished, a revenue of 5 silver pieces per inhabitant
per month is generated in the territory ruled.

FIGHTERS’, PALADINS’, & RANGERS’ ATTACKSPER MELEE ROUND TABLE
LevelFighter 1-6
Paladin 1-6
Ranger 1-7
Fighter 7-12
Paladin 7-12
Ranger 8-14
Fighter 13 & up
Paladin 13 & up
Ranger 15 & up

MAGIC-USERS TABLE I.

Attacks per
Melee Round*
1/1 round
1/1 round
1/1 round
3/2 rounds
3/2 rounds
3/2 rounds
2/1 round
2/1 round
2/1 roundExperience Points
0 —2,500
2,501—5,000
5,001—10,000
10,001—22,500
22,501—40,000
40,001—60,000
60,001—90,000
90,001—135,000
135,001—250,000
250,001—375,000
375,001—750,000
750,001—1,125,000*With any thrusting or striking weapon
Note: This excludes melee combat with monsters (q.v.) of less than one hit die (d8)and non-exceptional (0 level) humans and semi-humans, i.e. all creatureswith less than one eight-sided hit die. All of these creatures entitle a fighter
to attack once for each of his or her experience levels (See COMBAT).

25

Experience
Level
1
2
3
4
5
6
7
8
9
10
11
12

4-Sided
Dice forAccumulated
Hit Points
1
2
3
4
5
6
7
8
9
10
11
11 + 1

Level Title
Prestidigitator
EvokerConjurer
Theurgist
Thaumaturgist
Magician
Enchanter
Warlock
Sorcerer
Necromancer
WizardWizard (12th level)

CHARACTER CLASSES (MAGIC-USER)
1,125,001—1,500,000
1,500,001—1,875,000
1,875,001—2,250,000
2,250,001—2,625,000

CHARACTER CLASSES (THIEF)

13
14
15
16

11 + 2
11 + 3
11 + 4
11 + 52,625,001—3,000,000 17
3,000,001—3,375,000 18

11 + 6
11 + 7

Wizard (13th level)
Wizard (14th level)
Wizard (15th level)
Wizard (16th level,or Mage)Wizard (17th level)
Wizard (18th level,
or Arch-Mage

375,000 experience points per level for each additional level beyond the 18th.

—

miscellaneous magic items usable by every class of characters, crystal
balls (but not with any added powers), all robes (excluding robe of thearch-magi), and books and similar written works readable by magic-users—

artifacts which are not proscribed items with respect to illusionists(such as armor, swords, axes, etc.)—

magic daggers

Magic-Users gain 1 h.p. per level after the 11th.

Illusionists are capable of manufacturing those magical items which create orsustain illusion. They may do so at 10th level (Illusionist) and above; this is donein much the same manner in which regular magic-users create magic items.

SPELLS USABLE BY CLASS AND LEVEL — MAGIC-USERSILLUSIONISTS (MAGIC-USERS) TABLE I.

Magic-User
Level
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
26
27
28
29

1
1
2
2
3
4
4
4
4
4
4
4
4
5
5
5
5
5
5
5
5
5
5
5
5
5
6
6
6
7

2
1
2
2
2
3
3
3
4
4
4
5
5
5
5
5
5
5
5
5
5
5
5
5
6
6
6
7

Magic-Users Spell Level
3
4
5
6
7

8

9

1
2
2
3
3
3
4
4
5
5
5
5
5
5
5
5
5
5
5
5
5
6
6
6
7

1
2
2
3
3
4
4
5
5
5
5
5
6
6

1
1
2
2
3
3
4
5
5
5
6
6

1
2
2
2
3
4
4
4
5
5
5
5
5
5
5
5
5
5
5
6
6
6
7

1
2
3
4
4
4
5
5
5
5
5
5
5
5
5
5
5
5
6
6
6

1
2
2
2
3
3
3
3
4
4
5
5
5
5
5
6
6
6

1
1
2
3
3
3
3
4
4
5
5
5
5
6
6
6

Experience Points

4-Sided
Dice forExperience Accumulated
Level
Hit Points

0—2,2502,251—4,500
4,501—9,000
9,001—18,000
18,001—35,000
35,001—60,000
60,001—95,000
95,001—145,000
145,001—220,000
220,001—440,000
440,001—660,000
660,001—880,000

1
2
3
4
5
6
7
8
9
10
11
12

1
2
3
4
5
6
7
8
9
10
10 + 1
10 + 2

Level
Title
Prestidigitator
Minor Trickster
Trickster
Master Trickster
Cabalist
Visionist
Phantasmist
Apparitionist
Spellbinder
Illusionist
Illusionist (11th level)
Illusionist (12th level)

220,000 experience points per level of experience beyond the 12th.
Illusionists gain 1 h.p. per level after the 10th.
SPELLS USABLE BY CLASS AND LEVEL — ILLUSIONISTS (MAGIC-USERS)
Illusionist
Level
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
26

The Illusionist
Illusionists form a sub-class of magic-users, and in most respects they conform to thecharacteristics of the latter. To be an illusionist, a character must have a minimum
intelligence of 15 and a minimum dexterity of 16 (a high manual dexterity isrequired in casting of the spells used by this class). An important difference between
illusionists and magic-users is that the former do not gain any experience bonus forhaving high scores in their required abilities of intelligence and dexterity.
While being equal, or even slightly inferior, to normal magic-users in most respects,
illusionists have different and highly effective spells to employ. A perusal of thenumber and types of spells usable by illusionists (see CHARACTER SPELLS) will
reveal that they are at least as powerful as normal magic-users and possibly slightly
more potent at very high levels. The power of illusionists due to their spells is offset,
however, by the limitations placed upon the magic items they can use. The magicalitems usable by illusionist class characters are enumerated below:

1
1
2
2
3
4
4
4
4
5
5
5
5
5
5
5
5
5
5
5
5
5
5
5
6
6
7

2
1
2
2
3
3
3
3
4
4
5
5
5
5
5
5
5
5
5
5
5
5
6
6
7

Illusionist Spell Level
3
4
5
1
1
2
2
1
3
2
3
2
1
3
3
2
4
3
2
4
3
2
4
3
2
4
4
2
5
4
3
5
5
3
5
5
3
5
5
4
5
5
4
5
5
5
5
5
5
5
5
5
6
6
5
6
6
6
7
7
6

6
1
2
2
2
2
2
3
3
3
4
5
5
5
6
6

7
1
2
2
2
2
2
3
3
4
5
5
6
6

—

all potions not restricted to fighters only—

illusionist scrolls and magic-user scrolls which contain spells usable byillusionists—

all rings

The Thief—rod of cancellation, staff of striking, and wands of enemy detection,
fear, illusion, magic detection, metal & mineral detection, secret door &trap detection, wonder

The profession of thief is not dishonorable, albeit is neither honorable nor highly
respected in some quarters. The major ability for a thief is dexterity, and acharacter must have not less than a 9 to become a thief. High intelligence is26

CHARACTER CLASSES (THIEF)

CHARACTER CLASSES (THIEF)

also desirable. Any thief character with a dexterity greater than 15 gains thebenefit of being able to add a bonus of 10% to experience points awarded tohim or her by the referee. A glance at the CHARACTER ABILITY section
preceding this will reveal that high dexterity also benefits thieves in theperformance of their class functions. These functions are detailed a bit later.
All thieves are neutral or evil, although they can be neutral good (rarely), andof lawful or chaotic nature. Most thieves tend towards evil.
Thieves are principally meant to take by cunning and stealth. Thieves have sixsided hit dice (d6). They are, however, able to wear light (leather) armor anduse a fair number of weapons. Although they fight only slightly more effectively
than do magic-users, they are able to use stealth in combat most effectively byback stabbing. This ability is explained hereafter.

2.

Opening locks includes figuring out how to open sliding puzzle locks andfoiling magical closures. It is done by picking with tools and bycleverness, plus knowledge and study of such items.

3.

Finding/removing traps pertains to relatively small mechanical devices suchas poisoned needles, spring blades, and the like. Finding is accomplishedby inspection, and they are nullified by mechanical removal or by being
rendered harmless.

4.

Moving silently is the ability to move with little sound and disturbance,even across a squeaky wooden floor, for instance. It is an ability which
improves with experience.

5.

Hiding in shadows is the ability to blend into dark areas, to flatten
oneself, and by remaining motionless when in sight, to remain
unobserved. It is a function of dress and practice.

THIEVES TABLE I
6-Sided
Dice forExperience AccumulatedExperience Points
Level
Hit Points
Level Title
0—1,250
1
1
Rogue (Apprentice)
1,251—2,50022Footpad2,501—5,000
3
3
Cutpurse
5,001—10,000
44Robber
10,001—20,000
55Burglar20,001—42,500
6
6Filcher
42,501—70,000
77Sharper
70,001—110,000
88Magsman
110,001—160,000
9
9
Thief
160,001—220,000
1010Master Thief
220,001—440,000
11
10 + 2Master Thief (11th level)
440,001—660,000
12
10 + 4Master Thief (12th level)
220,000 experience points per level for each additional level beyond the12th.
Thieves gain 2 h.p. per level after the 10th.

These functions are described as follows:
Listening at doors includes like activity at other portals such as windows.
It is accomplished by moving silently to the door and pressing an ear
against it to detect sound.

2.

Ascending and descending vertical surfaces is the ability of the thief toclimb up and down walls. It assumes that the surface is coarse and offers
ledges and cracks for toe and hand holds.

3.

Back stabbing is the striking of a blow from behind, be it with club,dagger, or sword. The damage done per hit is twice normal for theweapon used per four experience levels of the thief, i.e. double damage atlevels 1-4, triple at 5-8, quadruple at levels 9-12, and quintuple at levels 1316. Note that striking by surprise from behind also increases the hit
probability by 20% (+4 on the thief’s “to hit” die roll).

Additional abilities which accrue to thieves are:1.

At 10th Level (Master Thief), thieves are able to decipher magical writings
and utilize scrolls of all sorts, excluding those of clerical, but not druidic,
nature. However, the fact that thieves do not fully comprehend magicmeans that there is a 25% chance that writings will be misunderstood.
Furthermore, magic spells from scrolls can be mispronounced whenuttered, so that there is an increasing chance per level of the spell that it
will be the reverse of its intent.

Any thief character of 10th or greater level may use his small castle typebuilding to set up a headquarters for a gang of thieves, and he or she will
accordingly attract from 4-24 other thieves. However, this will bring the enmityof the local Thieves Guild, and they will struggle to do away with the rivalorganization. Once begun, warfare will end only when and if all the MasterThieves on either or both sides are dead, or if the thief character removes toanother locale.

Secondary functions of a thief are: 1) listening at doors to detect sounds behind
them, 2) ascending and descending vertical surfaces such as walls, and 3) backstabbing those who happen upon the thief in the performance of his or her
profession.

1.

3.

Thieves cannot build strongholds as some other classes of characters do. They
can, however, build a tower or fortified building of the small castle type (q.v.) for
their own safety; but this construction must be within, or not more than a mile
distant from, a town or city.

These functions are detailed as follows:
Picking pockets (or folds of a garment or a girdle) also includes suchactivities as pilfering and filching small items. It is done by light touch andsleight of hand.

At 4th level (Burglar), thieves are able to read 20% of languages, and thisability increases by 5% with each additional level of experience until an 80%
probability is attained. This enables the possible reading of instructions andtreasure maps without having to resort to a magic item or spell.

These primary, secondary, and tertiary functions are displayed on a table hereafter.

The primary functions of a thief are: 1) picking pockets, 2) opening locks,3) finding/removing traps, 4) moving silently, and 5) hiding in shadows.
These functions are basically self-explanatory. The chance for success of any
performance is based on the ability level of the thief performing it. This is
modified with respect to picking pockets by the experience level of his or
her victim and by the powers of the observer with respect to hiding inshadows.

1.

2.

All thieves, regardless of alignment, have their own language, the“Thieves’ Cant”. This language is known in addition to others which may
be learned because of race and/or intelligence.

27

CHARACTER CLASSES (THIEF)

CHARACTER CLASSES (ASSASSIN)

THIEF FUNCTION TAKE (PLUS RACIAL ADJUSTMENTS)
Base Chance toLevelof the
Thief
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
Race ofthe Thief
Dwarf
Elf
Gnome
Half-Elf
Halﬂing
Half-Orc

Pick Pocket
30%
35%
40%
45%
50%
55%
60%
65%
70%
80%
90%
100%
105%
110%
115%
125%
125%

Open
Locks
25%
29%
33%
37%
42%
47%
52%
57%
62%
67%
72%
77%
82%
87%
92%
97%
99%

Find/
Remove
Traps
20%
25%
30%
35%
40%
45%
50%
55%
60%
65%
70%
75%
80%
85%
90%
95%
99%

+5%
+10%
+5%
-5%

+10%
-5%
+5%
+5%
+5%

+15%
+10%
+5%
+5%

Move
Silently
15%
21%
27%
33%
40%
47%
55%
62%
70%
78%
86%
94%
99%
99%
99%
99%
99%

Hide inShadows
10%
15%
20%
25%
31%
37%
43%
49%
56%
63%
70%
77%
85%
93%
99%
99%
99%

Hear
Noise
10%
10%
15%
15%
20%
20%
25%
25%
30%
30%
35%
35%
40%
40%
50%
50%
55%

Climb
Walls
85%
86%
87%
88%
90%
92%
94%
96%
98%
99%
99.1%
99.2%
99.3%
99.4%
99.5%
99.6%
99.7%

Read
Languages
20%
25%
30%
35%
40%
45%
50%
55%
60%
65%
70%
75%
80%
80%

+5%
+5%
+10%
-

10%
+5%
+5%
+15%
-

+5%
+10%
+5%
+5%

-10%
-15%
-15%
+5%

-5%
-5%
-10%

producing light source is near to the creature or to the thief attempting to sohide. Success makes the thief virtually invisible until he or she moves. Note thatspells such as detect invisibility or true seeing will reveal a thief hiding inshadows if such sight is directed towards him or her.

Notes Regarding Thief Function Table:
Percentile dice are rolled to determine whether the thief is successful or not. Anyscore equal to or less than the percentage shown for the appropriate level ofthief performing the designated function will indicate success.

Hearing Noise is simply listening intently. The thief and his or her accomplices mustthemselves be quiet (but not silent as in moving). This function can be repeated asoften as desired. It requires a full minute to listen, i.e. one-tenth of a normal turn, or
time equal to a melee round. Note that sleeping creatures, undead, and manyother creatures do not make sounds discernible through a portal. Success informs
the hearer that someone or something awaits beyond the portal.

Picking Pockets fails if a score above the percentage shown for the level of thief
attempting the function is generated. If the score is 21% or more above thenumber shown, the victim notices the thief’s attempt. The potential victim reduces
the thief’s chances for success by 5% for every level of experience he or she isabove the 3rd, i.e. -5% at 4th level, etc. For example, a high level thief (Master
Thief, 12th level) is planning to pick the pockets of a magic-user he has noticed
nearby. The base chance for success is 100%, the thief is a half-elf and adds
10% for racial ability; the thief also has 18 dexterity ability score, so another
10% is added. This totals a nice, safe 120% — can’t fail! However, the victim
happens to be 12th level also, so the subtraction is 9 × -5% = -45%. This brings
the chance for success down to 75%. A good chance, but if 96% or higher isrolled, the thief will be noticed, and . . . Success gains an item from the victim;
the item is determined at random from a list of possessions unless the exact
location of a particular item is known by the thief.

Climbing Walls is attempted whenever needed and desired. It is assumed thatthe thief is successful until the mid point of the climb. At that point the dice arerolled to determine continued success. A score in excess of the adjusted basechance indicates the thief has slipped and fallen. (Your referee will inform youof what amount of damage has been done from the fall.) Success indicates thatsafe ascent or descent has been accomplished. Note that in some cases a third
d10 will have to be rolled to determine the success or failure.
Reading Languages can be attempted but once. Failure — a score greater than thepercentage chance shown for the experience level of the thief — means that thelanguage is not understood and no amount of reading will make it comprehensible.
However, the thief can try again with each new experience level he or she gains.

Opening Locks may be attempted by any given thief but once per lock. If thescore generated exceeds the adjusted (for ability and race) base score, the thief
has failed; and no amount of trying will ever enable him or her to succeed withthat lock, although the thief may try again when he or she has risen to a higher
level of experience. Success opens the lock.

The Assassin
Finding/Removing Traps is accomplished in exactly the same manner as opening
locks. Roll for each function separately (a trap must be located before removal
can be attempted). One try only per thief is allowed. Success deactivates thetrap.

Assassins are a sub-class of the thieves, and they have the functions of the latter aswell as their own. Thus, to be an assassin, a character must have a minimum
strength of 12, an intelligence of 11 or more, and a dexterity score of not less than
12. Assassins do not gain any experience bonuses for having high ability scores.

Moving Silently can be attempted each time the thief moves. It can be used toapproach an area where some creature is expected, thus increasing chances forsurprise (q.v.), or to approach to back stab, or simply done to pass some guard orwatchman. Failure (a dice score in excess of the adjusted base chance) means thatmovement was not silent (see SURPRISE). Success means movement was silent.

Just as do thieves, assassins have six-sided dice (d6) for determining the numberof hit points (q.v.) they can sustain. Assassins are evil in alignment (perforce, as
the killing of humans and other intelligent life forms for the purpose of profit isbasically held to be the antithesis of weal). They can, of course, be neutral asregards lawful and chaotic evil. As mentioned above, assassins have thieving
capabilities and their own ability functions. Because they can use any sort ofshield and weapon, they are generally superior to thieves in combat.

Hiding in Shadows cannot be accomplished under direct observation. It can beaccomplished with respect to creatures with infravision (q.v.) only if some heat

28

CHARACTER CLASSES (ASSASSIN)

CHARACTER CLASSES (ASSASSIN)

An assassin character need not be a member of the Assassins Guild of the town
or city he or she dwells in, but all non-player assassin characters are members ofsuch guilds. There is one such guild in most towns and cities, and each controls
an area of from 10 to 100 miles radius around the headquarters town or city.
Any assassin discovered in a guild area who is not a member of the local
Assassins Guild will be invited to join, thus coming under the authority andcommand of the Guildmaster Assassin. The assassin character need not join, but
he or she will be under sentence of death if the character performs anassassination while not a guild member. Further discussion of Assassins’ Guilds is
given later.

Assassin) and have 18 intelligence to be able to speak four alignment
languages. The assassin may select from the following languages:
CHAOTIC EVIL
CHAOTIC GOOD
CHAOTIC NEUTRALITYLAWFUL EVILLAWFUL GOOD
LAWFUL NEUTRALITY
2.

The primary function of assassins is killing. They may use poison — ingested orinsinuated by weapon. Poison ingested must be put into the food or drink, andthe character performing this action must detail exactly when, where, and how
the poisoning will be done. The DM will then adjudicate the action. Poisoned
weapons (see POISON) used run the risk of being noticed by others. All nonassassins within 10’ of the bared weapon have a 10% cumulative chance each
per melee round (q.v.) of noting the poison and attacking the poison-usingassassin and/or calling for the city watch. (There is a 20% chance for attacking
the assassin, a 50% chance for calling for the watch, and a 30% chance forshouting for the watch and then attacking the assassin.)
Example: An assassin draws a dagger with a poisoned blade. The first melee
round it can be seen by two persons. The percentile dice are rolled for each, but
unless 10 or less is rolled, they do not notice the venom. The next melee round thetwo first seeing the weapon have a 20% chance of noticing the poison, and anyothers seeing it for the first time have but a 10% chance. If any onlooker does see
the poison, percentile dice are rolled: a score of 01 to 20 indicates attack, 21 to
70 indicates a hue and cry for the watch, and 71-00 indicates both.
Assassins attack on the same combat tables as thieves do, including backstabbing. However, if they surprise (q.v.) a victim, they may attack on the
ASSASSINATION TABLE. This gives a roughly 50% chance of immediately
killing the victim; and if this fails, normal damage according to weapon typeand strength ability modifiers still accrues to the victim. Thus, if a poisoned
weapon is used, the victim must also make the saving throw versus poison ordie. The assassin decides which attack mode he or she will use: assassination,back stabbing, or normal melee combat.

Disguise can be donned in order to gain the opportunity to poison or
surprise a victim — or for other reasons. The assassin can disguise himself
or herself so as to appear to be a human, semi-human, or humanoid
creature of either sex. Disguise can lower height by two or three inches, orraise it by up to four or five inches. It can make the assassin look slimmer
or appear much heavier. Disguise can make the assassin appear to be
virtually any class of character, a simple pilgrim, a merchant, etc. There isa chance, however, that the victim, or one of his or her henchmen or
guards, will notice the disguise. There is a base chance of 2% per day of a
disguised assassin being spotted. This chance goes upwards by 2% if theassassin is posing as another class, another race, and/or the opposite sex(maximum of 8% chance). Each concerned party (victim, henchmen,
bodyguards) in proximity to the assassin will be checked for, immediately
upon meeting the disguised assassin and each 24 hour period thereafter.
The chance for spotting a disguised assassin goes downward by 1% foreach point below 24 of combined intelligence and wisdom of the observerconcerned, i.e. a victim with an intelligence and wisdom combined total of
20 has reduced his or her chances of spotting the disguised assassin by
4%. The reverse is also true; intelligence and wisdom above a combined
total of 30 increase the chance of detection by 1% per point. Note: True
seeing or a wand of enemy detection will discover an assassin, as willdetect evil, or know alignment in some cases.

The secondary function of the assassin is spying. This mission can be coupledwith the stealing of some item.
Tertiary functions of assassins are the same as thieves. They have all abilities andfunctions of thieves; but, except for back stabbing, assassins perform thieving at
two levels below their assassin level, i.e. a 3rd level assassin has the thieving
abilities of a 1st level thief, a 4th level assassin the abilities of a 2nd level thief, etc.

Primary abilities of assassins which enhance their function are those of being
able to speak alignment languages and being able to disguise, as follows:
1.

NEUTRAL EVIL
NEUTRAL GOOD
NEUTRALITYDRUIDICTHIEVES’ CANT

Assassins with intelligence of 15 or more are able to learn an alignment
tongue (even those special languages of druids and thieves). This ability
is gained at 9th level (Assassin) and with each advance in experiencelevel thereafter. The maximum number of alignment languages which
can be spoken by an assassin is four — one for each point ofintelligence above 14, i.e. one at 15, two at 16, three at 17, and four at
18 intelligence. Note: An assassin would have to be of 12th level (Chief

Performing an assassination will gain experience points for the character —awarded for both the fee paid and the level of the victim. These awards are
determined by the referee on the basis of a formula given in ADVANCED
DUNGEONS & DRAGONS, DUNGEON MASTERS GUIDE.
Typical fees paid (in gold pieces) for assassination are:MINIMUM FEES FOR ASSASSINATION
Level ofAssassin
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15

0
50
60
75
100
150
250
400
600
850
1,200
1,700
2,500
3,500
5,000
10,000

1-2
100
120
150
200
300
500
800
1,200
1,700
2,400
3,500
5,000
7,000
10,00020,000

3-4
150
175
225
300
450
750
1,200
1,800
2,600
3,600
5,100
7,500
11,00015,00035,000Level of Victim
5-6
200
250
300
450
700
1,000
1,600
2,400
3,500
4,800
7,000
10,00015,00020,00050,000

7-9
250
300
400
600
900
1,300
2,000
3,000
4,400
6,000
9,000
13,00019,00027,50075,000

10-12
350
500
750
1,100
1,600
2,500
3,750
6,000
8,000
12,00017,50025,00035,000100,000

13-15
1,000
1,300
2,000
3,500
5,000
7,500
10,00015,00020,00032,50045,000150,000

16+
1,500
2,500
4,500
7,500
10,00015,00020,00025,00040,00060,000250,000*Important, popular, and/or noble victims will be considered as being above their actual level with respect to fee. For example, an elder of a town who is generous andjust (thus popular) might be only 4th level, but for purposes of payment for assassination the character would be considered at three times actual level.

29

CHARACTER CLASSES (ASSASSIN)

CHARACTER CLASSES (MONK)

An assassin character cannot have any hirelings until he or she attains 4th level;at that time lower level assassins may be taken into service. Upon attaining 8th
level, the character may also include thieves amongst his or her hirelings. Upon
attaining 12th level, the character may hire any class desired. Of course, only
neutral or evil characters will serve an assassin. The total number of henchmen
is that dictated by the character’s charisma score. “Followers” are also possible,
but these come only at the two uppermost levels of the assassin class.

To be a monk a character must have the following minimum ability scores:
strength 15, wisdom 15, dexterity 15, and constitution 11. Monks never gain any
experience points bonuses. Dexterity gives them no armor class adjustment.
Monks are monastic aesthetics who practice rigorous mental and physicaltraining and discipline in order to become superior. Therefore they must always
be lawful in alignment, although they can be evil, good, or neutral with respect
to their approach to lawfulness. A monk who for any reason loses this lawfulalignment loses all monk abilities and must begin again as a first level
character. Non-player character monks will be aligned as follows: 50% lawful
good, 35% lawful neutral, 15% lawful evil.

In order for an assassin character to gain experience levels above the 13th (Prime
Assassin), he or she must have the requisite experience points and then either
assassinate the local Guildmaster Assassin (14th level) or challenge him or her to aduel to the death. Likewise, a 14th level player character assassin can journey tothe place where the Grandfather of Assassins (15th level) has his or her
headquarters and slay him or her by assassination or in a duel. Note that duplicity,
trickery, ambush, and all forms of treachery are considered as fair by assassins. A
higher level character can accept a challenge and then have the challenger slain
by archers, for instance.

A brief study of CHARACTER CLASSES TABLES I and II will reveal that the monk
appears to be quite weak, even considering that at the topmost level a monk
can have 18, albeit four-sided, hit dice (an average of 45 hit points without
constitution score additions, if any) and has a good selection of weapons tochoose from. Monks have no spell ability, cannot wear armor or use a shield,
and not even flaming oil is usable by them. This seems to make a weak
character class indeed. But this impression is false, for monks have their own
special attack and defense capabilities, certain other powers, and most of theabilities of the thief class and some clerical-type capabilities as well. So, while
the class has drawbacks, it is very strong.

As Guildmaster (or Guildmistress) Assassin, a character will have a body of guild
members which numbers between 7-28. Upon change of leadership it is 75% likelythat each guild member will leave the area. Thus, it will be necessary for the new
Guildmaster to allow new members into the guild. These new assassins will all be
1st level and must be worked up in experience levels. The maximum number ofsuch “followers” of the local guild will be set by your referee. They are in addition
to normal henchmen. Note that guild members are loyal only to strength, power,
and profit.

With respect to combat, monks attack on the same table as thieves. However,they add one-half of a hit point per level of experience to the amount ofdamage they score when they successfully attack an opponent with a weapon.
This simulates their study and knowledge of weapons and anatomy. A 1st levelmonk scores x + ½ HP of damage, where x equals the damage done by theweapon used and HP equals the number of hit points of damage. A 2nd levelmonk does x + 1 when he or she scores a hit, a 3rd level x + 1½, and so on all
the way to Grand Master of Flowers who scores x + 8½ HP damage. Monks of
median level and above actually fight better without weapons, using their open
hands, despite the weapon damage bonus they receive.

The headquarters of a guild is always within a large town or big city. It mustnot be a noticeable fortress or an ostentatious place. It is typically a warehouseor other nondescript structure, with safeguards and traps added. This avoids
attention and unwanted notoriety. All expenses of maintaining the guild and its
members — excluding the Guildmaster — are assumed to be fully paid for bynormal guild activities. Any improvements, changes, the expenses of the leader,and all other special costs must be borne by the Guildmaster Assassin.

Open hand combat damage is shown on MONKS TABLE II below. In
addition, the monk has a chance to stun, or even kill, an opponent. An
opponent is stunned by a monk for 1-6 (d6) melee rounds if the score of themonk’s “to hit” die score exceeds the minimum number required for a hit by 5
or more, i.e. if 15 is required, a score of 20 would indicate a stun. The “tohit” scores rolled by the monk are never modified by any strength ability
bonuses. The chance to kill is a percentage which equals the armor class (AC)of the opponent, modified by the number of experience levels above seven
which the monk has attained. AC -1 is a negative chance for killing, as an
example, but a monk of 9th level (two above 7th) would allow a 1% chanceof killing. Note that 1) the monk must score a hit, and 2) the hit must stun the
opponent, and 3) the percentile dice score must be equal to or less than thearmor class of the stunned opponent, modified by the monk’s levels over 7th,in order to score a kill.

The headquarters of the Grandfather of Assassins can be virtually anywhere
and of any form — cavern, castle, monastery, palace, temple, you name it.
However, if it is a large and obvious place, the headquarters must be locatedwell away from all communities — such as in the midst of a murky woods, adismal marsh or fen, a lonely moor, a deserted island, a remote coast, or far
into forsaken hills or atop a mountain. Upon attaining the headship of allassassins, the new Grandfather or Grandmother must pay all remaining
followers of the former head 1000 gold pieces for each of their experiencelevels, destroy the old headquarters, and construct a new one somewhere else.
ASSASSINS (THIEVES) TABLE

Experience
Experience Points
Level
0—1,500
1
1,501—3,000
23,001—6,000
36,001—12,000
412,001—25,000
525,001—50,000
650,001—100,000
7100,001—200,000
8200,001—300,000
9300,001—425,000
10425,001—575,000
11
575,001—750,000
12750,001—1,000,000
13
1,000,001—1,500,000
141,500,001 and Over
15

6-Sided
Dice forAccumulated
Hit Points
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15

Open hand fighting also allows the monk multiple attacks at such time as themonk has attained the 4th or higher experience level.
Level Title
Bravo (Apprentice)
Rutterkin
Waghalter
Murderer
Thug
KillerCutthroat
Executioner
AssassinExpert Assassin
Senior Assassin
Chief Assassin
Prime Assassin
Guildmaster Assassin
Grandfather of Assassins

Monks make saving throws on the table used by thieves, but they gain certain
advantages: Non-magical missiles (arrows, bolts, bullets, thrown daggers,
thrown javelins, thrown spears, etc.) which would normally hit can be dodged
or knocked aside if the monk is able to make his or her saving throw against
petrification for each such potential hit. In other respects, if a monk makes his or
her saving throw against an attack form, the monk will sustain no damage fromthe attack, even if the attack form was a fireball, for instance. At 9th level(Master of the North Wind) or higher, a monk who fails to make his or her
saving throw will still sustain but one-half the total potential damage which theattack form could deliver, if possible. That is, a fireball would do 50% of total
damage, but the gaze of a basilisk would still petrify the monk.
At 1st level of experience, a monk is as likely to be surprised as any othercharacter, i.e. 33 1/3%. This chance goes down to 32% at 2nd level, and it
thereafter goes down 2% per level, so there is only a 30% chance of surprisinga 3rd level monk, 28% chance at 4th level, 26% chance at 5th level, etc.

The Monk
Monks have the following thief abilities which they perform at identical level ofexperience to that of a thief, i.e. a 1st level monk performs as a 1st level thief, a
2nd level monk as a 2nd level thief, etc. The abilities are:

The monk is the most unusual of all characters, the hardest to qualify for, andperhaps, the most deadly. That is why the class is given out of alphabeticalorder at the end of the section pertaining to character classes.

1. Open Locks

30

CHARACTER CLASSES (MONK)CHARACTER CLASSES (MONK)

2. Find/Remove Traps
3. Move Silently
4. Hide in Shadows
5. Hear Noise
6. Climb Walls

MONKS TABLE I: EXPERIENCE POINTS AND LEVELS

Experience Points

Although the chance of falling while climbing walls is the same as that of a thiefof equal level, monks can escape taking damage as follows:—

At 4th level (Disciple), a monk can fall up to 20’ if he or she iswithin 1’ of a wall.

—

At 6th level (Master), a monk can fall up to 30’ if he or she iswithin 4’ of a wall.

—

At 13th level (Master of Winter), a monk can fall any distance if heor she is within 8’ of a wall.

The monk must have an opportunity to periodically make contact with the wall
during the descent. The wall is used by the monk to slow the fall so that no hit
points of damage are sustained from the fall. Note that when reference to awall is made, any similar surface, such as a tree trunk, cliff face, and the like,are equally useful to the monk.
The other abilities of monks are shown on the MONKS ABILITY TABLE below.

4-Sided
Dice forExperience Accumulated
Hit Points
Level Title
Level

0 —2,250
2,251—4,750
4,751—10,000
10,001—22,500
22,501—47,500
47,501—98,000
98,001—200,000
200,001—350,000

1
2
3
4
5
6
7
8

2
3
4
5
6
7
8
9

350,001—500,000

910500,001—700,000

1011700,001—950,000

1112

950,001—1,250,000

12131,250,001—1,750,000
1,750,001—2,250,000
2,250,001—2,750,000
2,750,001—3,250,000
3,250,001 & +

13
14
15
16
17

14
15
16
17
18

NoviceInitiate
Brother
Disciple
Immaculate
MasterSuperior Master
Master ofDragons
Master of theNorth Wind
Master of theWest Wind
Master of theSouth Wind
Master of theEast Wind
Master of Winter
Master of Autumn
Master of Summer
Master of Spring
Grand Master of
Flowers

MONKS TABLE II: MONKS ABILITY TABLE

Level Title

Level

Effective
Armor
Class

NoviceInitiate
Brother
Disciple
Immaculate
MasterSuperior Master
Master of Dragons
Master of the North Wind
Master of the West Wind
Master of the South Wind
Master of the East Wind
Master of Winter
Master of Autumn
Master of Summer
Master of Spring
Grand Master of Flowers

1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17

10
9
8
7
7
6
5
4
3
3
2
1
0
-1
-1
-2
-3

Move

Open Hand
Attacks
per Melee
Round*

Open
Hand
DamageSpecialAbilities

15”
16”
17”
18”
19”
20”
21”
22”
23”
24”
25”
26”
27”
28”
29”
30”
32”

1
1
1
5/4
5/4
3/2
3/2
3/2
2
2
5/2
5/2
5/2
3
3
4
4

1-3
1-4
1-6
1-6
2-7
2-8
3-9
2-12
3-12
3-13
4-13
4-16
5-17
5-20
6-24
5-30
8-32

A
B
C
D
E
F
G
H
I
J
K
-

*Listings with a slash indicate extra attacks after the appropriate number of rounds, i.e. 5/4 means 5 attacks per 4 rounds, with the additional attack coming at the end of
the round sequence.
her body temperature and heart rate. The monk is able to maintain thisstate for twice the number of turns (10 minute periods) which equal his
level, i.e. 12 turns at 6th level, 14 at 7th, etc.

Notes Regarding Special Abilities:
Each special ability is designated by a capital letter.
A.

The ability to speak with animals as druids do which begins at 3rd levelof experience.

B.

The ability to mask the mind so that ESP has only a 30% chance of
success. This power begins at 4th level, and with each level ofexperience which the monk gains thereafter, the chance for success of
ESPing the monk’s thoughts drops by 2%, i.e. 28% chance of success ona 5th level monk, 26% on a 6th level, etc.

C.

At 5th experience level a monk is not subject to diseases of any sort, nor
is he ever affected by haste or slow spells.

D.

The ability to use self-induced catalepsy to appear dead. This can bedone perfectly, as the 6th (or higher) level monk is able to lower his or31

E.

At 7th level the monk gains the ability to heal damage on his or her
body. The amount of damage which can be healed is 2-5 hit points (d4+ 1), and this amount increases by 1 hit point with each experience level
gained thereafter, i.e. 3-6 HP at 8th level, 4-7 at 9th, etc. This may bedone once per day.

F.

The ability to speak with plants as druids do. This power is attained at
8th level.

G.

Beguiling, charms, hypnosis, and suggestion spells have only a 50% chanceof affecting a monk of the 9th level of experience. That is, the monk is 50%
resistant to such magic. This resistance increases 5% per level thereafter, sothat at 10th level such spells have but a 45% chance of affecting the monk,
40% at 11th level, and so on. Saving throws apply if resistance fails.

CHARACTER CLASSES (MONK)
H.

Telepathic and mind blast attacks (see ADVANCED DUNGEONS &DRAGONS, MONSTER MANUAL, Mind Flayer) upon a monk of
10th or higher level are made as if the character had an 18 intelligence,
due to the monk’s mental discipline.

I.

At 11th and higher levels of experience monks are not affected bypoison of any type.

J.

Geas and quest spells have no effect upon monks of 12th or higher level.

K.

The last ability gained, and perhaps the most terrible power, is that fabled
attack which enables the monk to set up vibrations in the body of thevictim, and the monk can then control such vibrations so as to cause deathto occur when the monk stops them. Known as the “quivering palm”, themonk merely touches his victim to set up the deadly vibrations. The victim
can be virtually any creature. This power is limited as follows:

CHARACTER CLASSES (MULTI-CLASSES)
attained only temporarily. The monk must find and defeat in single combat,
hand-to-hand, without weapons or magic items, one of the 8th level monks— the White, the Green, or the Red. The same must be done at the ninth
and higher levels. The loser of these combats loses enough experience
points to place him or her at the lowest number possible to attain the level
just beneath the new level. The monk character will know where to locate
the higher level monks; and he or she must proceed immediately to docombat or else lose experience points equal to the number which will placehim or her at the lowest number possible to have attained the level justbeneath that of the monk he or she should have sought out but did not.
That is, the player character drops to 7th level in the above case and mustthen work upwards once again.
Followers: When a monk player character attains the 8th level of experience, he or
she will gain a number of monks as followers upon defeating the monk which held
the 8th level position that the player character has now gotten. He or she will
attract from 2-5 1st level monks if the player character has a monastery ormonastery-like building to use as a headquarters. These followers may be worked
upwards in levels of experience. The player character will attract 1 or 2 additionalmonks of 1st level for each additional level of experience the player gains.

1. It can be attempted but once per week, and the monk must touch theintended victim within 3 melee rounds or the power is drained for
one week.

While followers of a monk are as loyal as his or her other henchmen, they
automatically leave service when they attain the level of Superior Master (7th).

2. It has no affect on the undead or creatures which can be hit only bymagical weaponry.

All followers will be of the exact same alignment as the monk player character.
If he or she changes alignment, the current followers will desert, but new ones
can still be gained by advancement in level.

3. The victim cannot have more hit dice than the monk using the power,
and in any event, the total hit points of the victim cannot exceed thoseof the monk by more than 200%, or the power has no effect.

The monastery or monastery-like headquarters of the monk can be that of thecharacter he or she defeated to attain 8th or higher level, or it can be abuilding specially constructed by the monk player character after attaining 8th
or higher level. In the latter case, the monk may retain up to 250,000 gold
pieces value in treasure in order to finance construction of the place. He or she
may also retain sufficient funds thereafter to maintain such a place.

4. The command to die (the control of the vibrations) must be given by themonk within a set time limit, or else the vibrations simply cease of theirown accord and do no damage whatsoever. The time limit of deathcommand is one day per level of experience the monk has gained at
the time the power is used.
There are a number of strictures which monk characters must abide by. These
restrictions apply to 1) armor and weapons, 2) treasure, 3) magic items usable, 4)
strength ability adjustments, 5) henchmen, and 6) advancement in level, as follows:

Note that monk followers require no support, upkeep, or pay of any sort.

The Multi-Classed Character
1.

Armor, as previously stated, cannot be worn. Weapons usable by monk
characters are shown on CHARACTER CLASSES TABLE II; weapons
not listed cannot be used.

2.

Monks, much like paladins (q.v.), may not retain more than a small
fraction of whatever treasure they gain. A monk may possess no morethan two magic weapons and three other magic items (see 3 below) at
any time. While monks may retain money sufficient for their modest
needs, and to support their henchmen (see 5 below), all other treasureand excess magic items must be bestowed upon (non player) religious
institutions. (See also Followers hereafter.)

3.

4.

5.

6.

The game assumes that only non- or semi-human characters can be multiclassed, and only certain class combinations are possible, depending on therace of the character. Although these are listed in the section dealing with eachrace of character, multi-class character possibilities are also shown below inorder to aid in selection of your character’s class or multi-class. Clericcombinations (with fighter types) may use edged weapons.
Cleric/Fighter: This combination is strong in defensive and revitalization
capabilities, plus the offensive missile and melee combat power of the fighter.
Hit points average will be good. Half-elves and half-orcs may be cleric/fighters.
Cleric/Fighter/Magic-user: One of the best of the multi-class options, this gives
good offensive and defensive spell capability plus the fighter’s melee combat
strength. Half-elves may be cleric/fighter/magic-users.

Magic items usable by monks include all magical varieties of weapons
listed (unless proscribed), rings, and those miscellaneous magic items which
are usable by thieves. No other magic items of any sort may be employedby monks.

Cleric/Ranger: See cleric/fighter above. This combination is potent in outdoor
situations as well. Half-elves may be cleric/rangers.

Monks do not gain any bonuses, either with respect to increasing “to hit”
probability or to increase hit points of damage, for strength ability.

Cleric/Magic-user: This combination gives the character a great variety andselection of spells, as well as the use of armor and more weapons. Hit points
are somewhat better than those of the magic-user class alone. Half-elves may
be cleric/magic-users.

Until attaining the rank of Master, monks may not have any hirelings orhenchmen at all. At 6th level of experience, monks may hire persons on
a short-duration basis — for the duration of a single adventure only. At
this level, they may also acquire up to two henchmen. Henchmen may befighters (but not paladins nor rangers), thieves, or assassins. With eachlevel of experience above the 6th which the monk attains, he or she may
add one additional henchman, until the maximum number established by
the monk’s charisma score is reached. Monks will gain followers upon
attaining 8th level; this is discussed hereafter.

Cleric/Thief: This is a combination of classes which gives both defensive andstealth potential. Hit points are improved with regard to the thief class only. As
with all thief class combinations, however, any functions as a thief are under the
restrictions of that class with regard to armor, i.e. only leather armor and noshield. Half-orcs may be cleric/thieves.
Cleric/Assassin: Seemingly strange, this combination is quite understandable
when the race which can operate in these two classes at the same time isnoted. The combination gives great potential in defensive and stealth situationsand very powerful assassination attack capabilities. Hit points are good
because of clerical hit dice. Half-orcs may be cleric/assassins.

There can be only a limited number of monks above 7th level (Superior
Master). There are three 8th level (Master of Dragons) and but one of eachhigher level. When a player character monk gains sufficient experience
points to qualify him or her or 8th level, the commensurate abilities are

32

CHARACTER CLASSES (MULTI-CLASSES)

ALIGNMENTFighter/Magic-user: Obviously, this combination allows excellent armor
protection, the use of weaponry, and spells. Hit points are good on the average(5½ + 2½ = 8 8 2 = 4 hit points per double-classed level). Elves and half-elves
may be fighter/magic-users.

additional hit points he or she can sustain at the new level. Furthermore, thecharacter can now carry (but not wear) armor and weapons not normally usable
by magic-users, and resort to their use if the need arises and not be penalized in
respect to experience as a magic-user, for he or she has already surpassed in the
new class the disciplines of the former. Thus, no harm accrues to his or her
experience as a magic-user. Note that this does not allow spell use while armorclad, such as an elven fighter/magic user is able to do.

Fighter/Illusionist: See Fighter/Magic-user above. Gnomes may be fighter/illusionists.
Fighter/Thief: By combining these two classes — the armor, weapons, andcombat capabilities of the fighter with the stealth and other abilities of the thief— a very effective character is created, even though thieving functions restrict
the character to leather armor and no shield. Hit points are good. Dwarves,
elves, gnomes, half-elves, halflings, and half-orcs may be fighter/thieves.

ALIGNMENT
After generating the abilities of your character, selecting his or her race, anddeciding upon a class, it is necessary to determine the alignment of the character.
It is possible that the selection of the class your character will profess has
predetermined alignment: a druid is neutral, a paladin is lawful good, a thief canbe neutral or evil, an assassin is always evil. Yet, except for druids and paladins,such restrictions still leave latitude — the thief can be lawful neutral, lawful evil,
neutral evil, chaotic evil, chaotic neutral, neutral, or even neutral good; and theassassin has nearly as many choices. The alignments possible for characters aredescribed below.

Fighter/Assassin: This combination gives excellent missile and melee combat
ability, plus assassination and stealth potential. Hit points are good. Half-orcs
may be fighter/assassins.
Fighter/Magic-user/Thief: Combat, spell, and stealth capabilities are given to thecharacter who opts this multi-class combination. This is a very powerful mix. Hit
points are good (5½ + 2½ + 3½ = 11½ 8 3 = 4) on the average. Elves andhalf-elves may be fighter/magic-user/thieves.

Chaotic Evil: The major precepts of this alignment are freedom, randomness, andwoe. Laws and order, kindness, and good deeds are disdained. Life has no value.
By promoting chaos and evil, those of this alignment hope to bring themselves topositions of power, glory, and prestige in a system ruled by individual caprice andtheir own whims.

Magic-user/Thief: This combination does not offer all of the options open to afighter/magic-user/thief, but advancement is usually more rapid. Average hit
points are fair, i.e. 3 per level. Elves and half-elves may be magic-user/thieves.
Illusionist/Thief: See Magic-User/Thief above. Gnomes may be illusionist/thieves.

Chaotic Good: While creatures of this alignment view freedom and therandomness of action as ultimate truths, they likewise place value on life andthe welfare of each individual. Respect for individualism is also great. By
promoting the gods of chaotic good, characters of this alignment seek to spreadtheir values throughout the world.

The Character With Two Classes
Unlike multi-classed characters who are of non- or semi-human race, thecharacter with two classes must be human. To attain the second class, thecharacter must switch his or her profession at some point. Thereafter noprogression in the original class is possible.

Chaotic Neutral: Above respect for life and good, or disregard for life andpromotion of evil, the chaotic neutral places randomness and disorder. Goodand evil are complementary balance arms. Neither are preferred, nor must
either prevail, for ultimate chaos would then suffer.

In order to switch from one class to another, the character must have an ability
score of 15 or more in the principal attribute(s) ability of the original class anda 17 or 18 in the principal attribute(s) of the class changed to. Note that nearly
any combination of classes is thus possible, i.e. cleric & fighter, cleric & paladin,
cleric & ranger, etc. Alignment will preclude some combinations.

Lawful Evil: Creatures of this alignment are great respecters of laws and strict
order, but life, beauty, truth, freedom and the like are held as valueless, or atleast scorned. By adhering to stringent discipline, those of lawful evil alignment
hope to impose their yoke upon the world.

When the character opts to cease his or her old profession and become a newclass, the character retains the number of hit dice (and the commensurate hit
points) due to a character of the level of his or her class. However, all otherfunctions of the character are at 1st level of experience, for that is his or her
ability in the newly espoused class. Furthermore, if, during the course of any
adventure, the character resorts to the use of any of the capabilities of functionsof his or her former class, the character gains no experience for the adventure.
Having switched classes, the character must perform strictly within the parametersof his or her new profession. Reversion to the former class negates all experience
potential for the new class with respect to the course of recent activities, i.e. theadventure during which original profession functions were resorted to.

Lawful Good: While as strict in their prosecution of law and order, characters of
lawful good alignment follow these precepts to improve the common weal.
Certain freedoms must, of course, be sacrificed in order to bring order; but truth
is of highest value, and life and beauty of great importance. The benefits of thissociety are to be brought to all.

At such time as the character has attained a level of experience in his or her
new class which exceeds the character’s former class level, the following
benefits are gained:

Neutral Evil: The neutral evil creature views law and chaos as unnecessary
considerations, for pure evil is all-in-all. Either might be used, but both are disdained
as foolish clutter useless in eventually bringing maximum evilness to the world.

1.

A hit die appropriate to the new class is gained for each increase inlevel of experience, up to the maximum normal for the class inquestion (and thereafter hit points are likewise gained), and2.

The character may mix functions freely and still gain experience,
although restrictions regarding armor, shield, and/or weapon apply
with regard to operations particular to one or both classes.

Lawful Neutral: Those of this alignment view regulation as all-important, taking a
middle road betwixt evil and good. This is because the ultimate harmony of theworld — and the whole of the universe — is considered by lawful neutral creaturesto have its sole hope rest upon law and order. Evil or good are immaterial besidethe determined purpose of bringing all to predictability and regulation.

Neutral Good: Unlike those directly opposite them (neutral evil) in alignment,
creatures of neutral good believe that there must be some regulation in combination
with freedoms if the best is to be brought to the world — the most beneficial
conditions for living things in general and intelligent creatures in particular.
True Neutral: The “true” neutral looks upon all other alignments as facets of thesystem of things. Thus, each aspect — evil and good, chaos and law — ofthings must be retained in balance to maintain the status quo; for things as they
are cannot be improved upon except temporarily, and even then but
superficially. Nature will prevail and keep things as they were meant to be,
provided the “wheel” surrounding the hub of nature does not become
unbalanced due to the work of unnatural forces — such as human and otherintelligent creatures interfering with what is meant to be.

Example: A character with ability scores of 15 strength, 17 intelligence, 12
wisdom, 10 dexterity, 16 constitution, and 7 charisma is begun as a fighter. Afterattaining 6th level, the player switches the character to magic-user. This allows thecharacter to retain six ten-sided hit dice, but in all other respects he or she must
be a 1st level magic-user, wearing no armor, carrying those weapons usable byhis or her new class, and using spells to combat opponents. When 7th level ofexperience is gained, however, the character gets a four-sided hit die for

Naturally, there are all variations and shades of tendencies within each alignment.

33

ALIGNMENT

CHARACTER LANGUAGES
your character. Next you must name him or her, and possibly give some family
background (and name a next of kin as heir to the possessions of the character
if he or she should meet an untimely death) to personify the character. Having
done all that, your Dungeon Master will introduce your character to thecampaign setting. In all likelihood, whether the locale is a village, town, or city,
your character will have to acquaint himself or herself with the territory.

The descriptions are generalizations only. A character can be basically good in its“true” neutrality, or tend towards evil. It is probable that your campaign referee willkeep a graph of the drift of your character on the alignment chart. This is affectedby the actions (and desires) of your character during the course of each adventure,
and will be reflected on the graph. You may find that these actions are such as tocause the declared alignment to be shifted towards, or actually to, some other.

The first step will often be getting into the place, i.e. a gate guard demanding
to know what business you have in the town or city. Thereafter it will benecessary to locate a safe and reasonably priced place in which to lodge —typically an inn of some sort, but perhaps a rented cot, a loft or even chambers
at a hostel. Since the location selected will have to serve as base and depot, it
must be relatively safe from intrusion or burglary. Once a headquarters has
been found, your character can set about learning the lay of the land, andattempt to find the trade establishments needed to supply the desired equipment
for adventuring. Perhaps it will also be necessary to locate where other player
characters reside in order to engage in joint expeditions.

Changing Alignment
While involuntary change of alignment is quite possible, it is very difficult for acharacter to voluntarily switch from one to another, except within limited areas.
Evil alignment can be varied along the like axis. The neutral character can opt forsome more specific alignment. Your referee will probably require certain stringent
sacrifices and appropriate acts — possibly a quest, as well — for any othervoluntary alignment change. In fact, even axial change within evil or good, orradial movement from neutrality may require strong proofs of various sorts.
Further voluntary change will be even more difficult. Changing back to aforsaken alignment is next to impossible on a voluntary basis. Even involuntary
drift will bring the necessity of great penance.

In any event, your character created, personified, and established will be ready toadventure once equipment is purchased and relations with other player
characters are settled. If player characters are not immediately available, or ifthey are not co-operative, it is advisable that men-at-arms be hired. Hirelings ofthis sort, as well as henchmen (q.v.), are detailed in the sections entitled
HIRELINGS and HENCHMEN.

CHARACTER HIT POINTS
Each character has a varying number of hit points, just as monsters do. These
hit points represent how much damage (actual or potential) the character canwithstand before being killed. A certain amount of these hit points represent theactual physical punishment which can be sustained. The remainder, a significant
portion of hit points at higher levels, stands for skill, luck, and/or magicalfactors. A typical man-at-arms can take about 5 hit points of damage before
being killed. Let us suppose that a 10th level fighter has 55 hit points, plus abonus of 30 hit points for his constitution, for a total of 85 hit points. This is theequivalent of about 18 hit dice for creatures, about what it would take to killfour huge warhorses. It is ridiculous to assume that even a fantastic fighter cantake that much punishment. The same holds true to a lesser extent for clerics,
thieves, and the other classes. Thus, the majority of hit points are symbolic of
combat skill, luck (bestowed by supernatural powers), and magical forces.

CHARACTER LANGUAGESAll humans, as well as those semi-humans and non-humans in close contact withpeople, speak the “common tongue”. This language is spoken by all states in
the central campaign area, but your referee may well have areas in which thecommon tongue is different from that which your character speaks.
In addition to the common tongue, all intelligent creatures able to converse inspeech use special languages particular to their alignment. These alignment
languages are: Chaotic Evil, Chaotic Good, Chaotic Neutral, Lawful Evil, Lawful
Good, Lawful Neutral, Neutral Evil, Neutral Good, and Neutrality. The
alignment of your character will dictate which language he or she speaks, foronly one alignment dialect can be used by a character (cf. CHARACTER
CLASSES, The Assassin). If a character changes alignment, the previously
known language is no longer able to be spoken by him or her.

Hit points are determined by hit dice. At 1st level a character has but one hit die(exception: rangers and monks begin with two dice each). At each successive
level another hit die is gained, i.e. the die is rolled to determine how many
additional hit points the character gets. Hit points can be magically restored byhealing potions, cure wounds spells, rings of regeneration, or even by wish spells.
However, a character’s hit points can never exceed the total initially scored by hit
dice, constitution bonus (or penalty) and magical devices. For example, if acharacter has 26 hit points at the beginning of an adventure, he or she cannot
drink a potion or be enchanted to above that number, 26 in this case.

In addition to the above, druids (q.v.) have their own special tongue, and thieves
have their secret speech, the Thieves’ Cant.
Therefore, a character will speak at least two languages — common andalignment. He or she might also be able to converse in the special patois of druids
or thieves. Semi-human and non-human characters are able to speak racial tongues
as well. (See CHARACTER RACES.) In most campaigns, it is likely that openalignment speech will be frowned upon as a serious breach of social etiquette.

As an example, let us assume that the character with 26 hit points mentioned aboveis engaged in an adventure. Early in the course of exploring the dungeon, he or
she falls into a 10’ deep pit taking one six-sided die (1d6) of damage — 4 hit
points of damage, so the character drops to 22 hit points. Next, he or she takes 15
hit points of damage in combat, so the character drops to 7 hit points. A cleric in
the party uses a cure serious wounds spell on the character, and this restores 10(for example, depending upon the die roll) of his or her lost hit points, so thecharacter has a total of 17. Later activities reduce the character to 3 hit points, but
the party uses a wish spell to restore all members to full hit points, so at that time
the character goes up to 26 once more.

A character can learn additional languages. Even the rather slow (80 I.Q.) canlearn one additional language. However, his vocabulary, usage, and ability totranslate must, perforce, be limited. The very bright can learn five, six, or evenseven. (For details of the number of tongues which can be learned see
CHARACTER ABILITIES, Intelligence.) Here is how a new language is learned:
The character must find a person (human, semi-human, or non-human) or talking
creature who speaks the language which is to be learned. The character must thenbe in close proximity to his or her instructor for up to one year, and prior to that
period the language can be learned one month early for each point of intelligence
above 12. Thus, a character with 13 intelligence learns the new language in 11
months, 14 intelligence learns in 10 months, all the way to 18 intelligence which
requires but six months to learn. Only one new language can be studied at any
given time.

Rest also restores hit points, for it gives the body a chance to heal itself andregain the stamina or force which adds the skill, luck, and magical hit points.
Your character’s class will determine which sort of die you will roll to determine hit
points. In some campaigns the referee will keep this total secret, informing players
only that they feel “strong”, “fatigued” or “very weak”, thus indicating waning hit
points. In other campaigns the Dungeon Master will have players record theircharacter’s hit points and keep track of all changes. Both methods are acceptable,
and it is up to your DM as to which will be used in the campaign you participate in.

Which languages are knowable in a campaign is strictly up to the DM whoruns it. The following list gives some of the languages typically used:
DwarvishElvishGoblinESTABLISHING THE CHARACTER
By determining abilities, race, class, alignment, and hit points you have created34

Halfling
Hobgoblin
KoboldLizardman
OgrishOrcishCHARACTER LANGUAGESEQUIPPING THE CHARACTEREQUIPPING THE CHARACTER

All of the above may not normally be available due to campaign circumstances,and languages not listed might be common. Consult your Dungeon Master.
Note that if, for example, you capture a centaur or talking dragon of some sort,
it is possible to learn the appropriate creature tongue.

Careful selection of equipment and supplies for characters is very important.
Often there will not be sufficient funds to purchase everything desired, so
intelligent choices will have to be made. Also, the choice of equipment should
always be done with respect to encumbrance (see MOVEMENT) restrictions.

MONEY

In many campaigns it is necessary for the characters to shop in a number ofplaces in order to obtain everything they desire. A few games will have a
trader’s establishment in which everything, or nearly everything, can be found,but the average costs will be higher because these traders are middle-men.

Starting MoneyYour character is unusual, exceptional as compared to the norm. This applies toabilities and funds as well. Thus, he or she will have a large supply of coinswith which to purchase equipment and supplies to begin adventuring. The
possible number of gold pieces with which a player begins depends upon thecharacter class:

As in most dealings, the buyer should always beware. Things may be as they
appear or they might be otherwise . . .
A list of goods typically desired by characters follows.

ClericFighter
Magic-user
Thief
Monk

30-180 g.p. (3d6)
50-200 g.p. (5d4)
20-80 g.p. (2d4)
20-120 g.p. (2d6)
5-20 g.p. (5d4)BASIC EQUIPMENT AND SUPPLIES COSTS

To determine the number of gold pieces your character has at the start, simply
roll the appropriate dice and total the sum (adding a decimal place if necessary).
Most of these funds will quickly be spent on the costs of staying in theadventuring area and acquiring the equipment which will be used foradventuring. (See BASIC EQUIPMENT AND SUPPLIES COSTS table hereafter.)

Armor
BandedChain
Helmet, great
Helmet, small
Leather
PaddedPlate

90 g.p.
75 g.p.
15 g.p.
10 g.p.
5 g.p.
4 g.p.
400 g.p.

Ring
Scale
Shield, large
Shield, small
Shield, small, wooden
Splinted
Studded30 g.p.
45 g.p.
15 g.p.
10 g.p.
1 g.p.
80 g.p.
15 g.p.

Arms
Arrow, normal, single
Arrow, normal, dozen
Arrow, silver, single
Axe, battle
Axe, hand or throwing
Bardiche
Bec de corbin
Bill-Guisarme
Bow, composite shortBow, composite, long
Bow, long
Bow, short
Crossbow, heavy
Crossbow, light
Dagger and scabbard
Dart
Fauchard
Fauchard — Fork
Flail, footman’s
Flail, horseman’sFork, Military
GlaiveGlaive-Guisarme
Guisarme
Guisarme — Voulge
HalberdHammer, Lucern
Hammer2 s.p.
1 g.p.
1 g.p.
5 g.p.
1 g.p.
7 g.p.
6 g.p.
6 g.p.
75 g.p.
100 g.p.
60 g.p.
15 g.p.
20 g.p.
12 g.p.
2 g.p.
5 s.p.
3 g.p.
8 g.p.
3 g.p.
8 g.p.
4 g.p.
6 g.p.
10 g.p.
5 g.p.
7 g.p.
9 g.p.
7 g.p.
1 g.p.

Javelin
Lance
Mace, footman’sMace, horseman’sMorning Star
PartisanPick, Military, footman’s
Pick, Military, horseman’sPike, awl
Quarrel (or Bolt), light,
singleQuarrel (or Bolt), heavy,score
Ranseur
ScimitarSling & Bullets, dozen
Sling Bullets, score
Spear
SpetumSword, bastard,& scabbard
Sword, broad, & scabbard
Sword, long & scabbard
Sword, short & scabbard
Sword, two-handed
Trident
Voulge10 s.p.
6 g.p.
8 g.p.
4 g.p.
5 g.p.
10 g.p.
8 g.p.
5 g.p.
3 g.p.

25 g.p.
10 g.p.
15 g.p.
8 g.p.
30 g.p.
4 g.p.
2 g.p.

The Monetary System
The basic unit of exchange is the gold piece (g.p. hereafter). There are coins oflesser and greater value, and these are shown on the table below. It is also
common to use gems of various sorts and values as coin.
10 copper pieces (c.p.)
20 silver pieces (s.p.)
2 electrum pieces (e.p.)
1 platinum piece (p.p.)= 1 silver piece= 1 g.p.
= 1 g.p.
= 5 g.p.

Thus:
200 c.p. = 20 s.p. = 2 e.p. = 1 g.p. = 1/5 p.p.
It is assumed that the size and weight of each coin is relatively equal to eachother coin, regardless of type.
Your character will most probably be adventuring in an area where money isplentiful. Think of the situation as similar to Alaskan boom towns during the gold
rush days, when eggs sold for one dollar each and mining tools sold for $20,
$50, and $100 or more! Costs in the adventuring area are distorted because of
the law of supply and demand — the supply of coin is high, while supplies ofequipment for adventurers are in great demand.

Money Changing, Banks, Loans & Jewelers
Large sums of lower value coins can be changed to a smaller number of larger
value coins, and vice versa, at a relatively small cost — typically 3% of thetransaction. This is done at the money changer’s. The money changer will alsoscore as a banker, keeping funds and giving a marker to vouch for the amount.
Note that bankers will not usually give any interest.
Bankers will give loans according to the reliability, renown, status, and material
possessions of the individual. An unknown and low-level character is unlikely to
get a loan without giving security for the value of the amount borrowed.
Furthermore, the interest rate will be high — typically 10% per month or even 5%
per week. A well-known and propertied character can typically get large loans at
relatively low interest — 1% per week or thereabouts.

1 s.p.
2 g.p.
4 g.p.
15 g.p.
15 s.p.
10 s.p.
1 g.p.
3 g.p.

Clothing
Belt
Boots, high, hard
Boots, high, soft
Boots, low, hard
Boots, low, softCap

3 s.p.
2 g.p.
1 g.p.
1 g.p.
8 s.p.
1 s.p.

Cloak
Girdle, broad
Girdle, normal
Hat
Robe

5 s.p.
2 g.p.
10 s.p.
7 s.p.
6 s.p.

Herbs
Belladona, sprig
Garlic, bud

4 s.p.
5 c.p.

Wolvesbane, sprig

10 s.p.

Jewelers, and gem merchants, will buy and sell jewelry and gems. The buying
price will usually be 20% under the actual value of the piece or stone.
Characters should carefully shop around whenever possible to determine which
establishment offers them the best value.

35

EQUIPPING THE CHARACTER
Livestock
ChickenCow
Dog, guard
Dog, hunting
DonkeyGoat
Hawk, large
Hawk, small
Horse, draft
Horse, heavy war
Horse, light war

3 c.p.
10 g.p.
25 g.p.
17 g.p.
8 g.p.
1 g.p.
40 g.p.
18 g.p.
30 g.p.
300 g.p.
150 g.p.

WEAPONS

Horse, medium war
Horse, riding (light)
Mule
Ox
PigeonPiglet
Pig
Pony
Sheep
Songbird

creature, its speed, its agility, and perhaps its supernatural (extra-dimensional or
multi-planed existence) aspects are considered in the armor class of all nonhuman type monsters. Therefore, a monster with an armor class of 2 will not be
carrying a shield.

225 g.p.
25 g.p.
20 g.p.
15 g.p.
2 c.p.
1 g.p.
3 g.p.
15 g.p.
2 g.p.
4 c.p.

Armor types are given on the table below. Note that the inclusion of a shieldraises armor class (AC) by a factor of 1 (5%), but that assumes attack from thefront where the character can interpose it between himself and a blow.

Miscellaneous Equipment & Items
Backpack, leather
2 g.p.
Pouch, belt, large
1 g.p.
Box, iron, large
28 g.p.
Pouch, belt, small
15 s.p.
Box, iron, small
9 g.p.
Quiver, 1 doz. arrows cap.
8 s.p.
Candle, tallow
1 c.p.
Quiver, 1 score arrows cap. 12 s.p.
Candle, wax
1 s.p.
Quiver, 1 score bolts cap.
15 s.p.
Case, bone, map or scroll
5 g.p.
Quiver, 2 score bolts cap.
1 g.p.
Case, leather, map or scroll 15 s.p.
Rope, 50’
4 s.p.
Chest, wooden, large
17 s.p.
Sack, large
16 c.p.
Chest, wooden, small
8 s.p.
Sack, small
10 c.p.
Lantern, bullseye
12 g.p.
Skin for water or wine
15 s.p.
Lantern, hooded
7 g.p.
Spike, iron, large
1 c.p.
Mirror, large metal
10 g.p.
Thieves’ picks & tools
30 g.p.
Mirror, small, silver
20 g.p.
Tinder Box, with flint & steel
1 g.p.
Oil, flask of
1 g.p.
Torch
1 c.p.
Pole, 10’3 c.p.

Provisions
Ale, pint
Beer, small, pint
Food, merchant’s meal
Food, rich meal
Grain, horse meal, 1 day

1 s.p.
5 c.p.
1 s.p.
1 g.p.
1 s.p.

Mead, pint
Rations, iron, 1 week
Rations, standard, 1 week
Wine, pint, good
Wine, pint, watered

1 g.p.
1 g.p.
2 g.p.
50 g.p.

Symbol, Holy*, wooden
Water, Holy*, vial
* or Unholy

7 s.p.
25 g.p.

Tack and Harness
Barding, chain
Barding, leather
Barding, plate
Bit and Bridle
Harness

250 g.p.
100 g.p.
500 g.p.
15 s.p.
12 s.p.

SaddleSaddle Bags, large
Saddle Bags, small
Saddle Blanket

10 g.p.
4 g.p.
3 g.p.
3 s.p.

Transport
Barge (or Raft), small
Boat, small
Boat, long
Cart
Galley, large

50 g.p.
75 g.p.
150 g.p.
50 g.p.
25,000 g.p.

Galley, small
Ship, merchant, large
Ship, merchant, small
Ship, warWagon

A small shield can be counted against only one attack per melee
round.

—

A normal-sized shield can effectively be counted against two attacks
per melee round.

—A large shield is counted against up to three attacks per melee round.

Attacks from the right flank and rear always negate the advantage of the shield.
The cost of armor and shield varies. Generally speaking, the better theprotection, the greater the expense.
Note: Magic armor negates weight, so that movement does not consider any
encumbrance from magic armor. There are otherwise various types of magic armor.

ARMOR CLASS TABLE
Type of Armor
None
Shield only
Leather or padded armor
Leather or padded armor + shield/
studded leather/ring mail
Studded leather or ring mail + shield/
scale mail
Scale mail + shield/chain mail
Chain mail + shield/splint mail/bandedmail
Splint or banded mail + shield/
plate mailPlate mail + shield

5 s.p.
5 g.p.
3 g.p.
10 s.p.
5 s.p.

Religious Items
Beads, Prayer
Incense, stick
Symbol, Holy*, iron
Symbol, Holy*, silver—

Armor Class
Rating
10
9
8
7
6
5
4
3
2

For each +1 of magic armor or magic shield, a decrease in armor class of 1 isgiven. For example, a non-armored character with a +1 shield is AC 8, a +2
shield AC 7, etc. The same is true with regard to pluses of magic armor of any
type. A +1 converts to a 5% probability. Thus +2 equals a 10% lesser likelihood of
being hit. Magic plate mail +3 and magic shield +5 are equal to AC -6, or canbe treated as AC 2 with a subtraction of 8 from attackers’ “to hit” dice rolls.

WEAPONSThe choice of weapons used by your character might be circumscribed by theclass of your character, but selection is otherwise a matter of your preferences
based on various factors presented hereafter. Of course, the initial cost of theweapon might affect your selection at the beginning. Beyond this consideration,
there are factors of size and weight. The damage inflicted by the weapon isimportant, as is the amount of space required to wield it. These details are
given hereafter.

10,000 g.p.
15,000 g.p.
5,000 g.p.
20,000 g.p.
150 g.p.

ARMOR

Weapon Proﬁciency

Armor, along with the use of a shield, is the basis for determination of how easily
a character can be struck by an opponent’s weapon. Other factors modify this, ofcourse. Dexterity and magical effects are the two principal modifiers.

At the start, your character will be able to employ but a limited number of
weapons. The number is determined by class. When the character moves up inlevels of experience to the next higher combat melee table, he or she is assumed
to have acquired proficiency in an additional weapon. The new weapon is of hisor her choice. Note that proficiency with a normal weapon is subsumed in usinga magical weapon of the same type. If proficiency with any given weapon is notheld by the character, it is used at a penalty as shown on the table which
follows.

Do not confuse armor which is worn with the armor class (AC) rating of amonster. Although a creature might be given a very high armor class becauseof its exceptionally thick hide, armor plating, chitinous exoskeleton, or the like,other factors are considered in such ratings. For example, the size of the36

WEAPONSWEAPONS
Notes Regarding Weapon Proﬁciency Table:

WEAPON PROFICIENCY TABLE
Class of
Character

Added
Initial Number Non-proﬁciency
Proﬁciency inof Weapons
Penalty
Weapons Per Level

CLERIC
Druid
FIGHTER
PaladinRangerMAGIC-USER
Illusionist
THIEF
Assassin
MONK

2
2
4
3
3
1
1
2
3
1

-3
-4
-2
-2
-2
-5
-5
-3
-2
-3

Initial Number of Weapons shows the number which the character may selectto be proficient with, i.e. a cleric could select a flail and staff, club and mace, or
any combination of two permitted weapons.

1/4 levels
1/5 levels
1/3 levels
1/3 levels
1/3 levels
1/6 levels
1/6 levels
1/4 levels
1/4 levels
1/2 levels

Non-proficiency Penalty indicates the subtraction from the character’s “to hit”
dice which applies to attacks by the character using such a weapon in missile
or melee combat. (See COMBAT.)
Added Proficiency in Weapons gives the number of additional weapons thecharacter can use with proficiency upon attaining the indicated number of levels
above the 1st. Thus, at 1st level a cleric can use two weapons with proficiency, at
5th level the cleric selects another for a total of three, at 9th level the total is four,at 13th five, etc.

WEIGHT AND DAMAGE BY WEAPON TYPE
Weapon Type
Arrow
Axe, Battle
Axe, Hand or throwing
Bardiche
Bec de corbin
Bill-Guisarme
Bo StickClub
Dagger
Dart
Fauchard
Fauchard-Fork
Flail, footman’s
Flail, horseman’sFork, Military
GlaiveGlaive-Guisarme
Guisarme
Guisarme-Voulge
HalberdHammer, lucern
HammerJavelin
Jo Stick
Lance* (light horse)
Lance* (medium horse)
Lance* (heavy horse)
Mace, footman’sMace, horseman’sMorning Star
PartisanPick, Military, footman’s
Pick, Military, horseman’sPike, Awl
Quarrel (or Bolt), light
Quarrel (or Bolt), heavy
Ranseur
ScimitarSling bullet
Sling stone
Spear**
SpetumStaff, Quarter
Sword, Bastard
Sword, Broad
Sword, Long
Sword, ShortApproximate Weight in Gold Pieces
2
75
50
125
100
150
15
30
10
5
60
80
150
35
75
75
100
80
150
175
150
50
20
40
50
100
150
100
50
125
80
60
40
80
1
2
50
40
2
1
40-60
50
50
100
75
60
35

Damage vs. Opponent
Size S or M
1-6
1-8
1-6
2-8
1-8
2-8
1-6
1-6
1-4
1-3
1-6
1-8
2-7
2-5
1-8
1-6
2-8
2-8
2-8
1-10
2-8
2-5
1-6
1-6
1-6
2-7
3-9
2-7
1-6
2-8
1-6
2-7
2-5
1-6
1-4
2-5
2-8
1-8
2-5
1-4
1-6
2-7
1-6
2-8
2-8
1-8
1-6

Size L
1-6
1-8
1-4
3-12
1-6
1-10
1-3
1-3
1-3
1-2
1-8
1-10
2-8
2-5
2-8
1-10
2-12
1-8
2-8
2-12
1-6
1-4
1-6
1-4
1-8
2-12
3-18
1-6
1-4
2-7
2-7
2-8
1-4
1-12
1-4
2-7
2-8
1-8
2-7
1-4
1-8
2-12
1-6
2-16
2-7
1-12
1-8

NOTES

includes Scorpion

includes Couteaux de Brecheincludes Bill/Bill Hookincludes Lochaber Axe

includes Godentag and Holy Water Sprinkler
includes Bohemian Ear-Spoon

includes Chauves Souris, Ransom, Rhonca, Roncie, Runka
includes Cutlass, Sabre, Sickle-sword, Tulwar, etc.

includes Corseque, Korseke

includes all pointed cutting & thrusting weapons withblade length between 15” and 24”.

Sword, Two-handed
250
1-10
3-18
Trident
50
2-7
3-12
Voulge125
2-8
2-8Italics: Indicates weapon does twice the damage indicated by the die (dice) roll to larger than man-sized creatures (L) when it is set (ﬁrmly grounded) to receive a charging opponent.
* This weapon does twice indicated damage against creatures of any size when it is employed by an attacker riding a charging mount.
** This weapon also does twice the damage indicated to any opponent when the weapon is set to receive their charge.

37

WEAPONSWEAPONSWEAPON TYPES, GENERAL DATA, AND “TO HIT” ADJUSTMENTS
Hand Held
Weapon Type

LengthAxe, Battle
Axe, Hand
Bardiche
Bec de Corbin
Bill-Guisarme
Bo StickClub
DaggerFauchord
Fauchard-Fork
Fist or Open Hand
Flail, Footman’s
Flail, Horseman’sFork, Military
GlaiveGlaive-Guisarme
Guisarme
Guisarme-Voulge
HalberdHammer, Lucern
Hammer
Jo Stick
Lance (heavy horse)
Lance (light horse)
Lance (medium horse)
Mace, Footman’sMace, Horseman’sMorning Star
PartisanPick, Military, Footman’s
Pick, Military, Horseman’sPike, awl
Ranseur*
Scimitar
Spear
Spetum*Staff, quarter
Sword, bastard**
Sword, broad
Sword, long
Sword, shortSword, two-handed
Trident
Voulgec. 4’
c. 1½’
c. 5’
c. 6’
8’+
c. 5’
c. 3’
c. 15”
8’+
8’
2’+
c. 4’
c. 2’
7’+
8’+
8’+
6’+
7’+
5’+
5’+
c. 1½’c. 3’
c. 14’
10’12’c. 2½’
c. 1½’
c. 4’
7’+
c. 4’
c. 2’
18’+
8’+
c. 3’
5’-13’+
8’+
6’-8’
c. 4½’
c. 3½’
c. 3½’
c. 2’
c. 6’
4’-8’+
8’+Space
Required

Speed
Factor

2

3

4

4’
1’
5’
6’
2’
3’
1’-3’
1’
2’
2’
6’
4’
1’
1’
1’
2’
2’
5’
5’
2’
2’
1’
1’
1’
4’
2’
5’
3’
4’
2’
1’
1’
2’
1’
1’
3’
4’+
4’
3’
1’
6’
1’
2’

7
4
9
9
10
3
4
2
8
8
1
7
6
7
8
9
8
10
9
9
4
2
8
7
6
7
6
7
9
7
5
13
8
4
6-8
8
4
6
5
5
3
10
6-8
10

-3
-3
-2
+2
0
-9
-5
-3
-2
-1
-7
+2
0
-2
-1
-1
-2
-1
+1
+1
0
-8
+3
-2
0
+1
+1
0
0
+2
+1
-1
-2
-3
-2
-2
-7
0
-3
-2
-3
+2
-3
-1

-1
-2
-1
+2
0
-7
-4
-3
-2
-1
-5
+2
0
-2
-1
-1
-2
-1
+1
+1
+1
-6
+3
-2
+1
+1
+1
+1
0
+2
+1
0
-1
-2
-1
-1
-5
0
-2
-1
-2
+2
-2
-1

1
-2
0
+2
0
-5
-3
-2
-1
-1
-3
+1
0
1
0
0
-1
0
+1
+2
0
-4
+2
-1
+1
0
0
+1
0
+1
+1
0
-1
-2
-1
0
-3
+1
-1
0
-1
+2
-1
0

Armor Class Adjustment
5
6
7
-1
-1
0
0
0
-3
-2
-2
-1
0
-1
+2
0
0
0
0
-1
+1
+2
+2
+1
-2
+2
0
+1
0
0
+1
0
+1
+1
0
0
1
-1
0
-1
+1
0
0
0
+2
-1
+1

0
0
+1
0
0
-1
-1
0
0
0
0
+1
0
0
0
0
0
+1
+2
+2
0
-1
+2
0
+1
0
0
+1
0
0
0
0
0
0
0
0
0
+1
0
0
0
+3
0
+1

0
0
+1
0
0
0
-1
0
0
0
0
+1
+1
+1
0
0
0
+1
+2
+1
0
0
+1
0
0
0
0
+1
0
-1
0
0
0
0
0
0
0
+1
+1
0
0
+3
0
+1

8

9

10

+1
+1
+2
0
+1
+1
0
+1
0
+1
+2
+1
+1
+1
0
0
0
0
+1
+1
0
+1
+1
0
0
0
0
+1
0
-1
-1
0
0
+1
0
0
+1
+1
+1
0
+1
+3
+1
0

+1
+1
+2
0
0
0
0
+1
-1
0
0
+1
+1
0
0
0
-1
0
+1
0
0
0
0
0
0
+1
0
+2
0
-1
-1
-1
0
+1
0
+1
+1
+1
+1
+1
0
+1
0
0

+2
+1
+3
-1
0
+3
+1
+3
-1
+1
+4
-1
0
+1
0
0
-1
0
0
0
0
+2
0
0
0
-1
0
+2
0
-2
-1
-2
+1
+3
0
+2
0
0
+2
+2
+2
0
+1
0

8

9

10

0
+2
+2
+3
+2
-1
+4
+3
0
+1
0
+1
+2
+2
0

0
+3
+2
+3
+2
0
+4
+3
0
0
0
0
+1
+1
0

+1
+3
+3
+3
+2
0
+4
+3
+1
+1
+1
+1
+3
+3
0

Italics indicate weapon capable of dismounting a rider on a score equal to or greater than the “to hit” score.
*Weapon capable of disarming opponent on a score required to hit AC 8.
**Treat as long sword if used one-handed.
Any weapon strikes at +2 against an opponent’s back (or similarly unseen); against stunned, prone, and motionless opponents, any weapon strikes at +4.
Hurled Weaponsand Missiles

Fire
Rate

S

Range
M

L

2

3

4

Axe, handBow, composite, long
Bow, composite, shortBow, long
Bow, shortClub
Crossbow, heavy
Crossbow, light
DaggerDart
HammerJavelinSling (bullet)
Sling (stone)
Spear

1
2
2
2
2
1
½
1
2
3
1
1
1
1
1

1
6
5
7
5
1
8
6
1
1½
1
2
5
4
1

2
12
10
14
10
2
16
12
2
3
2
4
10
8
2

3
21
18
21
15
3
24
18
3
4½
3
6
20
16
3

-4
-2
-3
-1
-5
-7
-1
-2
-5
-5
-2
-5
-2
-5
-3

-3
-1
-3
0
-4
-5
0
-1
-4
-4
-1
-4
-2
-4
-3

-2
0
-1
0
-1
-3
+1
0
-3
-3
0
-3
-1
-2
-2

Armor Class Adjustment
5
6
7
-1
0
0
+1
0
-2
+2
0
-2
-2
0
-2
0
-1
-2

-1
+1
+1
+2
0
-1
+3
+1
-1
-1
0
-1
0
0
-1

0
+2
+2
+3
+1
-1
+3
+2
-1
0
0
0
0
0
0

Rate of fire is based on the turn (for table-top miniatures) or the melee round. Ranges are: S = Short, M = Medium, L = Long.
Armor Class Adjustment is based on the weapon or missile being discharged at short range. Adjust by -2 at all medium ranges, -5 at all long ranges.

38

HIRELINGSDISTANCE

HIRELINGS

Assuming the character has above average charisma, he or she could besomewhat less than generous in remuneration and still have henchmen with
about average loyalty. If remuneration or activity were above the minimum
required, loyalty would be correspondingly higher. If both remuneration andactivity were exceptional, the loyalty base of henchmen would be likewise
exceptional. Actions to protect the lives and welfare of henchmen, or saving thelife of or resurrecting henchmen, give loyalty above average.

At any time, a character may attempt to hire various different sorts of workers,
servants, or guards. The success of such hiring is entirely dependent upon
availability of the type desired, wage and bonus offers, and to some extent thecharacter’s charisma. Typical hirelings are:
Alchemist
Armorer
BearerBlacksmith
Crossbowman
Engineer

Linkboy
Man-at-arms
StewardTeamster
Valet

Disloyalty will come into play in combat and other stress situations. Disloyal
henchmen will betray or desert their master or mistress. (See MORALE.)Your character will have to locate the whereabouts of whatever type of hirelings
he or she desires to take into service, and it will be up to your character todetermine wages and salaries in the area he or she is in.

TIME
Time in the campaign is very important. Your referee will keep strict account of
the time consumed by various characters, for it is likely to separate them, since
not all participants are likely to play at the same actual time. Time costs
characters money in support, upkeep, and wage payments. It takes time toadventure, to heal wounds, to memorize spells, to learn languages, to build
strongholds, to create magic items — a very long time in the last given case.

Employment can be by the hour, day, week, month, or year according to thedesires of the character and agreeability of the persons to be hired. Your
referee will handle all such matters as they occur.
Note that the number of hirelings is in no way limited by charisma, andhirelings differ considerably from henchmen who are discussed immediately
hereafter. The loyalty of hirelings is quite similar to that of henchmen, though,and the discussion of the loyalty of henchmen can be applied to hirelings of allsorts. (See HENCHMEN hereafter.)In adventuring below ground, a turn in the dungeon lasts 10 minutes (see also
MOVEMENT). In combat, the turn is further divided into 10 melee rounds, or
simply rounds. Rounds are subdivided into 10 segments, for purposes ofdetermining initiative (q.v.) and order of attacks. Thus a turn is 10 minutes, around 1 minute, and a segment 6 seconds.

HENCHMEN

Outdoors, time is measured in days, usually subdivided into daylight(movement) and night (rest) periods. Thus, while actual time playing is about thesame for a dungeon adventure, the game time spent is much greater in thecase of outdoor adventures.

As discussed in the preceding section regarding CHARACTER ABILITIES,
charisma has a great effect on the number of henchmen a character is able toattract.
A henchman is a more or less devoted follower of a character. In return for theuse of his or her abilities and talents, the henchman receives support, lodging,
and a share of his or her master’s or mistress’ earnings — in the form ofstipends or as a share of treasure taken. Henchmen are always of a character
race and character class, but are never player characters.

DISTANCE
For purposes of the game distances are basically one-third with respect to spelland missile range from outdoors to indoors/underground situations. Thus mostranges are shown as inches by means of the symbol “, i.e. 1”, etc. Outdoors, 1”equals 10 yards. Indoors 1” equals 10 feet. Such a ratio is justifiable, to someextent, regardless of game considerations.

The alignment of a henchman should be compatible with that of the player
character whom he or she serves. Difference in alignment will certainly affectthe loyalty of all henchmen, if alignment is radically different.

Actual effective range of an arrow shot from a longbow is around 210 yards
maximum, in clear light and open terrain. Underground, with little light and low
ceilings overhead, a bowshot of 210 feet is about maximum. Archery implies
arching arrows. Slings are in this category as are hurled darts and javelins, allarching in flight to achieve distance. Crossbows are a notable exception, but
under the visibility conditions of a dungeon setting, a yards to feet conversion is
not unreasonable.

It will usually be necessary for your character to visit various inns and drinking
establishments in search of henchmen. It is also possible that a number ofnotices will have to be posted, perhaps in conjunction with the employment of acrier to announce the employment offered. The cost of such is often high — inrounds of drinks, food, tips, gratuities, bribes, fees and so forth. These costs arein addition to actual sums paid to the henchman eventually employed. Locating
non-human characters such as dwarves, elves, and the like might be even more
protracted, difficult, and costly than the hiring of human and semi-humanhenchmen. This depends on campaign circumstances — such as whether or not
non-humans are common in the area and whether or not non-humans tend toassociate with humans and frequent the inns and taverns.

Magic and spells are, most certainly, devices of the game. In order to makethem fit the constrictions of the underground labyrinth, a one for three
reduction is necessary. It would be folly, after all, to try to have such as
effective attack modes if feet were not converted to yards outdoors, wherevisibility, movement, and conventional weapons attack ranges are based on
actual fact. (See MOVEMENT.)

Once a henchman is brought into your character’s service, it will be necessary
to pay a wage plus support and upkeep. Your referee will inform you as tosuch costs. When a henchman accompanies your character on adventures, heor she must be given a portion of treasure, both money and magic, just as aplayer character would. However, the share can be lesser, for all of thehenchman’s expenses are paid for by his or her master or mistress. Naturally, it
is a good idea to give a henchman as much treasure as possible, for in thatway the henchman gains experience points.

Distance scale and areas of effect for spells (and missiles) are designed to fit
the game. The tripling of range outdoors is reasonable, as it allows forrecreation of actual ranges for hurled javelins, arrows fired from longbows, orwhatever. In order to keep magic spells on a par, their range is also tripled. IT
IS IMPERATIVE THAT OUTDOOR SCALE BE USED FOR RANGE ONLY, NEVER
FOR SPELL AREA OF EFFECT (which is kept at 1” = 10’) UNLESS A FIGURERATIO OF 1:10 OR 1:20 (1 casting equals 10 or 20 actual creatures or things
in most cases) IS USED, AND CONSTRUCTIONS SUCH AS BUILDINGS,CASTLES, WALLS, ETC. ARE SCALED TO FIGURES RATHER THAN TO
GROUND SCALE. Note that the foregoing assumes that a ground scale of 1”
to 10 yards is used.

Experience awarded to henchmen is usually much less than that which would begiven to a player character. This is because the henchmen are acting under the
direction of their master or mistress. So you should expect that your character’shenchmen will get about 50% of the experience points which their share in theslaying of opponents and garnered treasure actually totals — possibly even less ifyour character bore the brunt of the action and closely directed the henchmen.
The loyalty of henchmen is based on many factors. Charisma of the player
character is very important. Remuneration — support, upkeep, wages, bonuses,
and sharing of treasure — plays a big part also. The involvement of henchmen inadventuring is important, as are the activities of the character (and what herequires of the henchmen) during the course of adventuring. For example:

Movement scale is kept as flexible as possible in order to deal with themultitude of applications it has, i.e. dungeon movement (exploring andotherwise), city travel, treks through the outdoors, and combat situations arisingduring the course of any such movements. Your referee will have information
which will enable him or her to adjust the movement rate to the applicable timescale for any situation.

39

MONSTER, THE TERM

SPELL TABLES (CLERIC)MONSTER, THE TERM

supernatural force. Rather, the magic-user (or illusionist) must memorize eachspell, verbal and somatic components, and supply himself or herself with any
required materials as well. Such memorization requires the character to consult
his or her spell books in order to impress the potent, mystical spell formulae
upon the mind. Additional items for the material component must then be
acquired, if necessary.

It is necessary to stress that the usage of the term “monster” is generic forany creature encountered during the course of adventuring. A monster canbe exactly what the name implies, or it can be a relatively harmless animal,a friendly intelligent beast, a crazed human, a band of dwarves, athief — virtually anything or anyone potentially threatening or hostile.

Spells of any sort must therefore be selected prior to setting out on anadventure, for memorization requires considerable time. (Your Dungeon Masterwill inform you fully as to what state of refreshment the mind of a spell castermust be in, as well as the time required to memorize a given spell.) As a rule ofthumb, allow 15 minutes of game time for memorization of one spell level, i.e. a
1st level spell or half of a 2nd level spell. Such activity requires a mind rested
by a good sleep and nourished by the body.

When your referee indicates your character has encountered a monster, that
simply indicates a confrontation between your character and some type ofcreature is about to take place. The results of such a meeting will depend on
many factors, including the nature of the monster and your character’s actions.
All monsters are not bad . . .

CHARACTER SPELLS

Once cast, a spell is totally forgotten. Gone. The mystical symbols impressed
upon the brain carry power, and speaking the spell discharges this power,draining all memory of the spell used. This does not preclude multiple
memorization of the same spell, but it does preclude multiple use of a single
spell memorized but once. When a spell caster shoots his or her spell-bolt, so to
speak, it is gone.

The casting of spells, clerical and magical, is a very important aspect of play.
Most spells have a verbal component, and so must be uttered. Most spells also
have a somatic (movement of the caster’s body, such as gesturing) component.
Some spells have a third component, that of material.
Clerical spells, including the druidic, are bestowed by the gods, so that thecleric need but pray for a few hours and the desired verbal and somatic spellcomponents will be placed properly in his or her mind. First, second, third, andeven fourth level spells are granted to the cleric through meditation and devout
prayer. This spell giving is accomplished by the lesser servants of the cleric’s
deity. Fifth, sixth, and seventh level spells can be given to the cleric ONLY by
the cleric’s deity directly, not through some intermediary source. Note that thecleric might well be judged by his or her deity at such time, as the cleric must
supplicate the deity for the granting of these spells. While the deity may grantsuch spells full willingly, a deed, or sacrifice, atonement or abasement may berequired. The deity might also ignore a specific spell request and give the clericsome other spell (or none at all). Your Dungeon Master will handle thisconsidering a cleric’s alignment and faithfulness to it and his or her deity. Notethat some cleric spells (and all druid spells) also require material ingredients inorder for the desired effect to take place. Such components must be supplied by
the cleric (or druid), as material is not bestowed.

As previously shown in the CHARACTER CLASSES section, the number ofspells usable by a character depend upon class and level. Details of spell
casting are given later in the section on combat (q.v.).
The nature and components of the various spells are given in the section
immediately after the spell tables. These spell descriptions also contain suchinformation as is pertinent, i.e. range, duration, effect, etc. Your Dungeon
Master may add to or delete from a spell(s) and may even add or delete entire
spells. He will inform you of these changes prior to selecting spells or when new
spells become available to your character.
Material components for spells are assumed to be kept in little pockets, stored in thefolds and small pockets of the spell caster’s garb. Of course, some materials are too
bulky, and in these cases the materials must be accounted for carefully. Also, somematerials are rare, and these must be found and acquired by the spell user.
Special cases which pertain to each class of spell-using character type will be
noted before each set of spell explanations.

Magical spells, those of the magic-user and illusionist, are not bestowed by any

SPELL TABLES
CLERICS
Number
1
2
3
4
5
6
7
8
9
10
11
12

Number
1
2
3
4
5
6
7
8
9
10

1st Level
BlessCommandCreate Water
Cure Light Wounds
Detect Evil
Detect Magic
Light
Protection From Evil
Purify Food & Drink
Remove Fear
Resist Cold
Sanctuary

2nd Level
AuguryChant
Detect Charm
Find Traps
Hold Person
Know Alignment
Resist Fire
Silence 15’ Radius
Slow Poison
Snake Charm
Speak With Animals
Spiritual Hammer

3rd Level
Animate Dead
Continual light
Create Food & Water
Cure Blindness
Cure Disease
Dispel Magic
Feign Death
Glyph Of Warding
Locate Object
PrayerRemove Curse
Speak With Dead

4th Level

5th Level

6th Level

7th Level

Cure Serious Wounds
Detect Lie
Divination
Exorcise
Lower Water
Neutralize Poison
Protection from Evil
10’ Radius
Speak With Plants
Sticks To Snakes
TonguesAtonement
CommuneCure Critical Wounds
Dispel Evil
Flame Strike
Insect PlaguePlane Shift

Aerial Servant
Animate Object
Blade Barrier
Conjure Animals
Find The Path
Heal
Part Water

Astral Spell
Control Weather
Earthquake
Gate
Holy (Unholy) Word
Regenerate
Restoration

Quest
Raise Dead
True Seeing

Speak With Monsters
Stone Tell
Word Of Recall

Resurrection
SymbolWind Walk

40

SPELL TABLES (DRUID)SPELL TABLES (MAGIC-USERS)DRUIDS (Clerics)
Number
1
2
3
4
5
6
7
8
9
10
11
12

1st Level

2nd Level

3rd Level

4th Level

Animal Friendship
Detect Magic
Detect Snares & Pits
Entangle
Faerie Fire
Invisibility To Animals
Locate Animals
Pass Without Trace
Predict Weather
Purify Water
Shillelagh
Speak With Animals

BarkskinCharm Person Or Mammal
Create Water
Cure Light Wounds
Feign Death
Fire Trap
Heat Metal
Locate Plants
Obscurement
Produce Flame
Trip
Warp Wood

Call Lightning
Cure Disease
Hold Animal
Neutralize Poison
Plant GrowthProtection From Fire
Pyrotechnics
Snare
Stone Shape
Summon Insects
Tree
Water Breathing

Animal Summoning I
Call Woodland Beings
Control Temperature 10’ Radius
Cure Serious Wounds
Dispel Magic
Hallucinatory Forest
Hold Plant
Plant Door
Produce Fire
Protection From Lightning
Repel Insects
Speak With Plants

Number
1
2
3
4
5
6
7
8
9
10

5th Level
Animal Growth
Animal Summoning II
Anti-Plant Shell
Commune With Nature
Control Winds
Insect Plague
Pass Plant
Sticks To Snakes
Transmute Rock To MudWall Of Fire

6th Level
Animal Summoning III
Anti-Animal Shell
Conjure Fire Elemental
Cure Critical Wounds
FeeblemindFire Seeds
Transport Via Plants
Turn Wood
Wall Of Thorns
Weather Summoning

7th Level
Animate RockChariot Of Sustarre
Confusion
Conjure Earth Elemental
Control Weather
Creeping Doom
Finger Of Death
Fire Storm
Reincarnate
Transmute Metal To Wood

MAGIC-USERS
Number

1st Level

2nd Level

3rd Level

4th Level

5th Level

1
2
3
4
5
6
7
8
9
10
11
12
13
14
15

Affect Normal Fires
Burning Hands
Charm Person
Comprehend Languages
Dancing Lights
Detect Magic
Enlarge
Erase
Feather Fall
Find Familiar
Friends
Hold Portal
Identify
Jump
Light

Audible Glamer
Continual Light
Darkness 15’ Radius
Detect Evil
Detect Invisibility
ESP
Fools Gold
ForgetInvisibility
Knock
Leomund’s Trap
Levitate
Locate Object
Magic Mouth
Mirror Image

Blink
Clairaudience
Clairvoyance
Dispel Magic
Explosive Runes
Feign Death
Fireball
Flame Arrow
Fly
Gust Of Wind
Haste
Hold Person
Infravision
Invisibility 10’ Radius
Leomund’s Tiny Hut

Airy Water
Animal Growth
Animate Dead
Bigby’s Interposing Hand
Cloudkill
Conjure Elemental
Cone Of Cold
Contact Other Plane
Distance Distortion
Extension II
Feeblemind
Hold Monster
Leomund’s Secret Chest
Magic Jar
Monster Summoning III

16

Magic Missile

Pyrotechnics

Lightning Bolt

Charm Monster
Confusion
Dig
Dimension Door
Enchanted Weapon
Extension I
Fear
Fire Charm
Fire Shield
Fire Trap
FumbleHallucinatory Terrain
Ice Storm
Massmorph
Minor Globe of
Invulnerability
Monster Summoning II

17
18
19
20
21
22
23
24
25
26
27
28
29
30

Mending
MessageNystul’s Magic Aura
Protection From Evil
Push
Read Magic
ShieldShocking Grasp
Sleep
Spider Climb
Tenser’s Floating Disc
Unseen Servant
Ventriloquism
Write

Ray Of Enfeeblement
Rope Trick
Scare
Shatter
Stinking CloudStrength
Web
Wizard Lock

Monster Summoning I
Phantasmal Force
Protection From Evil 10’ Radius
Protection From Normal Missiles
Slow
Suggestion
Tongues
Water Breathing

41

Mordenkainen’s Faithful
Hound
Plant Growth
PasswallPolymorph Other
Stone Shape
Polymorph Self
Telekinesis
Rary’s Mnemonic Enhancer Teleport
Remove Curse
Transmute Rock To MudWall Of Fire
Wall Of Force
Wall Of Ice
Wall Of Iron
Wizard EyeWall Of Stone

SPELL TABLES (MAGIC-USERS)
Number

SPELL TABLES (ILLUSIONIST)

6th Level

7th Level

8th Level

9th Level

1
2
3
4
5

Anti-Magic Shell
Bigby’s Forceful Hand
Control Weather
Death Spell
Disintegrate

Antipathy/Sympathy
Bigby’s Clenched Fist
Clone
Glassteel
Incendiary Cloud

Astral Spell
Bigby’s Crushing Hand
Gate
Imprisonment
Meteor Swarm

6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24

Enchant An Item
Extension III
Geas
Glassee
Globe Of Invulnerability
Guards And Wards
Invisible Stalker
Legend Lore
Lower Water
Monster Summoning IV
Move Earth
Otiluke’s Freezing SpherePart Water
Project Image
Reincarnation
Repulsion
Spiritwrack
Stone To Flesh
Tenser’s Transformation

Bigby’s Grasping Hand
Cacodemon
Charm Plants
Delayed Blast FireballDrawmij’s InstantSummons
Duo-Dimension
Limited Wish
Mass Invisibility
Monster Summoning V
Mordenkainen’s Sword
Phase Door
Power Word, Stun
Reverse Gravity
Simulacrum
StatueVanishMass Charm
Maze
Mind Blank
Monster Summoning VI
Otto’s Irresistible Dance
Permanency
Polymorph Any Object
Power Word, Blind
Serten’s Spell Immunity
SymbolTrap The Soul

Monster Summoning VII
Power Word, Kill
Prismatic Sphere
Shape Change
Temporal Stasis
Time Stop
Wish

ILLUSIONISTS (Magic-Users)
Number
1
2
3
4
5
6
7
8
9
10
11
12

Number
1
2
3
4
5
6
7
8

1st Level

2nd Level

3rd Level

Audible Glamer
Change Self
Color Spray
Dancing Lights
Darkness
Detect Illusion
Detect Invisibility
Gaze Reﬂection
Hypnotism
Light
Phantasmal Force
Wall Of Fog

Blindness
Blur
Deafness
Detect MagicFog CloudHypnotic Pattern
Improved Phantasmal ForceInvisibility
Magic Mouth
Mirror Image
Misdirection
Ventriloquism

Continual Darkness
Continual Light
Dispel Illusion
Fear
Hallucinatory Terrain
Illusionary Script
Invisibility 10’ Radius
Non-detection
Paralyzation
Rope Trick
Spectral Force
Suggestion

4th Level

5th Level

6th Level

7th Level

Confusion
Dispel Exhaustion
EmotionImproved Invisibility
Massmorph
Minor Creation
Phantasmal Killer
Shadow Monsters

Chaos
Demi-Shadow Monsters
Major Creation
Maze
Projected Image
Shadow Door
Shadow Magic
Summon Shadow

Conjure Animals
Demi-Shadow Magic
Mass Suggestion
Permanent Illusion
Programmed Illusion
ShadesTrue Sight
Veil

Alter Reality
Astral Spell
Prismatic Spray
Prismatic Wall
VisionFirst Level Magic-User Spells

42

SPELL EXPLANATIONSCLERIC SPELLS (1ST LEVEL)SPELL EXPLANATIONSFirst Level Spells:

Each spell is presented here in exactly the same format. The spell is first
identified by name and type of magic it involves. Thereafter its level, range(distance it can be cast), duration, area of effect, components, casting time, andsaving throw are shown. Finally, an explanation of the spell and a descriptionof its effects are given in some detail.

Bless (Conjuration/Summoning) Reversible
Level: 1
Range: 6”
Duration: 6 melee rounds
Area of Effect: 5” × 5”

Range is shown in inches (See DISTANCE) or as “touch”, which indicates thecaster must physically contact the recipient of the spell with his or her hand.

Components: V, S, M
Casting Time: 1 round
Saving Throw: None

Explanation/Description: Upon uttering the bless spell, the caster raises the moraleof friendly creatures by +1. Furthermore, it raises their “to hit” dice rolls by +1. A
blessing, however, will affect only those not already engaged in melee combat. This
spell can be reversed by the cleric to a curse upon enemies which lowers moraleand “to hit” by -1. The caster determines at what range (up to 6”) he or she will castthe spell, and it then affects all creatures in an area 5” square centered on the point
the spell was cast upon. In addition to the verbal and somatic gesture components,
the bless requires holy water, while the curse requires the sprinkling of speciallypolluted water.

Duration is given as number of turns, rounds, or simply “instantaneous”, as in
the case of a lightning bolt which lasts only a brief moment. (See TIME.)
Area of Effect shows how large an area the spell covers, or how many persons
or creatures it will affect.
Components, as previously mentioned, are verbal (V), somatic (S), and/or
material (M). This indicates which are part of the spell.

Command (Enchantment/Charm)
Casting Time shows the number of melee rounds, or segments of a melee round,
required to cast the spell. Remember that there are 10 segments to a melee round,
10 melee rounds to a turn. Some spells require additional time and preparation.

Level: 1
Range: 1”
Duration: 1 round
Area of Effect: One creature

Saving Throw tells whether a saving throw is possible, and if it is possible,
whether success negates (neg.) the spell or reduces its effects by 50% (½).

Components: V
Casting Time: 1 segment
Saving Throw: Special

Explanation/Description: This spell enables the cleric to issue a command of asingle word. The command must be uttered in a language which the spell
recipient is able to understand. The individual will obey to the best of his/her/its
ability only so long as the command is absolutely clear and unequivocal, i.e.
“Suicide!” could be a noun, so the creature would ignore the command. A
command to “Die!” would cause the recipient to fall in a faint or cataleptic statefor 1 round, but thereafter the creature would be alive and well. Typicalcommand words are: back, halt, flee, run, stop, fall, fly, go, leave, surrender,
sleep, rest, etc. Undead are not affected by a command. Creatures withintelligence of 13 or more, and creatures with 6 or more hit dice (or experiencelevels) are entitled to a saving throw versus magic. (Creatures with 13 or higher
intelligence and 6 hit dice/levels do not get 2 saving throws!)
Create Water (Alteration) Reversible
Level: 1
Components: V, S, M
Range: 1”
Casting Time: 1 round
Duration: Permanent
Saving Throw: None
Area of Effect: Up to 27 cubic feet
Explanation/Description: When the cleric casts a create water spell, four gallons
of water are generated for every level of experience of the caster, i.e. a 2nd levelcleric creates eight gallons of water, a 3rd level twelve gallons, a 4th level sixteen
gallons, etc. The water is clean and drinkable (it is just like rain water). Reversing
the spell, destroy water, obliterates without trace (such as vapor, mist, fog or
steam) a like quantity of water. Created water will last until normally used or
evaporated, spilled, etc. Water can be created or destroyed in an area as small
as will actually contain the liquid or in an area as large as 27 cubic feet (onecubic yard). The spell requires at least a drop of water to create, or a pinch ofdust to destroy, water. Note that water cannot be created within a living thing.

CLERIC SPELLS
Notes Regarding Cleric Spells:
All material components required for the various spells are used by completionof the spell in question with the notable exceptions of standard religious items,
i.e. religious symbols and prayer beads or similar devices.

Cure Light Wounds (Necromantic) Reversible

The reversal of some spells might well place the cleric in a questionable position withrespect to alignment. The use of spells which promote weal must be shunned by evil
clerics in many cases. Likewise, spells which are baneful may be used only at perilby clerics of good alignment. Incautious use of spells will change the cleric’s
alignment, if such usage continues unchecked, and it is up to the player to guard hisor her character’s alignment with care. In any event, the cleric must decide whichapplication of a reversible spell will be used prior to learning it, i.e. it is not possible
to have one spell both ways. In like manner, the mere request for a spell (or its
opposite) through prayer will not guarantee that the spell will be given to the cleric.
As the spell level becomes higher, confidence will decrease that that deity willconcur.

Level: 1
Range: Touch
Duration: Permanent
Area of Effect: Character touchedComponents: V, S
Casting Time: 5 segments
Saving Throw: None

Explanation/Description: Upon laying his or her hand upon a creature, thecleric causes from 1 to 8 hit points of wound or other injury damage to thecreature’s body to be healed. This healing will not affect creatures without
corporeal bodies, nor will it cure wounds of creatures not living or those which
can be harmed only by iron, silver, and/or magical weapons. Its reverse, causelight wounds, operates in the same manner; and if a person is avoiding thistouch, a melee combat “to hit” die is rolled to determine if the cleric’s handstrikes the opponent and causes such a wound. Note that cured wounds arepermanent only insofar as the creature does not sustain further damage, andthat caused wounds will heal — or can be cured — just as any normal injury
will. Caused light wounds are 1 to 8 hit points of damage.

Your Dungeon Master might alter the material components of spells, require
only religious adjuncts as material, or just do away with them. Consult yourreferee in this regard and ask his ruling and reasoning.

43

CLERIC SPELLS (1ST LEVEL)

CLERIC SPELLS (1ST LEVEL)

Detect Evil (Divination) Reversible
Level: 1
Range: 12”
Duration: 1 turn + ½ turn/level
Area of Effect: 1” path

Purify Food & Drink (Alteration) Reversible
Components: V, S, M
Casting Time: 1 round
Saving Throw: None

Level: 1
Range: 3”
Duration: Permanent
Area of Effect: 1 cubic foot/level,1” square area

Explanation/Description: This is a spell which discovers emanations of evil, or ofgood in the case of the reverse spell, from any creature or object. For example,
evil alignment or an evilly cursed object will radiate evil, but a hidden trap or an
unintelligent viper will not. The duration of a detect evil (or detect good) spell is 1
turn + ½ turn (5 rounds, or 5 minutes) per level of the cleric. Thus a cleric of 1stlevel of experience can cast a spell with a 1½ turn duration, at 2nd level a 2 turn
duration, 2½ at 3rd, etc. The spell has a path of detection 1” wide in the directionin which the cleric is facing. It requires the use of the cleric’s holy (or unholy)
symbol as its material component, with the cleric holding it before him or her.

Explanation/Description: When cast, the spell will make spoiled, rotten,
poisonous or otherwise contaminated food and/or water pure and suitable foreating and/or drinking. Up to 1 cubic foot of food and/or drink can be thus
made suitable for consumption. The reverse of the spell putrefies food anddrink, even spoiling holy water. Unholy water is spoiled by purify water.
Remove Fear (Abjuration) Reversible
Level: 1
Range: Touch
Duration: Special
Area of Effect: Creature touched

Detect Magic (Divination)
Level: 1
Range: 3”
Duration: 1 turn
Area of Effect: 1” path, 3” long

Components: V, S, M
Casting Time: 1 round
Saving Throw: None

Light (Alteration) Reversible
Components: V, S
Casting Time: 4 segments
Saving Throw: None

Resist Cold (Alteration)
Level: 1
Range: Touch
Duration: 1 turn/level
Area of Effect: Creature touched

Explanation/Description: This spell causes excitation of molecules so as to makethem brightly luminous. The light thus caused is equal to torch light inbrightness, but its sphere is limited to 4” in diameter. It lasts for the duration
indicated (7 turns at 1st experience level, 8 at 2nd, 9 at 3rd, etc.) or until thecaster utters a word to extinguish the light. The light spell is reversible, causing
darkness in the same area and under the same conditions, except the blackness
persists for only one-half the duration that light would last. If this spell is castupon a creature, the applicable magic resistance and saving throw dice rolls
must be made. Success indicates that the spell affects the area immediately
behind the creature, rather than the creature itself. In all other cases, the spelltakes effect where the caster directs as long as he or she has a line of sight orunobstructed path for the spell; light can spring from air, rock, metal, wood, or
almost any similar substance.

Components: V, S, M
Casting Time: 1 round
Saving Throw: None

Explanation/Description: When this spell is placed on a creature by a cleric,the creature’s body is inured to cold. The recipient can stand zero degrees
Fahrenheit without discomfort, even totally nude. Greater cold, such as that
produced by a sword of cold, ice storm, cold wand, or white dragon’s breath,must be saved against. All saving throws against cold are made with a bonusof +3, and damage sustained is one-half (if the saving throw is not made) or
one-quarter (if the saving throw is made) of damage normal from that attack
form. The resistance lasts for 1 turn per level of experience of the caster. A
pinch of sulphur is necessary to complete this spell.
Sanctuary (Abjuration)

Protection From Evil (Abjuration) Reversible
Level: 1
Range: Touch
Duration: 3 rounds/level
Area of Effect: Creature touchedComponents: V, S
Casting Time: 4 segments
Saving Throw: None

Explanation/Description: By touch, the cleric instills courage in the spell
recipient, raising the creature’s saving throw against magical fear attacks by+4 on dice rolls for 1 turn. If the recipient has already been affected by fear,
and failed the appropriate saving throw, the touch allows another saving
throw to be made, with a bonus of +1 on the dice for every level ofexperience of the caster, i.e. a 2nd level cleric gives a +2 bonus, a 3rd level+3, etc. A “to hit” dice roll must be made to touch an unwilling recipient. The
reverse of the spell, cause fear, causes the victim to flee in panic at maximum
movement speed away from the caster for 1 round per level of the clericcausing such fear. Of course, cause fear can be countered by remove fear
and vice versa.

Explanation/Description: When the detect magic spell is cast, the cleric detects
magical radiations in a path 1” wide, and up to 3” long, in the direction he or
she is facing. The caster can turn 60° per round. Note that stone walls of 1’ ormore thickness, solid metal of but 1/12’ thickness, or 3’ or more of solid wood
will block the spell. The spell requires the use of the cleric’s holy (or unholy)
symbol.

Level: 1
Range: 12”
Duration: 6 turns + 1 turn/level
Area of Effect: 2” radius globe

Components: V, S
Casting Time: 1 round
Saving Throw: None

Level: 1
Range: Touch
Duration: 2 rounds + 1
round/level
Area of Effect: One creature

Components: V, S, M
Casting Time: 4 segments
Saving Throw: None

Components: V, S, M
Casting Time: 4 segments
Saving Throw: None

Explanation/Description: When the cleric casts a sanctuary spell, any
opponent must make a saving throw versus magic in order to strike orotherwise attack him or her. If the saving throw is not made, the creature will
attack another and totally ignore the cleric protected by the spell. If the saving
throw is made, the cleric is subject to normal attack process including dicing
for weapons to hit, saving throws, damage. Note that this spell does notprevent the operation of area attacks (fireball, ice storm, etc.). During theperiod of protection afforded by this spell, the cleric cannot take offensive
action, but he or she may use non-attack spells or otherwise act in any way
which does not violate the prohibition against offensive action. This allows thecleric to heal wounds, for example, or to bless, perform an augury, chant, casta light in the area (not upon an opponent!), and so on. The components ofthe spell include the cleric’s holy/unholy symbol and a small silver mirror.

Explanation/Description: When this spell is cast, it acts as if it were a magicalarmor upon the recipient. The protection encircles the recipient at a one footdistance, thus preventing bodily contact by creatures of an enchanted or conjured
nature such as aerial servants, demons, devils, djinn, efreet, elementals, imps,
invisible stalkers, night hags, quasits, salamanders, water weirds, wind walkers,
and xorn. Summoned animals or monsters are similarly hedged from theprotected creature. Furthermore, any and all attacks launched by evil creatures
incur a penalty of -2 from dice rolls “to hit” the protected creature, and any
saving throws caused by such attacks are made at +2 on the protected creature’s
dice. This spell can be reversed to become protection from good, although it still
keeps out enchanted evil creatures as well. To complete this spell, the cleric must
trace a 3’ diameter circle upon the floor (or ground) with holy water forprotection from evil, with blood for protection from good — or in the air usingburning incense or smoldering dung with respect to evil/good.

44

CLERIC SPELLS (2ND LEVEL)

CLERIC SPELLS (2ND LEVEL)
gets a saving throw at the normal score; if only two persons are being
enspelled, each makes their saving throw at -1 on their die; if the spell is cast at
but one person, the saving throw die is at -2. Persons making their saving
throws are totally unaffected by the spell. Creatures affected by a hold person
spell are: brownies, dryads, dwarves, elves, gnolls, gnomes, goblins, half-elves,
halflings, half-orcs, hobgoblins, humans, kobolds, lizard men, nixies, orcs,
pixies, sprites, and troglodytes. The spell caster needs a small, straight piece ofiron as the material component of this spell.

Second Level Spells:
Augury (Divination)
Level: 2
Range: 0
Duration: Special

Components: V, S, M
Casting Time: 2 rounds
Saving Throw: None

Explanation/Description: The cleric casting an augury spell seeks to divine
whether an action in the immediate future (within 3 turns) will be for the benefitof, or harmful to, the party. The base chance for correctly divining the augury is70%, plus 1% for each level of the cleric casting the spell, i.e. 71% at 1st level,
72% at 2nd, etc. Your referee will determine any adjustments due for theparticular conditions of each augury. For example, assume that a party is
considering the destruction of a weird seal which closes a portal. Augury isused to find if weal or woe will be the ultimate result to the party. The material
component for augury is a set of gem-inlaid sticks, dragon bones, or similar
tokens, or the wet leaves of an infusion which remain in the container after theinfused brew is consumed. If the last method is used, a crushed pearl of at least
100 g.p. value must be added to the concoction before it is consumed.

Know Alignment (Divination) Reversible
Level: 2
Range: 1”
Duration: 1 turn
Area of Effect: One creature/round

Explanation/Description: A know alignment spell enables the cleric to exactly
read the aura of a person — human, semi-human, or non-human. This will
reveal the exact alignment of the person. Up to 10 persons can be examinedwith this spell. The reverse totally obscures alignment, even from this spell, of asingle person for 1 turn, two persons for 5 rounds, etc. Certain magical devices
will negate the ability to know alignment.

Chant (Conjuration/Summoning)
Level: 2
Range: 0
Duration: Time of chanting
Area of Effect: 3” radiusComponents: V, S
Casting Time: 1 turn
Saving Throw: None

Resist Fire (Alteration)
Level: 2
Range: Touch
Duration: 1 turn/level
Area of Effect: Creature touched

Explanation/Description: By means of the chant, the cleric brings into being a
special favor upon himself or herself and his or her party, and causes harm to his
or her enemies. Once the chant spell is completed, all attacks, damage andsaving throws made by those in the area of effect who are friendly to the cleric
are at +1, while those of the cleric’s enemies are at -1. This bonus/penalty
continues as long as the cleric continues to chant the mystic syllables and is
stationary. An interruption, however, such as an attack which succeeds andcauses damage, grappling the chanter, or a magical silence, will break the spell.

Components: V, S
Casting Time: 1 round
Saving Throw: None

Explanation/Description: When used by a cleric, this spell will detect whether or
not a person or monster is under the influence of a charm spell. Up to 10
creatures can be thus checked before the spell wanes. The reverse of the spell
protects from such detection, but only a single creature can be so shielded.

Silence, 15’ Radius (Alteration)
Level: 2
Range: 12”
Duration: 2 rounds/level
Area of Effect: 30’ diameter sphere

Find Traps (Divination)
Level: 2
Range: 3”
Duration: 3 turns
Area of Effect: 1” path

Components: V, S, M
Casting Time: 5 segments
Saving Throw: None

Explanation/Description: When this spell is placed upon a creature by a cleric,the creature’s body is toughened to withstand heat, and boiling temperature is
comfortable. The recipient of the resist fire spell can even stand in the midst ofvery hot or magical fires such as those produced by red-hot charcoal, a large
amount of burning oil, flaming swords, fire storms, fire balls, meteor swarms, or
red dragon’s breath — but these will affect the creature, to some extent. The
recipient of the spell gains a bonus of +3 on saving throws against such attack
forms, and all damage sustained is reduced by 50%; therefore, if the saving
throw is not made, the creature sustains one-half damage, and if the saving
throw is made only one-quarter damage is sustained. Resistance to fire lasts for
1 turn for each level of experience of the cleric placing the spell. The casterneeds a drop of mercury as the material component of this spell.

Detect Charm (Divination) Reversible
Level: 2
Range: 3”
Duration: 1 turn
Area of Effect: One creature

Components: V, S
Casting Time: 1 round
Saving Throw: None

Components: V, S
Casting Time: 5 segments
Saving Throw: None

Components: V, S
Casting Time: 5 segments
Saving Throw: None

Explanation/Description: When a cleric casts a find traps spell, all traps —concealed normally or magically — of magical or mechanical nature become
visible to him or her. Note that this spell is directional, and the caster must face thedesired direction in order to determine if a trap is laid in that particular direction.

Explanation/Description: Upon casting this spell, complete silence prevails in thearea of its effect. All sound is stopped, so all conversation is impossible, spells
cannot be cast, and no noise whatsoever issues forth. The spell can be cast into
the air or upon an object. The spell of silence lasts for 2 rounds for each levelof experience of the cleric, i.e. 2 rounds at 1st level, 4 at 2nd, 6 at 3rd, 8 at 4th
and so forth. The spell can be cast upon a creature, and the effect will thenradiate from the creature and move as it moves. If the creature is unwilling, it
saves against the spell, and if the saving throw is made, the spell effect locates
about one foot behind the target creature.

Hold Person (Enchantment/Charm)

Slow Poison (Necromantic)

Level: 2
Range: 6”
Duration: 4 rounds + 1 round/level
Area of Effect: One to threecreatures

Components: V, S, M
Casting Time: 5 segments
Saving Throw: Neg.

Level: 2
Range: Touch
Duration: 1 hour/level
Area of Effect: Creature touchedComponents: V, S, M
Casting Time: 1 segment
Saving Throw: None

Explanation/Description: When this spell is placed upon a poisoned individual
it greatly slows the effects of any venom, even causing a supposedly deadindividual to have life restored if it is cast upon the victim within a number ofturns less than or equal to the level of experience of the cleric after the
poisoning was suffered, i.e. a victim poisoned up to 10 turns previously could
be temporarily saved by a 10th or higher level cleric who cast slow poison

Explanation/Description: This spell holds immobile, and freezes in places, from
1-3 humans or humanoid creatures (see below) for 5 or more melee rounds.
The level of the cleric casting the hold person spell dictates the length of timethe effect will last. The basic duration is 5 melee rounds at 1st level, 6 rounds at
2nd level, 7 rounds at 3rd level, etc. If the spell is cast at three persons, each45

CLERIC SPELLS (2ND LEVEL)

CLERIC SPELLS (3RD LEVEL)

upon the victim. While this spell does not neutralize the venom, it does prevent
it from substantially harming the individual for the duration of its magic, buteach turn the poisoned creature will lose 1 hit point from the effect of thevenom (although the victim will never go below 1 hit point while the slow poison
spell’s duration lasts). Thus, in the example above, the victim poisoned 10 turns
previously has only 10 hit points, so when the 10th level cleric casts the spell,
the victim remains with 1 hit point until the spell duration expires, and hopefully
during that period a full cure can be accomplished. The material components ofthis spell are the cleric’s holy/unholy symbol and a bud of garlic which must be
crushed and smeared on the victim’s bare feet.

protections such as shield and dexterity. The material component of this spell is anormal war hammer which the cleric must hurl towards opponents whilst uttering
a plea to his or her deity. The hammer disappears when the spell is cast.

Third Level Spells:
Animate Dead (Necromantic)

Level: 3
Range: 1”
Duration: Permanent
Area of Effect: Special

Snake Charm (Enchantment/Charm)
Level: 2
Range: 3”
Duration: Special
Area of Effect: Special

Components: V, S
Casting Time: 5 segments
Saving Throw: None

Explanation/Description: This spell creates the lowest of the undead monsters,
skeletons or zombies, from the bones or bodies of dead humans. The effect is tocause these remains to become animated and obey the commands of the clericcasting the spell. The skeletons or zombies will follow, remain in an area andattack any creature (or just a specific type of creature) entering the place, etc. The
spell will animate the monsters until they are destroyed or until the magic isdispelled. (See dispel magic spell.) The cleric is able to animate 1 skeleton or 1
zombie for each level of experience he or she has attained. Thus, a 2nd level cleric
can animate 2 of these monsters, a 3rd level 3, etc. The act of animating dead is
not basically a good one, and it must be used with careful consideration and goodreason by clerics of good alignment. It requires a drop of blood, a piece of humanflesh, and a pinch of bone powder or a bone shard to complete the spell.

Explanation/Description: When this spell is cast, a hypnotic pattern is set up
which causes one or more snakes to cease all activity except a semi-erect
postured swaying movement. If the snakes are charmed while in a torpor, theduration of the spell is 3 to 6 turns (d4 + 2); if the snakes are not torpid, but are
not aroused and angry, the charm lasts 1 to 3 turns; if the snakes are angry and/or attacking, the snake charm spell will last from 5 to 8 melee rounds (d4 + 4).
The cleric casting the spell can charm snakes whose hit points are less than orequal to those of the cleric. On the average, a 1st level cleric could charm snakeswith a total of 4 or 5 hit points; a 2nd level cleric 9 hit points, a 3rd level 13 or
14 hit points, etc. The hit points can represent a single snake or several of thereptiles, but the total hit points cannot exceed those of the cleric casting the spell.

Continual Light (Alteration) Reversible

Speak With Animals (Alteration)
Level: 2
Range: 0
Duration: 2 rounds/level
Area of Effect: One animal within
3” radius of clericLevel: 3
Range: 12”
Duration: Permanent
Area of Effect: 6” radius globe

Components: V, S
Casting Time: 5 segments
Saving Throw: None

Components: V, S
Casting Time: 6 segments
Saving Throw: None

Explanation/Description: This spell is similar to a light spell, except that it lasts
until negated (by a continual darkness or dispel magic spell) and its brightness
is very great, being nearly as illuminating as full daylight. It can be cast into air,onto an object, or at a creature. In the third case, the continual light affects thespace about one foot behind the creature if the latter makes its saving throw.
Note that this spell will blind a creature if it is successfully cast upon the visualorgans, for example. Its reverse causes complete absence of light.

Explanation/Description: By employing this spell, the cleric is empowered tocomprehend and communicate with any warm or cold-blooded animal which is
not mindless (such as an amoeba). The cleric is able to ask questions, receive
answers, and generally be on amicable terms with the animal. This ability lastsfor 2 melee rounds for each level of experience of the cleric employing thespell. Even if the bent of the animal is opposite to that of the cleric (evil/good,
good/evil), it and any others of the same kind with it will not attack while thespell lasts. If the animal is neutral or of the same general bent as the cleric (evil/
evil, good/good), there is a possibility that the animal, and its like associates,
will do some favor or service for the cleric. This possibility will be determinedby the referee by consulting a special reaction chart, using the charisma of thecleric and his actions as the major determinants. Note that this spell differs fromspeak with monsters (q.v.), for it allows conversation only with basically normal,
non-fantastic creatures such as apes, bears, cats, dogs, elephants, and so on.

Create Food & Water (Alteration)
Level: 3
Range: 1”
Duration: Permanent
Area of Effect: 1 cubic foot/level

Components: V, S
Casting Time: 1 turn
Saving Throw: None

Explanation/Description: When this spell is cast, the cleric causes food and/or
water to appear. The food thus created is highly nourishing, and each cubic
foot of the material will sustain three human-sized creatures or one horse-sized
creature for a full day. For each level of experience the cleric has attained, 1
cubic foot of food and/or water is created by the spell, i.e. 2 cubic feet of foodare created by a 2nd level cleric, 3 by a 3rd, 4 by a 4th, and so on; or the 2ndlevel cleric could create 1 cubic foot of food and 1 cubic foot of water, etc.

Spiritual Hammer (Invocation)
Level: 2
Range: 3”
Duration: 1 round/level
Area of Effect: One opponent

Components: V, S, M
Casting Time: 1 round
Saving Throw: None

Components: V, S, M
Casting Time: 5 segments
Saving Throw: Special

Cure Blindness (Abjuration) Reversible

Explanation/Description: By calling upon his or her deity, the cleric casting a
spiritual hammer spell brings into existence a field of force which is shapedvaguely like a hammer. This area of force is hammer-sized, and as long as thecleric who invoked it concentrates upon the hammer, it will strike at any opponent
within its range as desired by the cleric. The force area strikes as a magicalweapon equal to one plus per 3 levels of experience of the spell caster for
purposes of being able to strike creatures, although it has no magical plusses
whatsoever “to hit”, and the damage it causes when it scores a hit is exactly thesame as a normal war hammer, i.e. 1-6 versus opponents of man-size or smaller,
1-4 upon larger opponents. Furthermore, the hammer strikes at exactly the samelevel as the cleric controlling it, just as if the cleric was personally wielding theweapon. As soon as the cleric ceases concentration, the spiritual hammer isdispelled. Note: If the cleric is behind an opponent, the force can strike from thisposition, thus gaining all bonuses for such an attack and negating defensive

Level: 3
Range: Touch
Duration: Permanent
Area of Effect: Creature touchedComponents: V, S
Casting Time: 1 round
Saving Throw: None

Explanation/Description: By touching the creature afflicted, the cleric employing thespell can permanently cure most forms of blindness. Its reverse, cause blindness,requires a successful touch upon the victim, and if the victim then makes the saving
throw, the effect is negated.
Cure Disease (Abjuration) Reversible
Level: 3
Range: Touch

46

Components: V, S
Casting Time: 1 turn

CLERIC SPELLS (3RD LEVEL)
Duration: Permanent
Area of Effect: Creature touched

CLERIC SPELLS (3RD LEVEL)
Saving Throw: None

Locate Object (Divination) Reversible
Level: 3
Range: 6“ + 1“/level
Duration: 1 round/level
Area of Effect: Special

Explanation/Description: The cleric cures most diseases — including those of aparasitic, bacterial, or viral nature — by placing his or her hand upon the
diseased creature. The affliction rapidly disappears thereafter, making the cured
creature whole and well in from 1 turn to 1 week, depending on the kind of
disease and the state of its advancement when the cure took place. The reverseof the cure disease spell is cause disease. To be effective, the cleric must touch
the intended victim, and the victim must fail the saving throw. The diseasecaused will begin to affect the victim in 1-6 turns, causing the afflicted creature
to lose 1 hit point per turn, and 1 point of strength per hour, until the creature is
at 10% of original hit points and strength, at which time the afflicted is weak
and virtually helpless.

Explanation/Description: This spell aids in location of a known or familiar
object. The cleric casts the spell, slowly turns, and knows when he or she isfacing in the direction of the object to be located, provided the object is within
range, i.e. 7” for 1st level clerics, 8” for 2nd, 9” for 3rd, etc. The casting
requires the use of a piece of lodestone. The spell will locate such objects asapparel, jewelry, furniture, tools, weapons, or even a ladder or stairway. Byreversal (obscure object), the cleric is able to hide an object from location by
spell, crystal ball, or similar means. Neither application of the spell will affect aliving creature.

Dispel Magic (Abjuration)
Level: 3
Range: 6”
Duration: Permanent
Area of Effect: 3” cube

Components: V, S, M
Casting Time: 1 turn
Saving Throw: None

Components: V, S
Casting Time: 6 segments
Saving Throw: None

Explanation/Description: When a cleric casts this spell, it neutralizes or negates themagic it comes in contact with as follows: A dispel magic will not affect a speciallyenchanted item such as a scroll, magic ring, wand, rod, staff, miscellaneous magic
item, magic weapon, magic shield, or magic armor. It will destroy magic potions(they are treated as 12th level for purposes of this spell), remove spells cast upon
persons or objects, or counter the casting of spells in the area of effect. The basechance for success of a dispel magic spell is 50%. For every level of experience ofthe character casting the dispel magic above that of the creature whose magic is
to be dispelled (or above the efficiency level of the object from which the magic is
issuing), the base chance increases by 5%, so that if there are 10 levels ofdifference, there is a 100% chance. For every level below the experience/efficiency
level of the creature/object, the base chance is reduced by 2%. Note that this spell
can be very effective when used upon charmed and similarly beguiled creatures. It
is automatic in negating the spell caster’s own magic.
Feign Death (Necromantic)
Level: 3
Range: Touch
Duration: 1 turn + 1 round/level
Area of Effect: One person

Components: V, S, M
Casting Time: 2 segments
Saving Throw: None

Prayer (Conjuration/Summoning)
Level: 3
Range: 0
Duration: 1 round/level
Area of Effect: 6” radius

Explanation/Description: Except as noted above, this spell is the same as thethird level magic-user spell, feign death (q.v.). Note that a character of any levelmay be affected by the cleric casting this spell, and that the material
components are a pinch of graveyard dirt and the cleric’s holy/unholy symbol.

Components: V, S, M
Casting Time: 6 segments
Saving Throw: None

Explanation/Description: This spell exactly duplicates the effects of a chant withregard to bonuses of +1 for friendly attacks and saving throws and -1 on likeenemy dice. However, once the prayer is uttered, the cleric can do other things,
unlike a chant which he or she must continue to make the spell effective. The
cleric needs a silver holy symbol, prayer beads, or a similar device as thematerial component of this spell.

Glyph of Warding (Abjuration-Evocation)
Level: 3
Components: V, S, M
Range: Touch
Casting Time: Special
Duration: Permanent until discharged Saving Throw: Special
Area of Effect: 25 square feet perlevel of the spell caster

Remove Curse (Abjuration) Reversible
Level: 3
Range: Touch
Duration: Permanent
Area of Effect: Special

Explanation/Description: A glyph of warding is a powerful inscription magicallydrawn to prevent unauthorized or hostile creatures from passing, entering, or
opening. It can be used to guard a small bridge, ward an entry, or as a trap on
a chest or box. When the spell is cast, the cleric weaves a tracery of faintly
glowing lines around the warding sigil. For every square foot of area to beprotected, 1 segment of time is required to trace the warding lines from the glyph,
plus the initial segment during which the sigil itself is traced. A maximum of a 5’× 5’ area per level can be warded. When the spell is completed, the glyph andtracery become invisible, but any creature touching the protected area without
first speaking the name of the glyph the cleric has used to serve as a ward will be
subject to the magic it stores. Saving throws apply, and will either reduce effects
by one-half or negate them according to the glyph employed. The cleric must use
incense to trace this spell, and then sprinkle the area with powdered diamond (atleast 2,000 g.p. worth) if it exceeds 50 square feet. Typical glyphs shock for 2
points of electrical damage per level of the spell caster, explode for a like amountof fire damage, paralyze, blind, or even drain a life energy level (if the cleric is ofhigh enough level to cast this glyph).

Components: V, S
Casting Time: 6 segments
Saving Throw: Special

Explanation/Description: Upon casting this spell, the cleric is usually able toremove a curse — whether it be on an object, a person, or in the form of someundesired sending or evil presence. Note that the remove curse spell will notaffect a cursed shield, weapon or suit of armor, for example, although the spell
will typically enable the person afflicted with any such cursed item to be rid of it.
The reverse of the spell is not permanent; the bestow curse lasts for 1 turn forevery level of experience of the cleric using the spell. It will lower one ability ofthe victim to 3 (your DM will determine which by random selection) 50% of thetime; reduce the victim’s “to hit” and saving throw probabilities by -4 25% of thetime; or make the victim 50% likely per turn to drop whatever he, she, or it isholding (or simply do nothing in the case of creatures not using tools) 25% of thetime. It is possible for a cleric to devise his or her own curse, and it should be
similar in power to those shown. Consult your referee. The target of a bestow
curse spell must be touched. If the victim is touched, a saving throw is still
applicable; and if it is successful, the effect is negated.

47

CLERIC SPELLS (3RD LEVEL)

CLERIC SPELLS (4TH LEVEL)

Speak With Dead (Necromantic)
Level: 3
Range: 1
Duration: Special
Area of Effect: One creature

1% for each level of experience of the cleric casting the spell, i.e. 65% at 5th level,
66% at 6th, etc. The Dungeon Master will make adjustments to this base chance
considering the facts regarding actual area being divined. If the result is notcorrect, inaccurate information will be obtained. The material components of thedivination are a sacrificial creature, incense, and the holy symbol of the cleric. If
an unusually potent divination is attempted, sacrifice of particularly valuable gems
or jewelry and/or magic items may be required.

Components: V, S, M
Casting Time: 1 turn
Saving Throw: None

Explanation/Description: Upon casting a speak with dead spell, the cleric isable to ask several questions of a dead creature in a set period of time andreceive answers according to the knowledge of that creature. Of course, thecleric must be able to converse in the language which the dead creature once
used. The length of time the creature has been dead is a factor, since only
higher level clerics can converse with the long-dead. Likewise, the number ofquestions which can be answered and the length of time in which the questions
can be asked are dependent upon the level of experience of the cleric. The
cleric needs a holy symbol and burning incense in order to cast this spell upon
the body, remains, or portion thereof.

Level of
Experience
up to 7th
7th—8th
9th—12th
13th—15th
16th—20th
21st and up

MaximumLength of TimeDead
1 week1 month
1 year10 years
100 years
1,000 years

Time
Questioned
1 round
3 rounds
1 turn2 turns
3 turns
6 turns

Exorcise (Abjuration)
Level: 4
Range: 1
Duration: Permanent
Area of Effect: One
creature or object

Explanation/Description: The spell of exorcise will negate possession of a creatureor an object by any outside or supernatural force. This includes control of acreature by some force in an object, possession by magic jar (q.v.) spell, demonic
possession, curse, and even charm, for the exorcise spell is similar to a dispel
magic spell. Furthermore, it will affect a magical item if such is the object of theexorcism. Thus a soul object of any sort which comes under successful exorcism
will make the life force of the creature concerned wholly inhabit its nearest
material body, wholly and completely. (Cf. ADVANCED DUNGEONS &DRAGONS, MONSTER MANUAL, Demon.) The exorcise spell, once begun,
cannot be interrupted, or else it is spoiled and useless. The base chance forsuccess is a random 1% to 100%. Each turn of exorcism the dice are rolled, and if
the base chance number, or less, is rolled, the spell is successful. Base chance of
success is modified by -1% for each level of difference between the cleric’s level ofexperience and the level of the possessor or possessing magic, where the smaller
number is the cleric’s level. In the obverse, a +1% cumulative is added. The referee
can determine base chance according to the existing circumstances if he or she sodesires. Material components for this spell are the holy object of the cleric andholy water (or unholy, in the case, of evil clerics, with respect to object and water).
A religious artifact or relic can increase the chance of success by from 1% to 50%,
according to the power of the artifact or relic.

Number of
Questions
2
3
4
5
6
7

Fourth Level Spells:
Cure Serious Wounds (Necromantic) Reversible
Level: 4
Range: Touch
Duration: Permanent
Area of Effect: Creature touchedComponents: V, S
Casting Time: 7 segments
Saving Throw: None

Explanation/Description: This spell is a more potent version of the cure lightwounds spell (q.v.). Upon laying his or her hand upon a creature, the clericcauses from 3 to 17 (2d8 + 1) hit points of wound or other injury damage tothe creature’s body to be healed. This healing will affect only those creatureslisted in the cure light wounds spell explanation. Cause serious wounds, thereverse of the spell, operates similarly to the cause light wounds spell, the victim
having to be touched first, and if the touch is successful, it will inflict 3 to 17 hit
points.

Lower Water (Alteration) Reversible
Level: 4
Range: 12”
Duration: 1 turn/level
Area of Effect: 1” × 1”
square/level area

Detect Lie (Divination) Reversible
Level: 4
Range: 3”
Duration: 1 round/level
Area of Effect: One person

Components: V, S, M
Casting Time: 1 turn
Saving Throw: None

Explanation/Description: The cleric casting a lower water spell causes water orsimilar fluid in the area of effect to sink away. Lowering is 5% of original effect forevery level of experience of the cleric, i.e. 40% at 8th level, 45% at 9th, 50% at 10th,
etc. The effect of the spell lasts for 1 turn for each level of experience of the clericcasting it. Likewise, the area of effect increases by level of experience, an 8th levelcleric affecting an area of 8” × 8”, a 9th level an area of 9” × 9”, and so forth.
Material components of this spell are the cleric’s religious symbol and a pinch of
dust. The reverse of the spell causes the water or similar fluid to return to its normal
highest level, plus one foot for every level of experience of the cleric casting it.

Components: V, S, M
Casting Time: 7 segments
Saving Throw: None

Explanation/Description: When the cleric employs this spell, the recipient isimmediately able to determine if truth is being spoken. The spell lasts one roundfor each level of experience of the cleric casting the detect lie. Gold dust isnecessary for this spell. Its reverse, undetectable lie, makes bald-face untruths
seem reasonable, or simply counters the detect lie spell powers. The reverse
spell requires brass dust as its material component.

Neutralize Poison (Alteration) Reversible
Level: 4
Range: Touch
Duration: Permanent
Area of Effect: Creature touched or
1 cubic foot of substance/2 levels

Divination (Divination)
Level: 4
Range: 0
Duration: Special
Area of Effect: Special

Components: V, S, M
Casting Time: 1-100+ turns
Saving Throw: None

Components: V, S, M
Casting Time: 1 turn
Saving Throw: None

Components: V, S
Casting Time: 7 segments
Saving Throw: None

Explanation/Description: By means of a neutralize poison spell, the clericdetoxifies any sort of venom in the creature or substance touched. Note that an
opponent, such as a poisonous reptile or snake (or even an envenomed weaponof an opponent) unwilling to be so touched requires the cleric to score a hit inmelee combat. Effects of the spell are permanent only with respect to poison
existing in the touched creature at the time of the touch, i.e. creatures (orobjects) which generate new poison will not be permanently detoxified. The
reversed spell, poison, likewise requires an attack (a “to hit” touch which
succeeds), and the victim is allowed a saving throw versus poison. If the latter isunsuccessful, the victim is killed by the poison.

Explanation/Description: Similar to an augury spell, a divination spell is used todetermine information regarding an area. The area can be a small woods, large
building, or section of a dungeon level. In any case, its location must be known.
The spell gives information regarding the relative strength of creatures in the area;
whether a rich, moderate or poor treasure is there; and the relative chances forincurring the wrath of evil or good supernatural, super powerful beings if thearea is invaded and attacked. The base chance for correct divination is 60%, plus

48

CLERIC SPELLS (4TH LEVEL)

CLERIC SPELLS (5TH LEVEL)

Protection From Evil, 10’ Radius (Abjuration) Reversible
Level: 4
Range: Touch
Duration: 1 turn/level
Area of Effect: 20’ diameter sphere

Explanation/Description: This spell is used by the cleric to remove the onus of
unwilling or unknown deeds from the person who is the subject of theatonement. The spell will remove the effects of magical alignment change as
well. The person for whom atonement is being made must be either truly
repentant or not in command of his or her own will so as to be able to berepentant. Your referee will judge this spell in this regard, noting any past
instances of its use upon the person. Deliberate misdeeds and acts of knowing
and willful nature cannot be atoned for with this spell. The material componentsof this spell are the cleric’s religious symbol, prayer beads or wheel or book,and burning incense.

Components: V, S, M
Casting Time: 7 segments
Saving Throw: None

Explanation/Description: The globe of protection of this spell is identical in all
respects to a protection from evil (q.v.) spell, except that it encompasses a muchlarger area and the duration of the protection from evil, 10’ radius spell isgreater. To complete this spell, the cleric must trace a circle 20’ in diameterusing holy water or blood, incense or smouldering dung as according to theprotection from evil spell.

Commune (Divination)
Level: 5
Range: 0
Duration: Special
Area of Effect: Special

Speak With Plants (Alteration)
Level: 4
Range: 0
Duration: 1 round/level
Area of Effect: 6” diameter circle

Components: V, S, M
Casting Time: 1 turn
Saving Throw: None

Explanation/Description: By use of a commune spell the cleric is able to contact
his or her divinity — or agents thereof — and request information in the form ofquestions which can be answered by a simple “yes” or “no”. The cleric is allowed
one such question for every level of experience he or she has attained. The
answers given will be correct. It is probable that the referee will limit the use ofcommune spells to one per adventure, one per week, or even one per month, for
the “gods” dislike frequent interruptions. The material components necessary to acommune spell are the cleric’s religious symbol, holy/unholy water, and incense.

Explanation/Description: When cast, a speak with plants spell enables the cleric
to converse, in very rudimentary terms, with all sorts of living vegetables. Thus,
the cleric can question plants as to whether or not creatures have passed
through them, cause thickets to part to enable easy passage, require vines toentangle pursuers, and similar things. The spell does not enable the cleric toanimate non-ambulatory vegetation. The power of the spell lasts for 1 melee
round for each level of experience of the cleric who cast it. All vegetation within
the area of effect are under command of the spell. The material components forthis spell are a drop of water, a pinch of dung, and a flame.

Cure Critical Wounds (Necromantic) Reversible
Level: 5
Range: Touch
Duration: Permanent
Area of Effect: Creature touched

Sticks To Snakes (Alteration) Reversible
Level: 4
Range: 3”
Duration: 2 rounds/level
Area of Effect: 1 cubic “Components: V, S, M
Casting Time: 7 segments
Saving Throw: None

Components: V, S
Casting Time: 8 segments
Saving Throw: None

Explanation/Description: The cure critical wounds spell is a very potent version of
the cure light wounds spell (q.v.). The cleric lays his or her hand upon a creatureand heals from 6 to 27 (3d8 + 3) hit points of damage from wounds or otherdamage. The spell does not affect creatures excluded in the cure light wounds
spell explanation. Its reverse, cause serious wounds, operates in the same fashionas other cause wounds spells, requiring a successful touch to inflict the 6-27 hit
points of damage. Caused wounds heal as do wounds of other sorts.

Explanation/Description: By means of this spell the cleric is able to change 1 stick
to a snake for each level of experience he or she has attained, i.e. a 9th levelcleric can change 9 sticks into 9 snakes. These snakes will attack as commandedby the cleric. There must, of course, be sticks or similar pieces of wood (such as
torches, spears, etc.) to turn into snakes. Note that magical items such as staves
and spears which are enchanted are nor affected by the spell. Only sticks within
the area of effect will be changed. The probability of a snake thus changed being
venomous is 5% per level of experience of the spell caster, so that there is a 55%
probability of any given snake created by the spell being poisonous when sticks
are turned to snakes by an 11th level cleric, 60% at 12th level, etc. The effect lastsfor 2 melee rounds for each level of experience of the spell caster. The material
components of the spell are a small piece of bark and several snake scales. The
reverse changes snakes to sticks for the duration appropriate, or it negates the
sticks to snakes spell according to the level of the cleric countering the spell, i.e. a
10th level cleric casting the reverse spell can turn only 10 snakes back to sticks.

Dispel Evil (Abjuration) Reversible
Level: 5
Range: Touch
Duration: 1 round/level
Area of Effect: Creature touchedComponent: V, S, M
Casting Time: 8 segments
Saving Throw: Neg.

Explanation/Description: The cleric using this spell causes summoned creaturesof evil nature, or monsters enchanted and caused to perform evil deeds, toreturn to their own plane or place. Examples of such creatures are: aerial
servants, demons, devils, djinn, efreet, elementals, and invisible stalkers. Notethat this spell lasts for 1 melee round for each level of experience of the caster,
and while the spell is in effect all creatures which could be affected by it attack
at a -7 penalty on their “to hit” dice when engaging the spell caster. The
reverse of the spell, dispel good, functions against summoned or enchanted
creatures of good alignment or sent to aid the cause of good. The material
components for this spell are the cleric’s religious object and holy/unholy water.

Tongues (Alteration) Reversible
Level: 4
Range: 0
Duration: 1 turn
Area of Effect: 6” diameter circle

Components: V, S, M
Casting Time: 1 turn
Saving Throw: None

Components: V, S
Casting Time: 7 segments
Saving Throw: None

Flame Strike (Evocation)
Explanation/Description: This spell enables the cleric to speak the language ofany creature inside the spell area, whether it is a racial tongue or an alignment
language. The reverse of the spell cancels the effect of the tongues spell or
confuses verbal communication of any sort within the area of effect.

Level: 5
Range: 6”
Duration: 1 segment
Area of Effect: 1” diameter by 3”high column

Fifth Level Spells:
Atonement (Abjuration)
Level: 5
Range: Touch
Duration: Permanent
Area of Effect: One person

Components: V, S, M
Casting Time: 8 segments
Saving Throw: ½

Explanation/Description: When the cleric calls down a flame strike spell, a
column of fire roars downward in the exact location called for by the caster. If
any creature is within the area of effect of a flame strike, it must make a saving
throw. Failure to make the save means the creature has sustained 6-48 (6d8) hit
points of damage; otherwise, 3-24 (3d8) hit points of damage are taken. The
material component of this spell is a pinch of sulphur.

Components: V, S, M
Casting Time: 1 turn
Saving Throw: None49

CLERIC SPELLS (5TH LEVEL)

CLERIC SPELLS (6TH LEVEL)
Raise Dead (Necromantic) Reversible

Insect Plague (Conjuration/Summoning)

Level: 5
Range: 36”
Duration: 1 turn/level
Area of Effect: 36” diameter, 6”high cloud

Level: 5
Range: 3”
Duration: Permanent
Area of Effect: One person

Components: V, S, M
Casting Time: 1 turn
Saving Throw: None

Explanation/Description: When the cleric casts a raise dead spell, he or she canrestore life to a dwarf, gnome, half-elf, halfling, or human. The length of time
which the person has been dead is of importance, as the cleric can raise deadpersons only up to a certain point, the limit being 1 day for each level ofexperience of the cleric, i.e. a 9th level cleric can raise a person dead for up to
9 days. Note that the body of the person must be whole, or otherwise missing
parts will still be missing when the person is brought back to life. Also, theresurrected person must make a special saving throw to survive the ordeal (seeCHARACTER ABILITIES, Constitution). Furthermore, the raised person is weak
and helpless in any event, and he or she will need one full day of rest in bed
for each day he or she was dead. The somatic component of the spell is apointed finger. The reverse of the spell, slay living, allows the victim a saving
throw, and if it is successful, the victim sustains damage equal only to thatcaused by a cause serious wounds spell, i.e. 3-17 hit points. An evil cleric canfreely use the reverse spell; a good cleric must exercise extreme caution in its
employment, being absolutely certain that the victim of the slay living spell isevil and that his or her death is a matter of great necessity and for good,otherwise the alignment of the cleric will be sharply changed. Note that newly
made undead, excluding skeletons, which fall within the days of being deadlimit are affected by raise dead spells cast upon them. The effect of the spell is
to cause them to become resurrected dead, providing the constitution permits
survival; otherwise, they are simply dead.

Explanation/Description: When this spell is cast by the cleric, a horde ofcreeping, hopping, and flying insects swarm in a thick cloud. These insects
obscure vision, limiting it to 3”. Creatures within the insect plague sustain 1 hit
point of damage for each melee round they remain in it due to the bites andstings of the insects, regardless of armor class. The referee will cause all
creatures with fewer than five hit dice to check morale. Creatures with two or
fewer hit dice will automatically move at their fastest possible speed in a straightline in a random direction until they are not less than 24” distant from the cloudof insects. Creatures with fewer than five hit dice which fail their morale check
will behave likewise. Heavy smoke will drive off insects within its bounds. Firewill also drive insects away; a wall of fire in a ring shape will keep the insect
plague outside its confines, but a fire ball will simply clear insects from its blast
area for 1 turn. Lightning and cold/ice act likewise. The plague lasts for 1 turnfor each level of experience of the cleric casting the spell, and thereafter theinsects disperse. The insects swarm in an area which centers around a
summoning point determined by the spell caster, which point can be up to 36”
distant from the cleric. The insect plague does not move thereafter for as longas it lasts. Note that the spell can be countered by casting a dispel magic upon
the summoning point. A cube of force (a special magic item) would keep insects
away from a character seeking the center of the swarm, but invisibility would
afford no protection. The material components of this spell are a few grains ofsugar, some kernels of grain, and a smear of fat.

True Seeing (Divination) Reversible
Level: 5
Range: Touch
Duration: 1 round/level
Area of Effect: 12” sight range

Plane Shift (Alteration)
Level: 5
Range: Touch
Duration: Permanent
Area of Effect: Creature touched(special)

Components: V, S, M
Casting Time: 8 segments
Saving Throw: None

Components: V, S, M
Casting Time: 8 segments
Saving Throw: None

Explanation/Description: When the cleric employs this spell, all things within thearea of the true seeing effect appear as they actually are. Secret doors become
plain. The exact location of displaced things is obvious. Invisible things andthose which are astral or ethereal become quite visible. Illusions and apparitions
are seen through. Polymorphed, changed, or magicked things are apparent.
Even the aura projected by creatures becomes visible, so that the cleric is able
to know whether they are good or evil or between. The spell requires anointment for the eyes. The ointment is made from very rare mushroom powder,saffron, and fat. The reverse of the spell, false seeing, causes the person to see
things as they are not, rich being poor, rough smooth, beautiful ugly. The
ointment for the reverse spell is concocted of oil, poppy dust, and pink orchidessence. For both spells, the ointment must be aged for 1-6 months.

Explanation/Description: When the plane shift spell is cast, the cleric moves
himself or herself or some other creature to another plane of existence. The
recipient of the spell will remain in the new plane until sent forth by some likemeans. If several persons link hands in a circle, up to seven can be affected by
the plane shift at the same time. The material component of this spell is a small,forked metal rod — the exact size and metal type dictating to which plane ofexistence the spell will send the affected creature(s). (Your referee will determine
specifics regarding how and what planes are reached.) An unwilling victim must
be touched in order to be sent thusly; and in addition, the creature also isallowed a saving throw, and if the latter is successful the effect of the spell is
negated.

Sixth Level Spells:
Aerial Servant (Conjuration/Summoning)
Level: 6
Range: 1”
Duration: 1 day/level
Area of Effect: Special

Quest (Enchantment/Charm)
Level: 5
Range: 6”
Duration: Until fulfilled
Area of Effect: One creature

Components: V, S
Casting Time: 1 round
Saving Throw: Special

Components: V, S, M
Casting Time: 8 segments
Saving Throw: Neg.

Components: V, S
Casting Time: 9 segments
Saving Throw: None

Explanation/Description: This spell summons an invisible aerial servant (seeADVANCED DUNGEONS & DRAGONS, MONSTER MANUAL) to do
the bidding of the cleric who conjured it. The creature does not fight, but it obeys
the command of the cleric with respect to finding and returning with whatever
object or creature that is described to it. Of course, the object or creature must be
such as to allow the aerial servant to physically bring it to the cleric or his or her
assign. The spell caster should keep in mind the consequences of having an aerial
servant prevented, for any reason, from completion of the assigned duty. The spell
lasts for a maximum of 1 day for each level of experience of the cleric who cast
it. The aerial servant returns to its own plane whenever the spell lapses, its duty isfulfilled, it is dispelled, the cleric releases it, or the cleric is slain. The cleric musthave a protection from evil spell, or be within a magic circle, thaumaturgic
triangle, or pentagram when summoning an aerial servant unless the cleric has
his or her religious symbol or a religious artifact or relic to use to control thecreature. Otherwise, the creature will slay its summoner and return from whence

Explanation/Description: The quest is a spell by means of which the clericrequires the affected creature to perform a service and return to the cleric with
proof that the deed was accomplished. The quest can, for example, require thelocation and return of some important or valuable object, the rescue of anotable person, the release of some creature, the capture of a stronghold, theslaying of a person, the delivery of some item, and so forth. If the quest is notproperly followed due to disregard, delay, or perversion, the creature affectedby the spell loses 1 from its saving throw dice for each day of such action, andthis penalty will not be removed until the quest is properly discharged or thecleric cancels it. (There are certain circumstances which will temporarily suspend
a quest, and other which will discharge or cancel it; your Dungeon Master will
give you appropriate information as the need to know arises.) The material
component of this spell is the cleric’s religious symbol.

50

CLERIC SPELLS (6TH LEVEL)

CLERIC SPELLS (6TH LEVEL)

it came. The aerial servant will always attack by complete surprise when sent on
a mission, and gain the benefit of 4 free melee rounds unless the creature
involved is able to detect invisible objects, in which case a six-sided die is rolled,and 1 = 1 free round, 2 = 2 free rounds, 3 = 3 free rounds, 4 = 4 free rounds,
and 5 or 6 = 0 free rounds (the opponent is not surprised at all). Each round theaerial servant must roll dice to score a hit, and when a hit is scored, it means theaerial servant has grabbed the item or creature it was sent to take and bringback to the cleric. If a creature is involved, the aerial servant’s strength iscompared to the strength of the creature to be brought. If the creature in question
does not have a strength rating, roll the appropriate number of the correct typeof hit dice for the aerial servant and for the creature it has grabbed. The higher
total is the stronger.

a mammal, or several of them, to his locale in order that the creature(s) can
attack the cleric’s opponents. The conjured animal(s) remain in the cleric’s locale
for 2 melee rounds for each level of experience of the cleric conjuring it (them),or until slain. The spell caster can, by means of his incantation, call up one ormore mammals with hit dice whose total does not exceed his or her level. Thus,a cleric of 12th level could conjure one mammal with 12 hit dice, two with 6 hit
dice each, three with 4 hit dice each, 4 with 3 hit dice each, six with 2 hit dice
each, or 12 with 1 hit die each. For every +1 (hit point) of a creature’s hit dice,count 1/4 of a hit die, i.e. a creature with 4 + 3 hit dice equals a 4 3/4 hit dicecreature. The creature(s) summoned by the spell will unfailingly attack the
opponent(s) of the cleric by whom the spell was cast.
Find The Path (Divination) Reversible

Animate Object (Alteration)
Level: 6
Range: 3”
Duration: 1 round/level
Area of Effect: 1 cubic foot/level

Level: 6
Range: Touch
Duration: 1 turn/level
Area of Effect: Creature touchedComponents: V, S
Casting Time: 9 segments
Saving Throw: None

Components: V, S, M
Casting Time: 3 rounds
Saving Throw: None

Explanation/Description: By use of this spell, the cleric is enabled to find theshortest, most direct route that he or she is seeking, be it the way to or from or
out of a locale. The locale can be outdoors or underground, a trap or even amaze spell. The spell will enable the cleric to select the correct direction which
will eventually lead him or her to egress, the exact path to follow (or actions totake), and this knowledge will persist as long as the spell lasts, i.e. 1 turn foreach level of experience of the cleric casting find the path. The spell frees thecleric, and those with him or her from a maze spell in a single melee round andwill continue to do so as long as the spell lasts. The material component of thisspell is a set of divination counters of the sort favored by the cleric — bones,
ivory counters, sticks, carved runes, or whatever. The reverse, lose the path,makes the creature touched totally lost and unable to find its way for theduration of the spell, although it can be led, of course.

Explanation/Description: This powerful spell enables the cleric casting it toimbue inanimate objects with mobility and a semblance of life. The animatedobject, or objects, then attack whomever or whatever the cleric first designates.
The object can be of any material whatsoever — wood, metal, stone, fabric,leather, ceramic, glass, etc. The speed of movement of the object is dependent
upon its means of propulsion and its weight. A large wooden table would berather heavy, but its legs would give it speed. A rug could only slither along. A
jar would roll. Thus a large stone pedestal would rock forward at 1” per round,a stone statue would move at 4” per round, a wooden statue 8” per round, anivory stool of light weight would move at 12”. Slithering movement is about 1”
to 2” per round, rolling 3” to 6” per round. The damage caused by the attackof an animated object is dependent upon 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 1-2 hit points ofdamage or possibly obstruct and trip as do light, supple objects. Hard, medium
weight objects can crush or strike for 2-8 hit points of damage, those larger andheavier doing 3-12, 4-16, or even 5-20 hit points of damage. The frequency of
attack of animated objects is dependent upon their method of locomotion,
appendages, and method of attack. This varies from as seldom as once every
five melee rounds to as frequently as once per melee round. The armor class ofthe object animated is basically a function of material and movement ability
with regard to hitting. Damage is dependent upon the type of weapon and theobject struck. A sharp cutting weapon is effective against fabric, leather, woodand like substances. Heavy smashing and crushing weapons are useful against
wood, stone, and metal objects. Your referee will determine all of these factors,
as well as how much damage the animated object can sustain before being
destroyed. The cleric can animate 1 cubic foot of material for each level ofexperience he or she has attained. Thus, a 14th level cleric could animate one
or more objects whose solid volume did not exceed 14 cubic feet, i.e. a large
statue, two rugs, three chairs, or a dozen average crocks.

Heal (Necromantic) Reversible
Level: 6
Range: Touch
Duration: Permanent
Area of Effect: Creature touchedComponents: V, S
Casting Time: 1 round
Saving Throw: None

Explanation/Description: The very potent heal spell enables the cleric to wipeaway disease and injury in the creature who receives the benefits of the spell. It
will completely cure any and all diseases and/or blindness of the recipient andheal all hit points of damage suffered due to wounds or injury, save 1 to 4 (d4).
It dispels a feeblemind spell. Naturally, the effects can be negated by laterwounds, injuries, and diseases. The reverse, harm, infects the victim with adisease and causes loss of all hit points, as damage, save 1 to 4 (d4), if a
successful touch is inflicted. For creatures not affected by the heal (or harm)spell, see cure light wounds.
Part Water (Alteration)

Blade Barrier (Evocation)
Level: 6
Range: 3”
Duration: 3 rounds/level
Area of Effect: Special

Level: 6
Range: 2”/level
Duration: 1 turn/level
Area of Effect: Special

Components: V, S
Casting Time: 9 segments
Saving Throw: None

Components: V, S, M
Casting Time: 1 turn
Saving Throw: None

Explanation/Description: The cleric employs this spell to set up a wall of circling,razor-sharp blades. These whirl and flash in endless movement around an
immobile point. Any creature which attempts to pass through the blade barriersuffers 8-64 (8d8) hit points of damage in doing so. The barrier remains for 3
melee rounds for every level of experience of the cleric casting it. The barrier
can cover any area from as small as 5’ square to as large as 2” square, i.e.
20’ × 20’ under ground, 60’ × 60’ outdoors.

Explanation/Description: By employing a part water spell, the cleric is able tocause water or similar liquid to move apart, thus forming a trough. The depth
and length of the trough created by the spell is dependent upon the level of thecleric, and a trough 3’ deep by 1’ by 2” (20’ or 20 yards) is created per level,
i.e. at 12th level the cleric would part water 36’ deep by 12’ wide by 24” (240’or 240 yards) long. The trough will remain as long as the spell lasts or until thecleric who cast it opts to end its effects (cf. dispel magic). The material
component of this spell is the cleric’s religious symbol.

Conjure Animals (Conjuration/Summoning)

Speak With Monsters (Alteration)

Level: 6
Range: 3”
Duration: 2 rounds/level
Area of Effect: Special

Level: 6
Range: 3” radius
Duration: 1 round/level

Components: V, S
Casting Time: 9 segments
Saving Throw: None

Components: V, S
Casting Time: 9 segments
Saving Throw: None

Explanation/Description: When cast, the speak with monsters spell allows thecleric to converse with any type of creature which has any form of

Explanation/Description: The conjure animals spell enables the cleric to summon

51

CLERIC SPELLS (6TH LEVEL)

CLERIC SPELLS (7TH LEVEL)

communicative ability. That is, the monster will understand the intent of what issaid to it by the cleric. The creature or creatures thus spoken to will be checkedby your referee in order to determine reaction. All creatures of the same typeas that chosen by the cleric to speak to can likewise understand if they arewithin range. The spell lasts for 1 melee round per level of experience of thecleric casting it, and during its duration conversation can take place as themonster is able and desires.

APPENDIX IV, THE KNOWN PLANES OF EXISTENCE, for further
information on the Astral Plane and astral projection.)Control Weather (Alteration)
Level: 7
Range: 0
Duration: 4-48 hours
Area of Effect: 4-16 square miles

Stone Tell (Divination)
Level: 6
Range: Touch
Duration: 1 turn
Area of Effect: One cubic yardof stone

Components: V, S, M
Casting Time: 1 turn
Saving Throw: None

Explanation/Description: The control weather spell allows a cleric to change theweather in the area he or she is in at the time the spell is cast. The spell willaffect the weather for from 4 to 48 hours (4d12) in an area of from 4 to 16
square miles (4d4). It requires 1 turn to cast the spell, and an additional 1 to 4(d4) turns for the effects of the weather to be felt. The control weather spell will
not radically change the temperature, i.e. from below zero to a 100 degree
temperature heat wave. The weather control possible depends upon theprevailing conditions:

Explanation/Description: When the cleric casts a stone tell upon an area, thevery stones will speak and relate to the caster who or what has touched themas well as telling what is covered, concealed, or simply behind the place theyare. The stones will relate complete descriptions as required. The material
components for this spell are a drop of mercury and a bit of clay.

CLEAR WEATHER
Very clear
Light clouds or hazy
PARTLY CLOUDY WEATHER
Clear weather
CloudyMist/Light rain/small hail
Sleet/Light snow
CLOUDY WEATHER
Partly cloudy
Deep clouds
Fog
Heavy rain/Large hail
Driving sleet/Heavy snow

Word Of Recall (Alteration)
Level: 6
Range: 0
Duration: Special
Area of Effect: Special

Components: V
Casting Time: 1 segment
Saving Throw: None

Explanation/Description: The word of recall spell takes the cleric instantly backto his or her sanctuary when the word is uttered. The sanctuary must be
specifically designated in advance by the cleric. It must be a well known place,but it can be any distance from the cleric, above or below ground.
Transportation by the word of recall spell is infallibly safe. The cleric is able totransport, in addition to himself or herself, 250 gold pieces weight cumulative
per level of experience. Thus, a 15th level cleric could transport his or her
person and 3,750 (375 pounds) gold pieces weight in addition; this extra mattercan be equipment, treasure, or living material such as another person.

HOT WEATHER
Warm weather
Sweltering heat
WARM WEATHER
Hot weather
Cool weather
COOL WEATHER
Warm weather
Cold weather
COLD WEATHER
Cool weather
Arctic cold

CALM
Dead calm
Light breeze
LIGHT WIND
Calm
Strong wind
STRONG WIND
Light wind
Gale
GALE
Strong wind
Storm
STORM
Gale
HurricaneTyphoon

All three aspects of the weather (clouds/precipitation, temperature, and wind)can be controlled, but only as shown. For example, a day which is clear, warm,
and with light wind can be controlled to become hazy, hot, and calm.
Contradictions are not possible — fog and strong wind, for example. Multiple
control weather spells can be used only in succession. The material components
for this spell are the cleric’s religious symbol, incense, and prayer beads orsimilar prayer object. Obviously, this spell functions only in areas where there
are appropriate climatic conditions

Seventh Level Spells:
Astral Spell (Alteration)
Level: 7
Range: Touch
Duration: Special
Area of Effect: Special

Components: V, S, M
Casting Time: 1 turn
Saving Throw: None

Components: V, S
Casting Time: 3 turns
Saving Throw: None

Earthquake (Alteration)

Explanation/Description: By means of the astral spell a cleric is able to project hisor her astral body into the Astral Plane, leaving his or her physical body andmaterial possessions behind on the Prime Material Plane (the plane on which theentire universe and all of its parallels have existence). Only certain magic items
which have multi-planed existence can be brought into the Astral Plane. As the
Astral Plane touches upon all of the first levels of the Outer Planes, the cleric cantravel astrally to any of these Outer Planes as he or she wills. The cleric then leaves
the Astral Plane, forming a body on the plane of existence he or she has chosen toenter. It is also possible to travel astrally anywhere in the Prime Material Plane bymeans of the astral spell, but a second body cannot be formed on the Prime
Material Plane. As a general rule, a person astrally projected can be seen only bycreatures on the Astral Plane. At all times the astral body is connected to thematerial by a silvery cord. If the cord is broken, the affected person is killed,
astrally and materially, but generally only the psychic wind can normally cause thecord to break. When a second body is formed on a different plane, the silvery
cord remains invisibly attached to the new body, and the cord simply returns to thelatter where it rests on the Prime Material Plane, reviving it from its state ofsuspended animation. Although astrally projected persons are able to function on
the Astral Plane, their actions do not affect creatures not existing on the Astral
Plane. The spell lasts until the cleric desires to end it, or until it is terminated bysome outside means (dispel magic or destruction of the cleric’s body on the Prime
Material Plane). The cleric can take up to five other creatures with him or her bymeans of the astral spell, providing the creatures are linked in a circle with thecleric. These fellow travelers are dependent upon the cleric and can be stranded.
Travel in the Astral Plane can be slow or fast according to the cleric’s desire. The
ultimate destination arrived at is subject to the conceptualization of the cleric. (SeeLevel: 7
Range: 12”
Duration: 1 round
Area of Effect: ½” diameter/level

Components: V, S, M
Casting Time: 1 turn
Saving Throw: None

Explanation/Description: When this spell is cast by a cleric, a local tremor of
fairly high strength rips the ground. The shock is over in one melee round. The
earthquake affects all terrain, vegetation, structures, and creatures in its locale.
The area of effect of the earthquake spell is circular, the diameter being ½ forevery level of experience of the cleric casting it, i.e. a 20th level cleric casts anearthquake spell with a 10” diameter area of effect:
Effects are as follows:
TERRAIN
Cave or cavern
CliffsGroundMarsh
Tunnel52— Collapses roof
— Crumble causing landslide— Cracks open, causing creatures tofall in and be killed as follows:— Size S — 1 in 4 (d4)— Size M — 1 in 6 (d6)
— Size L — 1 in 8 (d8)
— Drains water off to form muddy,
rough ground— Caves inCLERIC SPELLS (7TH LEVEL)

CLERIC SPELLS (7TH LEVEL)
round if the member(s) severed is (are) present and touching the creature, 2-8
turns otherwise. The reverse, wither, causes the member or organ touched to
shrivel and cease functioning in 1 round, dropping off into dust in 2-8 turns. As isusual, creatures must be touched in order to have harmful effect occur. The
material components of this spell are a prayer device and holy/unholy water.

VEGETATION
Small growth
Trees— No effect— 1 in 3 are uprooted and fall

All structures— Sustain from 5 to 60 points (5d12)of structural damage; those taking fulldamage are thrown down in rubble

STRUCTURES

Restoration (Necromantic) Reversible
Level: 7
Range: Touch
Duration: Permanent
Area of Effect: Creature touched

CREATURES
See above
The material components for this spell are a pinch of dirt, a piece of rock, anda lump of clay.

Explanation/Description: When this spell is cast, the life energy level of therecipient creature is raised upwards by one. This subsumes previous life energy
level drain of the creature by some force or monster. Thus, if a 10th level
character had been struck by a wight and drained to 9th level, the restoration
spell would bring the character up to exactly the number of experience points
necessary to restore him or her to 10th level once again, and restoring
additional hit dice (or hit points) and level functions accordingly. Restoration is
only effective if the spell is cast within 1 day/level of experience of the clericcasting it of the recipient’s loss of life energy. The reverse, energy drain, draws
away a life energy level (cf. such “undead” as spectre, wight, vampire). Theenergy drain requires the victim to be touched. A restoration spell will restore
the intelligence of a creature affected by a feeblemind spell (q.v.).

Gate (Conjuration/Summoning)
Level: 7
Range: 3”
Duration: Special
Area of Effect: Special

Components: V, S
Casting Time: 5 segments
Saving Throw: None

Explanation/Description: The casting of a gate spell has two effects: first, it causes
an ultra-dimensional connection between the plane of existence the cleric is on andthat plane on which dwells a specific being of great power, the result enabling thebeing to merely step through the gate, or portal, from its plane to that of the cleric;second, the utterance of the spell attracts the attention of the dweller on the otherplane. When casting the spell, the cleric must name the demon, devil, demi-god,
god, or similar being he or she desires to make use of the gate and come to thecleric’s aid. There is a 100% certainty that something will step through the gate. The
actions of the being which comes through will depend on many factors, including
the alignment of the cleric, the nature of those in company with him or her, and
who or what opposes or threatens the cleric. Your Dungeon Master will have a suremethod of dealing with the variables of the situation. The being gated in will either
return immediately (very unlikely) or remain to take action.

Resurrection (Necromantic) Reversible
Level: 7
Range: Touch
Duration: Permanent
Area of Effect: Person touchedComponents: V
Casting Time: 1 segment
Saving Throw: None

Explanation/Description: The utterance of a holy (unholy) word has tremendous
power. It drives off evil (good) creatures from other planes, forcing them toreturn to their own plane(s) of existence. It further affects other creatures ofdiffering alignment as follows:

Creature’s
Hit Dice or
Levelless than 4
4 to 7+8 to 11+12 or more

Generalkills
paralyzes 1-4
turns
stuns 2-8
roundsdeafens 1-4
rounds

Effects
AttackMove
Dice

Symbol (Conjuration/Summoning)
Level: 7
Range: Touch
Duration: 1 turn/level
Area of Effect: Special

Spells

-

-

-

-50%

-4

-

-25%

-2

Components: V, S, M
Casting Time: 3 segments
Saving Throw: Neg.

Explanation/Description: The cleric casting this spell inscribes a symbol in the
air or upon any surface, according to his or her wish. The symbol glows for 1
turn for each level of experience of the cleric casting it. The particular symbolused can be selected by the cleric at the time of casting, selection being
limited to:

50% chanceof failure

HOPELESSNESS— Creatures seeing it must turn back in dejection and/or
surrender to capture or attack unless they save versus
magic. Its effects last for 3 to 12 turns.

PAIN— Creatures affected suffer -4 on “to hit” dice and -2 on
dexterity ability score due to wracking pains. The effects
last for 2-20 turns.

PERSUASION— Creatures seeing the symbol become of the samealignment as and friendly to the cleric who scribed thesymbol for from 1 to 20 turns unless a saving throw
versus magic is made.

Affected creatures must be within the 6” diameter area of effect centering on
the cleric casting the spell.
Regenerate (Necromantic) Reversible
Level: 7
Range: Touch
Duration: Permanent
Area of Effect: Creature touchedComponents: V, S, M
Casting Time: 1 turn
Saving Throw: None

Explanation/Description: The cleric employing this spell is able to restore lifeand complete strength to the person he/she bestows the resurrection upon. The
person can have been dead up to 10 years cumulative per level of the clericcasting the spell, i.e. a 19th level cleric can resurrect the bones of a person
dead up to 190 years. See raise dead for limitations on what persons can beraised. The reverse, destruction, causes the victim of the spell to be instantly
dead and turned to dust. Destruction requires a touch, either in combat orotherwise. The material components of the spell are the cleric’s religious symbol
and holy/unholy water. Employment of this spell makes it impossible for thecleric to cast further spells or engage in combat until he or she has had one
day of bed rest for each level of experience of the person brought back to life
or destroyed.

Holy (Unholy) Word (Conjuration/Summoning)
Level: 7
Range: 0
Duration: Special
Area of Effect: 3” radiusComponents: V, S
Casting Time: 3 rounds
Saving Throw: None

Components: V, S, M
Casting Time: 3 rounds
Saving Throw: None

Explanation/Description: When a regenerate spell is cast, body members (fingers,
toes, hands, feet, arms, legs, tails, or even the heads of multi-headed creatures),bones, or organs will grow back. The process of regeneration requires but 1

The material components of this spell are mercury and phosphorus, (cf. eighthlevel magic-user symbol spell.)53

CLERIC SPELLS (7TH LEVEL)DRUID SPELLS (1ST LEVEL)Wind Walk (Alteration)
Level: 7
Range: Touch
Duration: 6 turns/level
Area of Effect: Special

creature. During the training period the animal will not harm the druid, but if
the creature is left alone for more than 3 days it will revert to its natural state
and act accordingly. The druid may use this spell to attract up to 2 hit dice ofanimal(s) per level of experience he or she possesses. This also means that thedruid can never have more hit dice of animals so attracted and trained than are
equal to or less than twice his or her levels of experience. Only neutral animals
can be attracted, befriended, and trained. The material components of this spell
are mistletoe and a piece of food attractive to the animal subject.

Components: V, S, M
Casting Time: 1 round
Saving Throw: None

Explanation/Description: This spell enables the cleric, and possibly one or twoother persons, to alter the substance of his or her body to cloud-like vapors. A
magical wind then wafts the cleric along at a speed of up to 60” per turn, oras slow as 6” per turn, as the spell caster wills. The wind walk spell lasts aslong as the cleric desires, up to a maximum duration of 6 turns (one hour) per
level of experience of the caster. For every 8 levels of experience the cleric has
attained, up to 24, he or she is able to touch another and carry that person, or
those two persons, along with the wind walk. Persons wind walking are notinvisible but appear misty and are transparent. If fully clothed in white they are
80% likely to be mistaken for clouds, fog, vapors, etc. The material componentsof this spell are fire and holy/unholy water.

Detect Magic (Divination)
Level: 1
Range: 0
Duration: 12 rounds
Area of Effect: 1” path, 4” long

Components: V, S, M
Casting Time: 3 segments
Saving Throw: None

Explanation/Description: Except as noted above, this spell is the same as thefirst level cleric spell of the same name.
Detect Snares & Pits (Divination)

DRUID SPELLS

Level: 1
Range: 0
Duration: 4 rounds/level
Area of Effect: 1” path, 4” longNotes Regarding Druid (Cleric) Spells:
The religious symbol of druids is mistletoe. Of lesser importance is holly. Somemagical power resides in oak leaves. All of the druidic spells with a material
component assume the use of mistletoe, as gathered by the druid character inthe manner described hereafter. Lesser mistletoe, as well as holly and oakleaves, will reduce spell effectiveness as follows:

ITEM

SPELL
RANGE

SPELL
DURATION

AREA OF EFFECT

Lesser mistletoe
Borrowed mistletoe
Holly
Oak leaves

100%
75%*
75%*
50%**

75%*
50%**
50%**
50%**

100%
100%
75%*
50%**

Explanation/Description: Upon casting this spell, the druid is able to detectsnares & pits along the 1” wide by 4” long area of effect path and thus avoid
such deadfalls. Note that in the underground only simple pits, not all forms oftraps, would be detected by means of this spell. Outdoors, the spell detects all
forms of traps — deadfalls, missile trips, snares, etc. The spell lasts 4 melee
rounds for each level of experience of the druid casting it, i.e. 4 rounds at the
1st level, 8 at the 2nd, 12 (1 turn plus 2 rounds) at the 3rd, etc.
Entangle (Alteration)
Level: 1
Range: 8”
Duration: 1 turn
Area of Effect: 4” diameter* or +1 on saving throw, if any, if category is not applicable** or + 2 on saving throw, if any, if category is not applicable
Greater mistletoe, that is, mistletoe which is properly harvested by the druid,must be gathered by the druid as follows. On Midsummer’s Eve, the druid must
locate his mistletoe, cut it with a gold or silver sickle and catch it in a bowl
before it touches the ground.

Components: V, S, M
Casting Time: 3 segments
Saving Throw: Special

Explanation/Description: By means of this spell the druid is able to cause plants
in the area of effect to entangle creatures within the area. The grasses, weeds,
bushes, and even trees wrap, twist, and entwine about creatures, thus holding
them fast for the duration of the spell. If any creature in the area of effectmakes its saving throw, the effect of the spell is to slow its movement by 50% for
the spell duration.

Lesser mistletoe is that which is not harvested on the eve of midsummer, or thatwhich the druid takes in a way which is not prescribed (such as picking byhand).

Faerie Fire (Alteration)

Borrowed mistletoe is any mistletoe which is not personally harvested by thedruid.

Level: 1
Range: 8”
Duration: 4 rounds/level
Area of Effect: 12 linear feet/levelwithin a 4” radius

Holly and oak leaves must be gathered by the druid, but these may be picked
or gathered in any manner.

Components: V
Casting Time: 3 segments
Saving Throw: None

Explanation/Description: When the druid casts this spell, he or she outlines anobject or creature with a pale glowing light. The completeness of the lining isdependent upon the number of linear feet the druid is able to affect, about 12’
per level (i.e. one 6’ man or two 3’ kobolds). If there is sufficient power, several
objects or creatures can be covered by the faerie fire, but one must be fully
outlined before the next is begun, and all must be within the area of effect.
Outlined objects or creatures (including those otherwise invisible) are visible at 8”in the dark, 4” if the viewer is near a bright light source. Outlined creatures areeasier to strike, thus opponents gain +2 on “to hit” dice. The faerie fire can beblue, green, or violet according to the word of the druid at the time he or she
casts the spell. The faerie fire does not itself cause any harm to the object or
creature lined.

First Level Spells:
Animal Friendship (Enchantment/Charm)
Level: 1
Range: 1”
Duration: Permanent
Area of Effect: One animal

Components: V, S, M
Casting Time: 3 segments
Saving Throw: None

Components: V, S, M
Casting Time: 6 turns
Saving Throw: Neg.

Explanation/Description: By means of this spell the druid is able to show any
animal which is of at least animal intelligence (but not above semi’-intelligent
rating) that the druid is disposed to be its friend. If the animal does not make its
saving throw versus magic immediately when the spell is begun, it will standquietly while the druid finishes the spell. Thereafter, it will follow the druid
about, and he or she can teach it 3 specific “tricks” or tasks for each point ofintelligence it possesses. (Typical tasks are those taught a dog or similar pet, i.e.
they cannot be complex.) Training for each such “trick” must be done over a
period of 1 week, and all must be done within 3 months of acquiring theInvisibility To Animals (Alteration)
Level: 1
Range: Touch

54

Components: S, M
Casting Time: 4 segments

DRUID SPELLS (1ST LEVEL)
Duration: 1 turn + 1 round/level
Area of Effect: Creature touched

DRUID SPELLS (2ND LEVEL)
Saving Throw: None

Shillelagh (Alteration)
Level: 1
Range: Touch
Duration: 1 round/level
Area of Effect: One normal oaken
club

Components: V, S, M
Casting Time: 1 segment
Saving Throw: None

Explanation/Description: When an invisibility to animals spell is cast by adruid, the recipient of the magic becomes totally undetectable with respect tonormal animals with intelligence under 6. Normal animals includes giant-sizedvarieties, but it excludes any with magical abilities or powers. The magickedindividual is able to walk amongst animals or pass through them as if he or
she did not exist. For example, this individual could stand before the hungriestof lions or a tyrannosaurus rex and not be molested or even noticed.
However, a nightmare, hell hound, or winter wolf would certainly be aware of
the individual. The material component of this spell is holly rubbed over theindividual.

Explanation/Description: This spell enables the druid to change his own oaken
cudgel into a magical weapon which is +1 to hit and inflicts 2-8 hit points ofdamage on opponents up to man-sized, 2-5 hit points of damage on larger
opponents. The druid must wield the shillelagh, of course. The material
components of this spell are an oaken club, any mistletoe, and a shamrock leaf.

Locate Animals (Divination)

Speak With Animals (Alteration)

Level: 1
Components: V, S, M
Range: 0
Casting Time: 1 round
Duration: 1 round/level
Saving Throw: None
Area of Effect: 2” path 2” long/level

Level: 1
Range: 0
Duration: 2 rounds/level
Area of Effect: One animal type in4” radius of druid

Explanation/Description: The druid with a locate animals spell is able todetermine the direction and distance of any of the desired animals within thearea of effect. The sought after animal can be of any sort, but the druid must
concentrate on the sort desired. The cleric faces in a direction, thinks of theanimal desired, and he or she then knows if any such animal is within spell
range. During a round of spell effect duration, the druid must face in only one
direction, i.e., only a 2” wide path can be known. The spell lasts 1 round perlevel of experience of the druid, while the length of the path is 2” per level ofexperience.

Explanation/Description: Except as noted above, this spell is the same as thesecond level cleric spell of the same name.

Second Level Spells:
Barkskin (Alteration)
Level: 2
Range: Touch
Duration: 4 rounds + 1 round/level
Area of Effect: Creature touched

Pass Without Trace (Enchantment/Charm)
Level: 1
Range: Touch
Duration: 1 turn/level
Area of Effect: Creature touchedComponents: V, S, M
Casting Time: 1 round
Saving Throw: None

Charm Person Or Mammal (Enchantment/Charm)
Level: 2
Range: 8”
Duration: Special
Area of Effect: One person or
mammalPredict Weather (Divination)
Components: V, S, M
Casting Time: 1 round
Saving Throw: None

Components: V, S
Casting Time: 4 segments
Saving Throw: Neg.

Explanation/Description: This spell will affect any single person or mammal it is cast
upon. The creature then will regard the druid who cast the spell as a trusted friend
and ally to be heeded and protected. The spell does not enable the druid to control
the charmed creature as if it were an automaton, but any word or action of thedruid will be viewed in its most favorable way. Thus, a charmed creature would notobey a suicide command, but might believe the druid if assured that the only
chance to save the druid’s life is if the creature holds back an onrushing red dragon
for “just a round or two”. Note also that the spell does not empower the druid withlinguistic capabilities beyond those he or she normally possesses. The duration of
the spell is a function of the charmed creature’s intelligence, and it is tied to thesaving throw. The spell may be broken if a saving throw is made, and this saving
throw is checked on a periodic basis according to the creature’s intelligence:

Explanation/Description: When a predict weather spell is cast by a druid, heor she gains 100% accurate knowledge of the weather (sky, temperature,
precipitation) in a nine square mile area centering on the druid. For each levelof experience of the druid casting the spell, two hours advance weather canbe forecast. Thus, at 1st level the druid knows what the weather will be fortwo hours; at second level he or she knows the weather for 4 hours inadvance, etc.
Purify Water (Alteration) Reversible
Level: 1
Range: 4”
Duration: Permanent
Area of Effect: 1 cubic foot/level,
1“ square area

Components: V, S, M
Casting Time: 3 segments
Saving Throw: None

Explanation/Description: When the druid casts the barkskin spell upon acreature, its armor class improves 1 place because the creature’s skin becomesas tough as bark. In addition, saving throws versus all attack forms except
magic increase by +1. This spell can be placed on the druid casting it or on any
other creature he or she touches. In addition to mistletoe, the caster must have ahandful of bark from an oak as the material component of the spell.

Explanation/Description: When this spell is cast, the recipient can move throughany type of terrain — mud, snow, dust, etc. — and leave neither footprint nor
scent. Thus, tracking a person or other creature covered by this dweomer is
impossible. The material components of this spell are a leaf of mistletoe (whichmust be burned thereafter and the ashes powdered and scattered) and a sprigof pine or evergreen. Note: The area which is passed over will radiate a
dweomer for 6-36 turns after the affected creature passes.

Level: 1
Range: 0
Duration: 2 hours/level
Area of Effect: Nine square miles

Components: V, S
Casting Time: 3 segments
Saving Throw: None

Components: V, S
Casting Time: 1 round
Saving Throw: None

Intelligence Score
3 or less4 to 6
7 to 910 to 1213 to 14
15 to 1617
18
19 or more

Explanation/Description: This spell makes dirty, contaminated water clean andpure, suitable for consumption. Up to one cubic foot per level of the druid
casting the spell can be thus purified. The reverse of the spell, contaminate
water, works in exactly the same manner, and even holy/unholy water can be
spoiled by its effects.

55

Period Between Chocks
3 months
2 months
1 month
3 weeks
2 weeks
1 week3 days2 days
1 day

DRUID SPELLS (2ND LEVEL)DRUID SPELLS (2ND LEVEL)

If the druid harms, or attempts to harm, the charmed creature by some overt
action, or if a dispel magic (q.v.) is successfully cast upon the charmed creature,
the charm will be broken automatically. The spell affects all mammalian animals
and persons. The term person includes all bipedal human and humanoid
creatures of approximately man-size, or less than man-size, including thoseaffected by the hold person spell (q.v.). If the recipient of the charm person or
mammal spell makes its saving throw versus the spell, its effect is negated.

Explanation/Description: This spell is the same as the fourth level magic-user fire trap
spell (q.v.) except as shown above and for the fact that the material components areholly berries and a stick of charcoal to trace the outline of the closure.
Heat Metal (Alteration) Reversible
Level: 2
Range: 4”
Duration: 7 rounds
Area of Effect: Special

Create Water (Alteration)
Level: 2
Range: 1”
Duration: Permanent
Area of Effect: 1 cubic foot/level

Components: V, S
Casting Time: 1 turn
Saving Throw: None

Explanation/Description: By means of the heat metal spell, the druid is able toexcite the molecules of ferrous metal (iron, iron alloys, steel) and thus cause theaffected metal to become hot. On the first round of the spell, the effect is merely
to cause the metal to be very warm and uncomfortable to touch, and this is also
the effect on the last melee round of the spell’s duration. The second and sixth(next to the last) round effect is to cause blisters and damage; the third, fourth,and fifth rounds the metal becomes searing hot, causing disability and damage toexposed flesh, as shown below:

Explanation/Description: The druid can create pure, drinkable water by meansof a create water spell. He or she creates 1 cubic foot of water for each level ofexperience attained. The water can be created at a maximum distance of 1”
from the druid.
Cure Light Wounds (Necromantic) Reversible
Level: 2
Range: Touch
Duration: Permanent
Area of Effect: Character touchedComponents: V, S, M
Casting Time: 4 segments
Saving Throw: None

Metal
Temperature

Components: V, S, M
Casting Time: 4 segments
Saving Throw: Nonevery warm
hotsearing

Explanation/Description: With the exception of the fact that the druid must havemistletoe (of any sort) to effect this spell, it is the same as the first level clericcure light wounds spell.

Per Round of Exposure
DamageDisabilitynone
1-4 hitpoints2-8 hitpoints

none
none

head
1-4 turns
unconsciousness

Feign Death (Necromantic)
Level: 2
Range: 1”
Duration: 4 rounds + 2 rounds/level
Area of Effect: One creaturebody
1-4 days

Components: V, S, M
Casting Time: 3 segments
Saving Throw: None

Note also that materials such as wood, leather, or flammable cloth will smoulder
and burn if exposed to searing hot metal, and such materials will then cause
searing damage to exposed flesh on the next round. Fire resistance (potion orring) or a protection from fire spell totally negates the effects of a heat metal spell,as will immersion in water or snow, or exposure to a cold or ice storm spell(qq.v.). For each level of experience of the druid casting the spell, he or she isable to affect the metal of one man-sized creature, i.e. arms and armor, or asingle mass of metal equal to 500 gold pieces in weight, cumulative. The reverse,
chill metal, counters a heat metal spell or else causes metal to act as follows:

Explanation/Description: Except as noted above, this spell is the same as thethird level magic-user feign death spell (q.v.). The material component is a pieceof dead oak leaf (in addition to mistletoe, of course).
Fire Trap (Evocation)
Level: 2
Range: Touch
Duration: Permanent until
discharged
Area of Effect: Object touchedhands or feet
2-8 days

Components: V, S, M
Casting Time: 1 turn
Saving Throw: ½

Per Round of Exposure

Metal
Temperature

DamageDisability

cold

none

none

icy

1-2 hitpointsnone

freezing

1-4 hitpointsamputation of
fingers, toes,
nose, or ears

The chill metal spell is countered by a resist cold spell, or by any great heat, i.e.
proximity to a blazing fire (not a mere torch), a magical flaming sword, a wall offire, etc.
Locate Plants (Divination)
Level: 2
Range: 0
Duration: 1 turn/level
Area of Effect: 1” diameter/level
circleComponents: V, S, M
Casting Time: 1 round
Saving Throw: None

Explanation/Description: When this spell is used by a druid, he or she is able tolocate any desired type of plant within the area of effect. Note: the plant typemust be singular and concentrated upon. The spell’s area of effect centers on,
and moves with, the druid.

56

DRUID SPELLS (2ND LEVEL)DRUID SPELLS (3RD LEVEL)

Obscurement (Alteration)
Level: 2
Range: 0
Duration: 4 rounds/level
Area of Effect: Special

Third Level Spells:
Components: V, S
Casting Time: 4 segments
Saving Throw: None

Call Lightning (Alteration)
Level: 3
Range: 0
Duration: 1 turn/level
Area of Effect: 72” diameter

Explanation/Description: This spell causes a misty vapor to arise around the druid. It
persists in this locale for 4 rounds per level of experience of the druid casting thespell, and it reduces visibility of any sort (including infravision) to 2’ to 8’ (2d4). The
area of effect is a cubic progression based on the druid’s level of experience, a 1”
cube at 1st level, a 2” cube at 2nd level, a 3” cube at 3rd level, and so on.
Underground, the height of the vapor is restricted to 1”, although the length andbreadth of the cloud is not so limited. A strong wind will cut the duration of an
obscurement spell by 75%.

Explanation/Description: When a call lightning spell is cast, there must be a storm ofsome sort in the area — a rain shower, clouds and wind, hot and cloudy conditions,or even a tornado. The druid is then able to call down bolts of lightning from sky toground. Each bolt will cause damage equal to 2 eight-sided dice (2d8) plus 1 like die(d8) for each level of experience of the druid casting the spell. Thus, a 4th level druid
calls down a six-die (6d8) bolt. The bolt of lightning flashes down in a perpendicular
stroke at whatever distance the spell caster decides, up to the 36” radial distancemaximum. Any creature within a 1” radius of the path or the point where thelightning strikes will take full damage, unless a saving throw is made, in which caseonly one-half damage is taken. Full/half damage refers to the number of hit dice ofthe lightning bolt, i.e. if it is of eight dice strength, the victim will take either eight dice(8d8) or four dice (4d8), if the saving throw is made, of damage. The druid is able tocall one bolt of lightning every 10 melee rounds (1 turn), to a maximum number ofturns equal to the level of experience he or she has attained, i.e. 1 bolt/turn for eachlevel of experience. Note: This spell is normally usable outdoors only.

Produce Flame (Alteration)
Level: 2
Range: 0
Duration: 2 rounds/level
Area of Effect: Special

Components: V, S, M
Casting Time: 4 segments
Saving Throw: None

Explanation/Description: A bright flame, equal in brightness to a torch, springs forthfrom the druid’s palm when he or she casts a produce flame spell. This magicalflame lasts for 2 melee rounds for each level of the druid casting the spell. The flame
does not harm the druid’s person, but it is hot, and it will cause combustion of
inflammable materials (paper, cloth, dry wood, oil, etc.). The druid is capable ofhurling the magical flame as a missile, with a range of 4”. The flame will flash on
impact, igniting combustibles within a 3’ diameter of its center of impact, and thenextinguish itself. The druid can cause it to go out any time he or she desires, but firecaused by the flame cannot be so extinguished.

Cure Disease (Necromantic) Reversible
Level: 3
Range: Touch
Duration: Permanent
Area of Effect: Creature touchedComponents: V, S, M
Casting Time: 4 segments
Saving Throw: Neg

Hold Animal (Enchantment/Charm)
Level: 3
Range: 8”
Duration: 2 rounds/level
Area of Effect: One to four animals

Explanation/Description: The spell caster must use a length of vine, a stick, pole, rope,or similar object to cast this magic upon. The trip spell causes the object to rise slightly
off the ground or floor it is resting on and trip creatures crossing it if they fail to maketheir saving throw versus magic. Note that only as many creatures can be tripped as
are actually stepping across the magicked object, i.e. a 3’ long piece of rope could
trip only 1 man-sized creature. Creatures moving at a very rapid pace (running)when tripped will take 1-6 (d6) hit points of damage and be stunned for 2-5 (d4 + 1)
rounds if the surface they fall upon is very hard, but if it is turf or non-hard they will
merely be stunned for 2-5 segments. Very large creatures such as elephants will not
be at all affected by a trip. The object magicked will continue to trip all creatures
passing over it, including the spell caster, for as long as the spell duration lasts.
Creatures aware of the object and its potential add +4 to their saving throw whencrossing it. The object is 80% undetectable without magical means of detection.

Components: V, S, M
Casting Time: 5 segments
Saving Throw: Neg.

Explanation/Description: By means of this spell the druid holds one to four animals
rigid. Animals affected are normal or giant-sized mammals, birds, or reptiles, but not
monsters such as centaurs, gorgons, harpies, naga, etc. That is, apes, bears, crocodiles,
dogs, eagles, foxes, giant beavers, and similar animals are subject to this spell. The
hold lasts for 2 melee rounds per level of experience of the druid casting it. It is up to
the druid as to how many animals he or she wishes to hold with the spell, but thegreater the number, the better chance each will have of not being affected by the spell.
Note that a maximum body weight of 400 pounds (100 pounds with respect to nonmammals)/animal/level of experience of the druid can be affected, i.e. an 8th leveldruid can affect up to four 3,200 pound mammals or a like number of 800 poundnon-mammals such as birds or reptiles. Each animal gets a saving throw: if only 1 isthe subject of the spell, it has a penalty of -4 on its die roll to save; if 2 are subject, theyeach receive a penalty of -2 on their die rolls; if 3 are subject, they each receive a
penalty of 1 on their die rolls; if 4 are subject, each makes a normal saving throw.

Warp Wood (Alteration)
Level: 2
Range: 1”/level
Duration: Permanent
Area of Effect: Special

Components: V, S, M
Casting Time: 1 round
Saving Throw: None

Explanation/Description: This spell is the same as the 3rd level cleric cure diseasespell (q.v.), with the exception that the druid must have mistletoe to effect it. It isreversible to cause disease also.

Trip (Enchantment/Charm)
Level: 2
Range: Touch
Duration: 1 turn/level
Area of Effect: One 10’ long object

Components: V, S, M
Casting Time: 1 turn
Saving Throw: ½

Components: V, S, M
Casting Time: 4 segments
Saving Throw: None

Neutralize Poison (Alteration) Reversible
Level: 3
Range: Touch
Duration: Permanent
Area of Effect: Creature touched

Explanation/Description: When this spell is cast the druid causes a volume of wood
to bend and warp, permanently destroying its straightness, form, and strength. The
range of a warp wood spell is 1” for each level of experience of the druid casting it.
It affects approximately a fifteen inch shaft of wood of up to one inch diameter perlevel of the druid. Thus, at 1st level, a druid might be able to warp a hand axe
handle, or four crossbow bolts, at 5th level he or she could warp the shaft of atypical magic spear. Note that boards or planks can also be affected, causing adoor to be sprung or a boat or ship to leak.

Components: V, S
Casting Time: 5 segments
Saving Throw: None

Explanation/Description: This spell is the same as the 4th level cleric neutralize
poison spell (q.v.).
Plant Growth (Alteration)
Level: 3
Range: 16”
Duration: Permanent
Area of Effect: 2” × 2” squarearea/level

57

Components: V, S, M
Casting Time: 1 round
Saving Throw: NoneDRUID SPELLS (3RD LEVEL)DRUID SPELLS (3RD LEVEL)

Explanation/Description: When a plant growth spell is cast by the druid, he or
she causes normal vegetation to grow, entwine, and entangle to form a thicketor jungle which creatures must hack or force a way through at a movement rateof 1” per, or 2” per with respect to larger than man-sized creatures. Note thatthe area must have brush and trees in it in order to allow this spell to go into
effect. Briars, bushes, creepers, lianas, roots, saplings, thistles, thorn, trees,vines, and weeds become so thick and overgrown in the area of effect as toform a barrier. The area of effect is 2” × 2” square per level of experience ofthe druid, in any square or rectangular shape that the druid decides upon at
the time of the spell casting. Thus an 8th level druid can affect a maximum areaof 16” × 16” square, a 32” × 8” rectangle, a 64” × 4” rectangle, 128” × 2”
rectangle, etc. The spell’s effects persist in the area until it is cleared by labor,fire, or such magical means as a dispel magic spell (q.v.).

triggered the snare). If no such sapling or tree is available, the cord-like object
will tighten upon the member(s) and then enwrap the entire creature, doing nodamage, but tightly binding it. The snare is magical, so for 1 hour it is breakable
only by storm giant or greater strength (23); each hour thereafter, the snarematerial loses magic so as to become 1 point more breakable per hour — 22
after 2 hours, 21 after 3, 20 after 4 — until 6 full hours have elapsed. At thattime, 18 strength will break the bonds. After 12 hours have elapsed, the materialsof the snare lose all of the magical properties, and the loop opens, freeing
anything it had held. The druid must have a snake skin and a piece of sinew froma strong animal to weave into the cord-like object from which he or she will makethe snare. Only mistletoe is otherwise needed.

Protection From Fire (Abjuration)

Level: 3
Range: Touch
Duration: Permanent
Area of Effect: Three cubic feet,plus one cubic foot per level

Level: 3
Range: Touch
Duration: Special
Area of Effect: Creature touched

Stone Shape (Alteration)

Components: V, S, M
Casting Time: 5 segments
Saving Throw: None

Explanation/Description: This spell is exactly the same as the fifth level magicuser spell, stone shape (q.v.), except as noted above and for the requirement of
mistletoe as an additional component to enable a druid to cast the spell.

Explanation/Description: The effect of a protection from fire spell differs
according to the recipient of the magic — the druid or some other creature. If
the spell is cast upon the druid, it confers complete invulnerability to normal fires(torches, bonfires, oil fires, and the like) and to exposure to magical fires such as
demon fire, burning hands, fiery dragon breath, fire ball, fire seeds, fire storm,
flame strike, hell hound breath, meteor swarm, pyrohydra breath, etc. until anaccumulation of 12 hit points of potential damage per level of experience of thedruid has been absorbed by the protection from fire spell, at which time thespell is negated. Otherwise the spell lasts for 1 turn per level of experience ofthe druid. If the spell is cast upon another creature, it gives invulnerability tonormal fire, gives a bonus of +4 on saving throw die rolls made versus fireattacks, and reduces damage sustained from magical fires by 50%.

Summon Insects (Conjuration/Summoning)
Level: 3
Range: 3”
Duration: 1 round/level
Area of Effect: Special

Components: V, S, M
Casting Time: 1 round
Saving Throw: None

Explanation/Description: When a summon insects spell is cast by a druid, he or
she attracts flying insects 70% of the time. The exact insects called will be bees,
biting flies, hornets, or wasps if flying insects are indicated, or biting ants or
pinching beetles if non-flying insects are determined. A cloud of the flying type,or a swarm of the crawling sort, will appear after the spell is cast. They will
attack any creature the druid points to. The attacked creature will sustain 2 hit
points of damage per melee round, and it can do nothing but attempt to fend
off these insects during the time it is so attacked. The summoned insects can becaused to attack another opponent, but there will be at least a 1 round delay
while they leave the former recipient and attack the new victim, and crawlinginsects can travel only about 12’ per round (maximum speed over smoothground). It is possible in underground situations that the druid could summon
1-4 giant ants by means of the spell, but the possibility is only 30% unless giant
ants are nearby. The materials needed for this spell are mistletoe, a flower
petal, and a bit of mud or wet clay.

Pyrotechnics (Alteration)
Level: 3
Range: 16”
Duration: Special
Area of Effect: 10 or 100 times thefire source

Components: V, S, M
Casting Time: 1 round
Saving Throw: None

Components: V, S, M
Casting Time: 5 segments
Saving Throw: None

Explanation/Description: A pyrotechnics spell can have either of two effects. It
produces a flashing and fiery burst of glowing, colored aerial fireworks whichlasts 1 segment per experience level of the druid casting the spell andtemporarily blinds those creatures in the area of effect or under it or within 12”of the area (and in any event in unobstructed line of sight); or it causes a thick
writhing stream of smoke to arise from the fire source of the spell and form achoking cloud which lasts for 1 round per experience level of the druid castingit, covering a roughly globular area from the ground or floor up (or conforming
to the shape of a confined area), which totally obscures vision beyond 2’. The
spell requires a fire of some sort in range. The area of pyrotechnics effect is 10
times the volume of the fire source with respect to fireworks, 100 times withrespect to smoke. In either case, the fire source is immediately extinguished by
the employment of the spell.

Tree (Alteration)
Level: 3
Range: 0
Duration: 6 turns + 1 turn/level
Area of Effect: Personal

Components: V, S, M
Casting Time: 5 segments
Saving Throw: None

Explanation/Description: By means of this spell the druid is able to assume theform of a small living tree or shrub or that of a large dead tree trunk with but a
few limbs. Although the closest inspection will not reveal that this plant is
actually a druid, and for all normal tests he or she is, in fact, a tree or shrub,
the druid is able to observe all that goes on around his or her person just as if
he or she were in human form. The spell caster may remove the dweomer at
any time he or she desires, instantly changing from plant to human form, andhaving full capability of undertaking any action normally possible to the druid.
Note that all clothing and gear worn/carried change with the druid. The
material components of this spell are mistletoe and a twig from a tree.

Snare (Enchantment/Charm)
Level: 3
Components: V, S, M
Range: Touch
Casting Time: 3 rounds
Duration: Permanent until triggered
Saving Throw: None
Area of Effect: 2’ diameter circle plus
1/6’ per level of the spell caster
Explanation/Description: This spell enables the druid to make a snare which is
90% undetectable without magical aid. The snare can be made from any supple
vine, a thong, or a rope. When the snare spell is cast upon it, the cordlike object
blends with the background of its location. One end of the snare is tied in a loop
which will contract about 1 or more of the limbs of any creature stepping inside
the circle (note that the head of a worm or snake could also be thus ensnared). If
a strong and supple tree is nearby, the snare will be fastened to it, and the
dweomer of the spell will cause it to bend and then straighten when the loop is
triggered, thus causing 1-6 hit points of damage to the creature trapped, and.
lifting it off the ground by the trapped member(s) (or strangling it if the head/neckWater Breathing (Alteration) Reversible
Level: 3
Range: Touch
Duration: 6 turns/level
Area of Effect: Creature touchedComponents: V, S, M
Casting Time: 5 segments
Saving Throw: None

Explanation/Description: The recipient of a water breathing spell is able tofreely breathe underwater for the duration of the spell, i.e. 6 turns for each58

DRUID SPELLS (3RD LEVEL)DRUID SPELLS (4TH LEVEL)

level of experience of the druid casting the spell. The reverse, air breathing,allows water breathing creatures to comfortably survive in the atmosphere foran equal duration.

druid could raise the surrounding temperature from 1 to 90 degrees, or lower it
by from 1 to 90 degrees. The spell lasts for a number of turns equal to 4 plus
the level of experience of the druid, i.e. when cast by a 10th level druid thespell persists for 14 turns.

Fourth Level Spells:

Cure Serious Wounds (Necromantic) Reversible

Animal Summoning I (Conjuration/Summoning)

Level: 4
Range: Touch
Duration: Permanent
Area of Effect: Creature touched

Level: 4
Range: 4”/level
Duration: Special
Area of Effect: Special

Components: V, S, M
Casting Time: 6 segments
Saving Throw: None

Components: V, S, M
Casting Time: 6 segments
Saving Throw: None

Explanation/Description: This spell is the same as the 4th level cleric cureserious wounds spell (q.v.), with the exception of the fact that the spell requires
the use of any sort of mistletoe.

Explanation/Description: By means of this spell, the druid calls up to eight animalsof whatever sort the druid names when the summoning is made, if such type arewithin spell range. These animals can have no more than four hit dice each. The
animals summoned will aid the druid by whatever means they possess, staying
until a fight is over, a specific mission is finished, the druid is safe, he or she sends
them away, etc. The druid may try three times to summon three different sorts ofanimals, i.e. suppose that wild dogs are first summoned to no avail, then hawks
are unsuccessfully called, and finally the druid calls for wild horses which may or
may not be within summoning range. Your referee will determine probabilities if
the presence of a summoned animal type is not known. Other than various sortsof giant animals, fantastic animals or monsters cannot be summoned by this spell,i.e. no chimerae, dragons, gorgons, manticores, etc.

Dispel Magic (Abjuration)
Level: 4
Range: 8”
Duration: Permanent
Area of Effect: 4” cube

Components: V, S, M
Casting Time: 6 segments
Saving Throw: None

Explanation/Description: Except as noted above, this spell is the same as the
3rd level cleric dispel magic spell (q.v.).
Hallucinatory Forest (Illusion/Phantasm) Reversible

Call Woodland Beings (Conjuration/Summoning)
Level: 4
Range: 12” + 1”/level
Duration: Special
Area of Effect: Special

Level: 4
Range: 8”
Duration: Permanent
Area of Effect: 4” square/level

Components: V, S, M
Casting Time: Special
Saving Throw: Neg.

Explanation/Description: By casting this spell the druid causes the appearance ofan hallucinatory forest to come into existence. The illusionary forest appears to be
perfectly natural and is indistinguishable from a real forest. Other druids — aswell as such creatures as centaurs, dryads, green dragons, nymphs, satyrs, andtreants — will recognize the forest for what it is. All other creatures will believe it isthere, and movement and order of march will be affected accordingly. The
hallucinatory forest will remain until it is magically dispelled by a reverse of thespell or a dispel magic. The area shape is either rectangular or square, in general,
at least 4” deep, and in whatever location the druid casting the spell desires. The
forest can be of less than maximum area if the druid wishes. One of its edges willappear up to 8” away from the druid, according to the desire of the spell caster.

Explanation/Description: By means of this spell the druid is able to summon
certain woodland creatures to his or her location. Naturally, this spell will only
work outdoors, but not necessarily only in wooded areas. The druid begins theincantation, and the spell must be continued uninterrupted until some called
creature appears or 2 turns have elapsed. (The verbalization and somatic
gesturing are easy, so this is not particularly exhausting to the spell caster.) Only
1 type of the following sorts of beings can be summoned by the spell, and they
will come only if they are within the range of the call:
2-8 brownies
1-4 centaurs
1-4 dryads
1-8 pixies

1-4 satyrs
1-6 sprites
1 treant
1 unicorn

Hold Plant (Enchantment/Charm)
Level: 4
Range: 8”
Duration: 1 round/level
Area of Effect: Special(Your referee will consult his outdoor map or base the probability of any suchcreature being within spell range upon the nature of the area the druid is in at
the time of spell casting.)
The creature(s) called by the spell are entitled to a saving throw versus magic (at -4)
to avoid the summons. Any woodland being answering the call will be favorably
disposed to the spell caster and give whatever aid it is capable of. However, if thecaller or members of the caller’s party are of evil alignment, the creatures areentitled to another saving throw versus magic (this time at +4) when they comewithin 1” of the druid or other evil character with him or her, and these beings willseek immediately to escape if the saving throw is successful. In any event, if thedruid requests that the summoned creatures engage in combat on behalf of thedruid, they are required to make a loyalty reaction score based on the druid’scharisma and whatever dealings he or she has had with the called creature(s). The
material components of this spell are a pinecone and 8 holly berries.

Components: V, S, M
Casting Time: 6 segments
Saving Throw: Neg.

Explanation/Description: The hold plant spell affects vegetable matter as follows: 1)
it causes ambulatory vegetation to cease moving; 2) it prevents vegetable matterfrom entwining, grasping, closing, or growing; 3) it prevents vegetable matter frommaking any sound or movement which is not caused by wind. The spell effects
apply to all forms of vegetation, including parasitic and fungoid types, and thosemagically animated or otherwise magically empowered. It affects such monsters as
green slime, molds of any sort, shambling mounds, shriekers, treants, etc. The
duration of a hold plant spell is 1 melee round per level of experience of the druid
casting the spell. It affects from 1 to 4 plants — or from 4 to 16 square yards ofsmall ground growth such as grass or mold. If but one plant (or 4 square yards) is
chosen as the target for the spell by the druid, the saving throw of the plant (orarea of plant growth) is made at a -4 on the die; if two plants (or 8 square yards)
are the target, saving throws are at -2; if three plants (or 12 square yards) are thetarget, saving throws are at -1; and if the maximum of 4 plants (or 16 square yardsof area) are the target, saving throws are normal.

Control Temperature, 10’ Radius (Alteration)
Level: 4
Range: 0
Duration: 4 turns + 1 turn/level
Area of Effect: 20’ diameter sphere

Components: V, S, M
Casting Time: 6 segments
Saving Throw: None

Components: V, S, M
Casting Time: 6 segments
Saving Throw: None

Plant Door (Alteration)
Level: 4
Range: Touch
Duration: 1 turn/level
Area of Effect: Special

Explanation/Description: When this spell is cast by the druid, the temperaturesurrounding the druid can be altered by 9 degrees Fahrenheit per level ofexperience of the spell caster, either upwards or downwards. Thus, a 10th level

59

Components: V, S, M
Casting Time: 6 segments
Saving Throw: NoneDRUID SPELLS (4TH LEVEL)DRUID SPELLS (5TH LEVEL)

Explanation/Description: The plant door spell opens a magical portal or
passageway through trees, undergrowth, thickets, or any similar growth — evengrowth of a magical nature. The plant door is open only to the druid who castthe spell, druids of a higher level, or dryads. The door even enables the druid
to enter into a solid tree trunk and remain hidden there until the spell ends. If
the tree is cut down or burned, the druid must leave before the tree falls or isconsumed, or else he or she is killed also. The duration of the spell is 1 turn perlevel of experience of the druid casting it. If the druid opts to stay within an
oak, the spell lasts 9 times longer, if an ash tree it lasts 3 times as long. The
path created by the spell is up to 4’ wide, 8’ high and 12’/level of experienceof the druid long.

Area of Effect: Up to 8 animals in a2” square area

Produce Fire (Alteration) Reversible

Animal Summoning II (Conjuration/Summoning)

Level: 4
Range: 4”
Duration: 1 round
Area of Effect: 12’ square

Explanation/Description: When this spell is cast, the druid causes all animals,
up to a maximum of 8, within a 2” square area to grow to twice their normal
size. The effects of this growth are doubled hit dice (with resultant improvement
in attack potential) and doubled damage in combat. The spell lasts for 2 melee
rounds for each level of experience of the druid casting the spell. Note that thespell is particularly useful in conjunction with a charm person or animal or a
speak with animals spell. The reverse reduces animal size by one half, andlikewise reduces hit dice, attack damage, etc.

Components: V, S, M
Casting Time: 6 segments
Saving Throw: None

Level: 5
Range: 6”/level
Duration: Special
Area of Effect: Special

Explanation/Description: By means of this spell the druid causes a common-type
fire of up to 12’ per side in area boundary. While it lasts but a single round,the fire produced by the spell will cause 1-4 hit points of damage on creatures
within its area; and it will ignite combustible materials such as cloth, oil, paper,parchment, wood and the like so as to cause continued burning. The reverse,
quench fire, will extinguish any normal fire (coals, oil, tallow, wax, wood, etc.)
within the area of effect.

Explanation/Description: This spell is the same in duration and effect as the 4thlevel animal summoning I spell, except that up to six animals of no more thaneight hit dice each can be called, or 12 animals of no more than four hit diceeach can be called.
Anti-Plant Shell (Abjuration)
Level: 5
Range: 0
Duration: 1 turn/level
Area of Effect: 16’ diameter
hemisphere

Protection From Lightning (Abjuration)
Level: 4
Range: Touch
Duration: Special
Area of Effect: Creature touchedComponents: V, S, M
Casting Time: 7 segments
Saving Throw: None

Components: V, S, M
Casting Time: 6 segments
Saving Throw: None

Components: V, S, M
Casting Time: 7 segments
Saving Throw: None

Explanation/Description: The anti-plant shell spell creates an invisible barrier
which keeps out all creatures or missiles of living vegetable material. Thus, thedruid (and any creatures within the shell) is protected from attacking plants orvegetable creatures such as shambling mounds or treants. The spell lasts for one
turn per level of experience of the druid.

Explanation/Description: This spell is exactly the same as the 3rd level protection
from fire spell (q.v.) except that it applies to electrical/lightning attacks.
Repel Insects (Abjuration-Alteration)

Commune With Nature (Divination)
Level: 4
Range: 0
Duration: 1 turn/level
Area of Effect: 10’ radius of thespell caster

Components: V, S, M
Casting Time: 1 round
Saving Throw: None

Level: 5
Range: 0
Duration: Special
Area of Effect: Special

Components: V, S, M
Casting Time: 1 turn
Saving Throw: None

Explanation/Description: When this spell is cast the druid creates an invisible
barrier to all sorts of insects, and normal sorts will not approach within 10’ ofthe druid while the spell is in effect, although any giant insects with 2 or more
hit dice will do so if they make a saving throw versus magic, and even thosewhich do so will sustain 1-6 hit points of damage from the passing of themagical barrier. Note that the spell does not in any way affect arachnids,
myriapods, and similar creatures — it affects only true insects. The material
components of the repel insects spell are mistletoe and one of the following:
several crushed marigold flowers, a whole crushed leek, 7 crushed stinging
nettle leaves or a small lump of resin from a camphor tree.

Explanation/Description: This spell enables the druid to become one with naturein the area, thus being empowered with knowledge of the surrounding territory.
For each level of experience of the druid, he or she may “know” one fact, i.e.
the ground ahead, left or right, the plants ahead, left or right, the minerals
ahead, left or right, the water courses/bodies of water ahead, left or right, thepeople dwelling ahead, left or right, etc. The spell is effective only in outdoors
settings, and operates in a radius of one half mile for each level of experienceof the druid casting the commune with nature spell.

Speak With Plants (Alteration)

Level: 5
Range: 0
Duration: 1 turn/level
Area of Effect: 4”/level radiushemisphere

Level: 4
Range: 0
Duration: 2 rounds/level
Area of Effect: 8” diameter circle

Control Winds (Alteration)

Components: V, S, M
Casting Time: 1 turn
Saving Throw: None

Explanation/Description: By means of a control wind spell the druid is able toalter wind force in the area of effect. For every level of his or her experience, thedruid is able to increase or decrease wind force by 3 miles per hour. Winds inexcess of 30 miles per hour drive small flying creatures (those eagle-sized andunder) from the skies and severely inhibit missile discharge. Winds in excess of 45
miles per hour drive even man-sized flying creatures from the skies. Winds inexcess of 60 miles per hour drive all flying creatures from the skies and uproot
trees of small size, knock down wooden structures, tear off roofs, etc. Winds inexcess of 75 miles per hour are of hurricane force and cause devastation to all
save the strongest stone constructions. A wind above 30 miles per hour makes
sailing difficult, above 45 miles per hour causes minor ship damage, above 60
miles per hour endangers ships, and above 75 miles per hour sinks ships. There is

Explanation/Description: Except as noted above, and that the material
component is that typically druidic (mistletoe, et al.), the spell is the same as the
4th level cleric spell speak with plants.
Fifth Level Spells:
Animal Growth (Alteration) Reversible
Level: 5
Range: 8”
Duration: 2 rounds/level

Components: V, S, M
Casting Time: 7 segments
Saving Throw: None

Components: V, S, M
Casting Time: 7 segments
Saving Throw: None60

DRUID SPELLS (5TH LEVEL)DRUID SPELLS (6TH LEVEL)

an “eye” of 4” radius around the druid where the wind is calm. A higher leveldruid can use a control winds spell to counter the effects of a like spell cast by alower level druid (cf. control weather). The spell remains in force for 1 turn foreach level of experience of the druid casting it. Once the spell is cast, the windforce increases by 3 miles per hour per round until maximum speed is attained.
When the spell is exhausted, the force of the wind diminishes at the same rate.
Note that while the spell can be used in underground places, the “eye” will shrink
in direct proportion to any confinement of the wind effect, i.e. if the area of effectis a 48” radius, and the confined space allows only a 46” radius, the “eye” will
be a 2” radius; and any space under 44” radius will completely eliminate the“eye” and subject the spell caster to the effects of the wind.

Explanation/Description: This spell turns natural rock of any sort into an equalvolume of mud. The depth of the mud can never exceed one-half its length and/or breadth. If it is cast upon a rock, for example, the rock affected will collapse
into mud. Creatures unable to levitate, fly, or otherwise free themselves from the
mud will sink and suffocate, save for lightweight creatures which could normally
pass across such ground. The mud will remain until a dispel magic spell or areverse of this spell, mud to rock, restores its substance — but not necessarily its
form. Evaporation will turn the mud to normal dirt, from 1 to 6 days per cubic
1” being required. The exact time depends on exposure to sun, wind andnormal drainage. The mud to rock reverse will harden normal mud into softstone (sandstone or similar mineral) permanently unless magically changed.

Insect Plague (Conjuration/Summoning)

Wall of Fire (Evocation)

Level: 5
Range: 32”
Duration: 1 turn/level
Area of Effect: 32” diameter, 4”high cloud

Level: 5
Range: 8”
Duration: Special
Area of Effect: Special

Components: V, S, M
Casting Time: 1 turn
Saving Throw: None

Explanation/Description: The wall of fire spell brings forth a blazing curtain ofmagical fire of shimmering color — yellow-green or amber in case of druidical
magic. The wall of fire inflicts 4 to 16 hit points of damage, plus 1 hit point ofdamage per level of the spell caster, upon any creature passing through it.
Creatures within 1” of the wall take 2-8 hit points of damage, those within 2”
take 1-4 hit points of damage. Creatures especially subject to fire may takeadditional damage, and undead always take twice normal damage. Only theside of the wall away from the spell caster will inflict damage. The opaque wallof fire lasts for as long as the druid concentrates on maintaining it, or 1 round
per level of experience of the druid in the event he or she does not wish toconcentrate upon it. The spell creates a sheet of flame up to 2” square per levelof the spell caster, or as a ring with a radius of up to ½” per level ofexperience from the druid to its flames, and a height of 2”. The former isstationary, while the latter moves as the druid moves.

Explanation/Description: Except as noted above, and other than the fact that thematerial component needed for the spell is mistletoe or the holly or oak leaves
substitute, the spell is the same as the 5th level cleric insect plague spell (q.v.).
Pass Plant (Alteration)
Level: 5
Range: Touch
Duration: Special
Area of Effect: Special

Components: V, S, M
Casting Time: 7 segments
Saving Throw: None

Explanation/Description: By using this spell, a druid is able to enter a tree andmove from inside it to another of the same type which lies in approximately the
direction desired by the spell user and is within the range shown below:
Range of
Area of EffectType of Tree
Oak
Ash
Yew
Elm
Lindendeciduousconiferous
other

Sixth Level Spells:
Animal Summoning III (Conjuration/Summoning)

60”
54”
48”
42”
36”
30”
24”
18”

Level: 6
Range: 8”/level
Duration: Special
Area of Effect: Special

Anti-Animal Shell (Abjuration)
Level: 6
Range: 0
Duration: 1 turn/level
Area of Effect: 20’ diameter
hemisphere

Components: V, S, M
Casting Time: 1 round
Saving Throw: None

Explanation/Description: By casting this spell the druid brings into being ahemispherical force field which prevents the entrance of any sort of animal
matter of normal (not magical) nature. Thus, a giant would be kept out, but
undead could pass through the shell of force, as could such monsters as aerial
servants, demons, devils, etc. The anti-animal shell lasts for 1 turn for each levelof experience the druid has attained.

Sticks to Snakes (Alteration) Reversible
Components: V, S, M
Casting Time: 7 segments
Saving Throw: None

Conjure Fire Elemental (Conjuration/Summoning) Reversible

Explanation/Description: Except as noted above, and for the fact that thematerial component of the spell is typical for druids, this is the same as the 4thlevel cleric sticks to snakes spell (q.v.).

Level: 6
Range: 8”
Duration: 1 turn/level
Area of Effect: Special

Transmute Rock to Mud (Alteration) Reversible
Level: 5
Range: 16”
Duration: Special
Area of Effect: 2“ cube/level

Components: V, S, M
Casting Time: 8 segments
Saving Throw: None

Explanation/Description: This spell is the same in duration and effect as the 4thlevel animal summoning I spell except that up to 4 animals of no more than 16
hit dice each can be summoned, or eight of no more than 8 hit dice, or 16
creatures of no more than 4 hit dice each can be summoned.

The tree entered and that receiving the druid must be of the same type, living, andof girth at least equal to the druid. Note that if the druid enters a tree, suppose anash, and wishes to pass north as far as possible (54”), but the only appropriate
ash in range is south, the druid will pass to the ash in the south. The pass plant
spell functions so that the movement takes only one segment (6 seconds) of around. The druid may, at his or her option, remain within the receiving tree for a
maximum of 1 round per level of experience. Otherwise, he or she may step forth
immediately. Should no like tree be in range, the druid simply remains within thetree, does not pass elsewhere, and must step forth in the applicable number ofrounds. (See plant door for effects of chopping or burning such a tree.)Level: 5
Range: 4”
Duration: 2 rounds/level
Area of Effect: 1“ cube

Components: V, S, M
Casting Time: 7 segments
Saving Throw: None

Components: V, S, M
Casting Time: 7 segments
Saving Throw: None

Components: V, S, M
Casting Time: 6 rounds
Saving Throw: None

Explanation/Description: Upon casting a conjure fire elemental spell, the druid
opens a special gate to the Elemental Plane of Fire, and a strong fire elemental(see ADVANCED DUNGEONS & DRAGONS, MONSTER MANUAL) is61

DRUID SPELLS (6TH LEVEL)DRUID SPELLS (6TH LEVEL)

summoned to the vicinity of the spell caster. It is 85% likely that a 16 die elemental
will appear, 9% likely that 2 to 4 salamanders (q.v.) will come, a 4% chance existsthat an efreeti (q.v.) will come, and a 2% chance exists that a huge fire elementalof 21 to 24 hit dice (d4 + 20) will appear. Because of the relationship of druids tonatural and elemental forces, the conjuring druid need not fear that the elemental
force summoned will turn on him or her, so concentration upon the activities of thefire elemental (or other creatures summoned) or the protection of a magic circle is
not necessary. The elemental summoned will help the druid however possible,
including attacking opponents of the druid. The fire elemental or other creature
summoned remains for a maximum of 1 turn per level of the druid casting thespell — or until it is sent back by attack, a dispel magic spell or the reverse of thespell (dismiss fire elemental). Only a druid can dismiss summoned salamanders,
efreeti, or ultra-powerful elementals.

Transport Via Plants (Alteration)
Level: 6
Range: Touch
Duration: Special
Area of Effect: Special

Explanation/Description: By means of this spell, the druid is able to enter any
large plant and pass any distance to a plant of the same species in a single
round regardless of the distance separating the two. The entry plant must be
alive. The destination plant need not be familiar to the druid, but it also must be
alive. If the druid is uncertain of the destination plant, he or she need merely
determine direction and distance, and the transport via plant spell will move him
or her as near as possible to the desired location. There is a basic 20% chance,
reduced 1% per level of experience of the druid, that the transport will deliver the
druid to an allied species of plant from 1 to 100 miles removed from the desired
destination plant. If a particular destination plant is desired, but the plant is notliving, the spell fails and the druid must come forth from the entrance plant within
24 hours. Harm to a plant housing a druid can affect the druid (cf. plant door).

Cure Critical Wounds (Necromantic) Reversible
Level: 6
Range: Touch
Duration: Permanent
Area of Effect: Creature touchedComponents: V, S
Casting Time: 3 segments
Saving Throw: None

Components: V, S, M
Casting Time: 8 segments
Saving Throw: None

Turn Wood (Alteration)
Explanation/Description: This spell is the same as the 5th level cleric cure criticalwounds spell (q.v.), with the exception of the fact that the spell requires the useof any sort of mistletoe.

Level: 6
Range: 0
Duration: 4 rounds/level
Area of Effect: 12” wide path, 2”
long/level

Feeblemind (Enchantment/Charm)
Level: 6
Range: 16”
Duration: Permanent
Area of Effect: One creature

Components: V, S
Casting Time: 8 segments
Saving Throw: Neg.

Components: V, S, M
Casting Time: 8 segments
Saving Throw: None

Note that the spell has no material component.

Explanation/Description: When this spell is cast, waves of force roll forth fromthe druid, moving in the direction he or she faces, and causing all wooden
objects in the path of the spell to be pushed away from the druid to the limit of
the area of effect. Wooden objects above three inches diameter which are fixed
firmly will not be affected, but loose objects (movable mantlets, siege towers,etc.) will move back. Objects under 3 inches diameter which are fixed will
splinter and break and the pieces will move with the wave of force. Thus,
objects such as wooden shields, spears, wooden weapon shafts and hafts, andarrows and bolts will be pushed back, dragging those carrying them with them;and if a spear is planted in order to prevent this forced movement, it will
splinter. The turn wood spell lasts for 4 rounds per level of experience of thedruid casting it, and the waves of force will continue to sweep down the set
path for this period. The wooden objects in the area of effect are pushed backat a rate of 4” per melee round. The length of the path is 2“ per level of thedruid, i.e. a 14th level druid casts a turn wood spell with an area of effect 12”
wide by 28” long, and the spell would last for 56 rounds (5.6 turns). As usual,the above assumes the druid is using greater mistletoe when casting the spell.
Note that after casting the spell the path is set, and the druid may then doother things or go elsewhere without affecting the spell’s power.

Fire Seeds (Conjuration)

Wall of Thorns (Conjuration/Summoning)

Explanation/Description: A spell which is solely for employment against those
persons or creatures who use magic spells, feeblemind causes the victim’s brain
to become that of a moronic child. The victim remains in this state until a heal,
restoration or wish spell is used to do away with the effects. The spell is of sucha nature that the probability of it affecting the target creature is generally
enhanced, i.e. saving throws are lowered.
Type of Spells Usedby Target Creature
Cleric
Druid
Magic-user (human)
Illusionist
Combination or non-humanLevel: 6
Range: 4”
Duration: Special
Area of Effect: Special

Saving Throw
Adjustment
+1
-1
-4
-5
-2

Level: 6
Range: 8”
Duration: 1 turn/level
Area of Effect: 10” cube/level

Components: V, S, M
Casting Time: 1 round/seed
Saving Throw: ½

Components: V, S, M
Casting Time: 8 segments
Saving Throw: None

Explanation/Description: The wall of thorns spell creates a barrier of very tough,pliable green tangled brush bearing needle-sharp thorns as long as a person’s
finger. Any creature breaking through (or merely impacting upon) the wall ofthorns takes 8 hit points of damage plus an additional amount of hit points equal
to the creature’s armor class, i.e. 10 or fewer additional hit points of damage,with negative armor classes subtracting from the base 8 hit points of damage.
Any creature within the area of effect of the spell when it is cast is considered tohave impacted on the wall of thorns and in addition must break through to gain
movement space. The damage is based on each 1“ thickness of the barrier. If thewall of thorns is chopped at, it will take at least 4 turns to cut a path through a1” thickness. Normal fire will not harm the barrier, but magical fires will burnaway the barrier in 2 turns with the effect of creating a wall of fire while doingso. (See wall of fire spell.) The nearest edge of the wall of thorns appears up to
8” distant from the druid, as he or she desires. The spell lasts for 1 turn for eachlevel of experience of the druid casting it, and covers an area of ten cubic inches
per level of the caster in whatever form the caster desires. Thus a 14th leveldruid could create a wall of thorns 7” long by 2” high (or deep) by 1” deep (orhigh), a 1” high by 1” wide by 14” long wall to block a dungeon passage, or
any other sort of shape that suited his or her needs.

Explanation/Description: The spell of fire seeds creates special missiles or timed
incendiaries which burn with great heat. The druid may hurl these seeds up to
4” or place them to ignite upon a command word. Acorns become fire seedmissiles, while holly berries are used as the timed incendiaries. The spell creates
up to four acorn fire seeds or eight holly berry fire seeds. The acorns burst
upon striking their target, causing 2 to 16 hit points (2d8) of damage andigniting any combustible materials within a 1” diameter of the point of impact.
Although the holly berries are too light to make effective missiles, they can beplaced, or tossed up to 6’ away, to burst into flame upon a word of command.
The berries ignite causing 1 to 8 hit points (d8) of damage to any creature in a½” diameter burst area, and their fire ignites combustibles in the burst area. The
command range for holly berry fire seeds is 4”. All fire seeds lose their power
after the expiration of 1 turn per level of experience of the druid casting thespell, i.e. a 13th level druid has fire seeds which will remain potent for a
maximum of 13 turns after their creation. Targets of acorn fire seeds must be
struck by the missile. If a saving throw is made, creatures within the burst areatake only one-half damage, but creatures struck directly always take fulldamage. Note that no mistletoe or other material components beyond acorns orholly berries are needed for this spell.

62

DRUID SPELLS (6TH LEVEL)DRUID SPELLS (7TH LEVEL)

Weather Summoning (Conjuration/Summoning)

Confusion (Enchantment/Charm)

Level: 6
Range: 0
Duration: Special
Area of Effect: Special

Level: 7
Range: 8“Duration: 1 round/level
Area of Effect: Up to 4” by 4”

Components: V, S, M
Casting Time: 1 turn
Saving Throw: None

Explanation/Description: The druidic weather summoning spell is similar to thecontrol weather spell (q.v.) of clerical nature. By casting the spell, the druid calls
forth weather commensurate with the climate and season of the area he or she
is in at the time. Thus, in spring a tornado, thunderstorm, cold, sleet storm, or hot
weather could be summoned. In summer a torrential rain, heat wave, hail storm,
etc. can be called for. In autumn, hot or cold weather, fog, sleet, etc. could besummoned. Winter allows great cold, blizzard, or thaw conditions to besummoned. Hurricane-force winds can be summoned near coastal regions in thelate winter or early spring. The summoned weather is not under the control ofthe druid. It might last but a single turn in the case of a tornado, or for hours oreven days in other cases. The area of effect likewise varies from about 1 square
mile to 100 or more square miles. Note that several druids can act in concert togreatly affect weather, controlling winds and/or working jointly to summon very
extreme weather conditions. Within 4 turns after the spell is cast, the trend of theweather to come will be apparent, i.e., clearing skies, gusts of warm or hot air, achill breeze, overcast skies, etc. Summoned weather will arrive 6 to 17 turns (d12+ 5) after the spell is cast. Anything less than greater mistletoe as the material
component will sharply curtail the weather extremes desired.

Components: V, S, M
Casting Time: 9 segments
Saving Throw: Special

Explanation/Description: This spell causes confusion in one or more creatures
within spell range. Confused creatures will react as follows:
Die Roll
01–10
11–60
61–80
81–00

ActionWander away for 1 turnStand confused for 1 roundAttack nearest creature for 1 roundAttack druid or his party for 1 roundThe spell lasts for 1 melee round for each level of experience of the spell caster.
It will affect 2 to 8 creatures, plus a possible additional number of creatures
determined by subtracting the level or number of hit dice of the strongest
opponent creature within the spell range and area of effect from the level of thedruid who cast the spell of confusion. If a positive number results, it is added to
the random die roll result for number of creatures affected; a negative number
is ignored. All creatures affected will be those closest to the druid within thearea of effect. Each affected creature must make a saving throw each round,unless they are caused to “wander away for 1 turn” in which case they will go
as far away from the druid as is possible in one turn of normal movement, asconditions permit. All saving throws are at -2. Confused creatures act according
to the table of actions shown above, but saving throws and actions are checkedat the beginning of each round.

Seventh Level Spells:
Animate Rock (Alteration)

Conjure Earth Elemental (Conjuration/Summoning) Reversible
Level: 7
Range: 4”
Duration: 1 round/level
Area of Effect: 2 cubic feet/level

Components: V, S, M
Casting Time: 9 segments
Saving Throw: None

Level: 7
Range: 4”
Duration: 1 turn/level
Area of Effect: Special

Explanation/Description: By employing an animate rock spell, the druidcauses a lithic object of a size up to that indicated to move. (See animate
object, the Sixth Level cleric spell.) The animated stone object must be
separate, i.e. not a piece of a huge boulder or the like. It will follow thedesire of the druid casting the spell — attacking, breaking objects, blocking— while the magic lasts. It has no intelligence nor volition of its own, but it
follows instructions exactly as spoken. Note that only one set of instructions
for one single action (the whole being simply worded and very brief — 12
words or so), can be given to the rock animated. The rock remains animatedfor 1 melee round per level of experience of the spell caster, and the volumeof rock which can be animated is also based on the experience level of thedruid — 2 cubic feet of stone per level, i.e. 24 cubic feet at the 12th level.

Explanation/Description: When a druid casts a conjure earth elemental spell, heor she summons an earth elemental of 16 hit dice to do the druid’s bidding.
Furthermore, the druid need but command it, and then do as he or she desires,for the elemental does not regard the druid who conjured it with enmity. The
elemental remains until destroyed, dispelled, or sent away by dismissal (cf.
conjure fire elemental).
Control Weather (Alteration)
Level: 7
Range: 0
Duration: 8-96 hours
Area of Effect: 4-32 square miles

Chariot Of Sustarre (Evocation)
Level: 7
Range: 1”
Duration: 6 turns + 1 turn/level
Area of Effect: Special

Components: V, S, M
Casting Time: 1 turn
Saving Throw: None

Components: V, S, M
Casting Time: 1 turn
Saving Throw: None

Components: V, S, M
Casting Time: 1 turn
Saving Throw: None

Explanation/Description: The druidic control weather spell is more powerfulthan the clerical spell of the same name (q.v.). The spell caster is able to change
weather by two places from the prevailing conditions if greater mistletoe isused. It otherwise is the same as the 7th level cleric control weather spell.

Explanation/Description: When this spell is cast by a druid, it brings forth alarge flaming chariot pulled by two fiery horses which appear in a clap ofthunder amidst cloud-like smoke. This vehicle moves at 24” on the ground, 48”
flying, and it can carry the druid and up to 8 other man-sized creatures whom
he or she first touches so as to enable these creatures to be able to ride aboard
this burning transport. Creatures other than the druid and his or her designatedpassengers will sustain damage equal to that of a wall of fire spell if they arewithin 5’ of the horses or chariot, voluntarily or involuntarily. The druid controls
the chariot by verbal command, causing the flaming steeds to stop or go, walk,
trot, run or fly, turning left or right as he or she desires. Note that the Chariot of
Sustarre is a physical manifestation, and can sustain damage. The vehicle andsteeds are struck only by magical weapons or by water (one quart of which willcause 1 hit point of damage), they are armor class 2, and each requires 30 hit
points of damage to dispel. Naturally, fire has absolutely no effect upon either
the vehicle or its steeds, but magical fires will affect the riders if they are
exposed to them (other than those of the chariot itself). In addition to mistletoe,
the druid casting this spell must have a small piece of wood, 2 holly berries,
and a fire source at least equal to a torch.

Creeping Doom (Conjuration/Summoning)
Level: 7
Range: 0
Duration: 4 rounds/level
Area of Effect: Special

Components: V, S, M
Casting Time: 9 segments
Saving Throw: None

Explanation/Description: When the druid utters the spell of creeping doom, heor she calls forth a mass of from 500 to 1000 (d6 + 4) venomous, biting andstinging arachnids, insects and myriapods. This carpet-like mass will swarm in
an area of 2” square, and upon command from the druid will creep forth at
1“ per round towards any prey within 8”, moving in the direction in which thedruid commanded. The creeping doom will slay any creature subject to normal
attacks, each of the small horrors inflicting 1 hit point of damage (each thendies after their attack), so that up to 1,000 hit points of damage can be
inflicted on creatures within the path of the creeping doom. If the creeping
doom goes beyond 8” of the summoner, it loses 50 of its number for each 1“
beyond 8”, i.e. at 10” its number has shrunk by 100. There are a number of63

DRUID SPELLS (7TH LEVEL)MAGIC-USER SPELLS (1ST LEVEL)

ways to thwart or destroy the creatures forming the swarm, all of which
methods should be obvious.

Any sort of player character can be reincarnated. If an elf, gnome or human isindicated, the character must be created. When the corpse is touched, the newincarnation will appear in the area within 1 to 6 turns. (Cf. sixth level magic-userspell reincarnation.)

Finger Of Death (Enchantment/Charm)
Level: 7
Range: 6”
Duration: Permanent
Area of Effect: One creature

Components: V, S, M
Casting Time: 5 segments
Saving Throw: Neg.

Transmute Metal To Wood (Alteration)
Level: 7
Range: 8”
Duration: Permanent
Area of Effect: One metal object

Explanation/Description: The finger of death spell causes the victim’s heart tostop. The druid utters the incantation, points his or her index finger at thecreature to be slain, and unless the victim succeeds in making the appropriate
saving throw, death occurs. A successful saving throw negates the spell.

Explanation/Description: The transmute metal to wood spell allows the druid
casting it to change an object from metal to wood. The volume of metal is equal
to a maximum weight of 80 gold pieces per level of experience. Magicalobjects of metal are only 10% likely to be affected by the spell. Note that evena dispel magic spell will not reverse the spell effects. Thus, a metal doorchanged to wood would be forevermore a wooden door.

Fire Storm (Evocation) Reversible
Level: 7
Range: 16”
Duration: 1 round
Area of Effect: 2” cube/level,minimum 16 cubic “Components: V, S, M
Casting Time: 9 segments
Saving Throw: ½

MAGIC-USER SPELLS

Explanation/Description: When a fire storm spell is cast by a druid, a whole area isshot through with sheets of roaring flame which are equal to a wall of fire (q.v.) in
effect. Creatures within the area of fire and 1” or less from the edge of the affectedarea receive 2 to 16 hit points of damage plus additional hit points equal to thenumber of levels of experience of the druid unless they make a saving throw, inwhich case they take only one-half damage. The area of effect is equal to 2 cubic “
per level of the druid, i.e. a 13th level druid can cast a fire storm which measures
13” by 2” by 1”. The height of the storm is 1” or 2”; the balance of its area must be
in length and width. The reverse spell, fire quench, smothers double the area ofeffect of a fire storm with respect to normal fires, and with respect to magical fires it
has a 5% chance per level of the caster of extinguishing a magical fire (such as afire storm) of proportions up to the normal area of effect of the non-reversed spell.

Notes Regarding Magic-User Spells::
Magic-users employ a greater variety of material components than do othercharacter classes employing spells, i.e. clerics and druids. Some of the requiredcomponents will be difficult to find and/or expensive, but alternative spells canalways be chosen.
The relatively short casting time for those spells with a material component assumes
that the magic-user has decided upon which spell he or she will employ, and thematerial or materials needed are at hand in the numerous pockets and folds of themagic-user’s garb. If this is not the case, there will be a delay commensurate to thesituation. It has been recommended to the referee that actual time relate to thegame time in such situations if at all possible. If it takes 6 seconds to decide on
which spell to cast, 1 segment of the round is gone. Having to search through apack to locate some component is as good as wasting 5 segments — 30 seconds.

Reincarnate (Necromantic)
Level: 7
Range: Touch
Duration: Permanent
Area of Effect: Person touchedComponents: V, S, M
Casting Time: 1 turn
Saving Throw: None

Substitute materials might be allowed. This is up to your Dungeon Master. It
should be noted that such substitution could affect spell range, duration, area ofeffect, effect, etc.
In general, reversible or multiple application spells require the magic-user todetermine which form he or she is memorizing prior to the adventure. Consult
your referee in this regard.

Explanation/Description: Druids have the capability of bringing back the deadin another body if death occurred no more than a week before the casting of
the spell. The person reincarnated will recall the majority of his or her former
life and form, but the class they have, if any, in their new incarnation might bedifferent indeed. Abilities and speech are likewise often changed. The tablebelow gives the reincarnation possibilities of this spell:

Die 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

Components: V, S, M
Casting Time: 9 segments
Saving Throw: Special

First Level Spells:
Affect Normal Fires (Alteration)

Incarnation
badgerbear, blackbear, brownboar, wildcentaur
dryad
eagle
elf
faun
fox
gnome
hawk
human
lynx
owl
pixie
raccoonstag
wolf
wolverine
use magic-user reincarnationtable

Level: 1
Range: ½”/level
Duration: 1 round/level
Area of Effect: 3’ diameter fire

Components: V, S
Casting Time: 1 segment
Saving Throw: None

Explanation/Description: This spell enables the magic-user to cause small fires— from as small as a torch or lantern to as large as a normal bonfire of 3’
maximum diameter — to reduce in size and light to become match-like orincrease in light so as to become as bright as a light spell. Reducing the fire will
cut fuel consumption to half normal, and increasing the fire will double
consumption. Note that heat output is not altered in either case!
Burning Hands (Alteration)
Level: 1
Range: 0
Duration: 1 round
Area of Effect: Special

Components: V, S
Casting Time: 1 segment
Saving Throw: None

Explanation/Description: When the magic-user casts this spell, jets of searing flame
shoot from his or her fingertips. Hands can only be held so as to send forth a fanlike sheet of flames, as the magic-user’s thumbs must touch each other and fingers

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MAGIC-USER SPELLS (1ST LEVEL)MAGIC-USER SPELLS (1ST LEVEL)

must be spread. The burning hands send out flame jets of 3’ length in a horizontalarc of about 120° in front of the magic-user. Any creature in the area of flames
takes 1 hit point of damage for each level of experience of the spellcaster, and nosaving throw is possible. Inflammable materials touched by the fire will burn, i.e.
cloth, paper, parchment, thin wood, etc.

Detect Magic (Divination)
Level: 1
Range: 0
Duration: 2 rounds/level
Area of Effect: 1” path, 6” long

Components: V, S
Casting Time: 1 segment
Saving Throw: None

Charm Person (Enchantment/Charm)
Level: 1
Range: 12”
Duration: Special
Area of Effect: One person

Explanation/Description: The only differences between this spell and the firstlevel cleric detect magic spell are noted above (duration, area of effect, and nomaterial component).

Components: V, S
Casting Time: 1 segment
Saving Throw: Neg.

Enlarge (Alteration) Reversible

Explanation/Description: Except as shown above, this spell is the same as thesecond level druid spell, charm person or mammal (q.v.), but the magic-user cancharm only persons, i.e. brownies, dwarves, elves, gnolls, gnomes, goblins, halfelves, halflings, half-orcs, hobgoblins, humans, kobolds, lizard men, nixies, orcs,
pixies, sprites, and troglodytes. All other comments regarding spell effects apply
with respect to persons.

Level: 1
Range: ½”/level
Duration: 1 turn/level
Area of Effect: Special

Explanation/Description: This spell causes instant growth of a creature or object.
Enlargement causes increase in both size and weight. It can be cast upon onlya single creature or object. Spell range is ½” for each level of experience of themagic-user, and its duration is 1 turn per level of experience of the spell caster.
The effect of the enlargement spell is to increase the size of a living creature (ora symbiotic or community entity) by 20% per level of experience of the magicuser, with a maximum additional growth of 200%. The effect on objects is onehalf that of creatures, i.e. 10% per level to a 100% maximum additional
enlargement. The creature or object must be seen in order to effect the spell.
The maximum volume of living material which can be initially affected is 10
cubic feet — for non-living matter, 5 cubic feet — per level of the magic-user.
While magical properties are not increased by this spell — a huge +1 sword isstill only +1, a staff-sized wand is still only capable of its normal functions, agiant-sized potion merely requires a greater fluid intake to make its magicaleffects operate, etc. — weight, mass and strength are. Thus, a table blocking adoor would be heavier and more effective; a hurled stone would have moremass (and be more hurtful providing enlargement took place just prior to
impact); chains would be more massive; doors thicker; a thin line turned to asizable, longer rope; and so on. Likewise, a person 12’ tall would be as anogre, while an 18’ tall person would actually be a giant for the duration of thespell. The reverse spell, reduce, will negate the effects or actually makecreatures or objects smaller in the same ratios as the regular spell application
functions. Unwilling victims of the spell, or its reverse, are entitled to a saving
throw, which, if successful, indicates the magic does not function, and the spellis wasted. The material component of this spell is a pinch of powdered iron.

Comprehend Languages (Alteration) Reversible
Level: 1
Range: Touch
Duration: 5 rounds/level
Area of Effect: One written object
or speaking creature

Components: V, S, M
Casting Time: 1 round
Saving Throw: None

Explanation/Description: When this spell is cast, the magic-user is able to read anotherwise incomprehensible written message such as a treasure map (but not a
magical writing, other than to know it is “magic”) or understand the language of a
speaking creature. In either case, the magic user must touch the object to be reador the creature to be understood, and the spell does not enable the spell caster towrite or speak the language. The material components of this spell are a pinch ofsoot and a few grains of salt. The reverse, confuse languages, prevents
comprehension or cancels a comprehend languages spell.
Dancing Lights (Alteration)
Level: 1
Range: 4” + 1“/level
Duration: 2 rounds/level
Area of Effect: Special

Components: V, S, M
Casting Time: 1 segment
Saving Throw: Neg.

Components: V, S, M
Casting Time: 1 segment
Saving Throw: None

Explanation/Description: When a dancing lights spell is cast, the magic user
creates, at his or her option, from 1 to 4 lights which resemble either A) torches
and/or lanterns (and cast that amount of light), B) glowing spheres of light (such asevidenced by will-o-wisps), or C) one faintly glowing, vaguely man-like shape,
somewhat similar to that of a creature from the Elemental Plane of Fire. The
dancing lights move as the spell caster desires, forward or back, straight or turning
corners, without concentration upon such movement by the magic-user. The spell
will wink out if the range or duration is exceeded. Range is a base of 4” plus 1”
for each level of the magic-user who cast the spell. Duration is 2 melee rounds perlevel of the spell caster. The material component of this spell is either a bit ofphosphorus or wytchwood or a glowworm.

Erase (Alteration)
Level: 1
Range: 3”
Duration: Permanent
Area of Effect: One scroll or two
facing pages

Components: V, S
Casting Time: 1 segment
Saving Throw: Neg.

Explanation/Description: The erase spell removes writings of either magicalor mundane nature from a scroll or one or two pages or sheets of paper,parchment or similar surfaces. It will not remove explosive runes or a symbol

65

MAGIC-USER SPELLS (1ST LEVEL)MAGIC-USER SPELLS (1ST LEVEL)(see these spells hereafter), however. There is a basic chance of 50%, plus
2% per level of experience of the spell caster with respect to magicalwritings, plus 4% per level for mundane writing, that the spell will takeeffect. This represents the saving throw, and any percentile dice score inexcess of the adjusted percentage chance means the spell fails.

If a score of 15 is rolled, use the table below for a special familiar:

Feather Fall (Alteration)
Level: 1
Range: 1“/level
Duration: 1 segment/level
Area of Effect: Special

Components: V, M
Casting Time: 1/10 segment
Saving Throw: None

Explanation/Description: When this spell is cast, the creature(s) or object(s)affected immediately assumes the mass of a feathery piece of down. Rate offalling is thus instantly changed to a mere constant 2’ per second or 12’ persegment, and no damage is incurred when landing when the spell is ineffect. However, when the spell duration ceases, normal rate of fall occurs.
The spell can be cast upon the magic-user or some other creature or object
up to the maximum range of 1” per level of experience of the spell caster. It
lasts for 1 segment for each level of the magic-user. The feather fall affects
an area of 1 cubic inch, and the maximum weight of creatures and/or
objects cannot exceed a combined total equal to a base 2,000 gold pieces
weight plus 2,000 gold pieces weight per level of the spell caster. Example:
a 2nd level magic-user has a range of 2”, a duration of 2 segments, aweight maximum of 6,000 gold pieces (600 pounds) when employing thespell. The spell works only upon free-falling or propelled objects. It will notaffect a sword blow or a charging creature, but it will affect a missile. The
material component is a small feather or a piece of down somewhere on the
person of the spell caster.

Alignment of
Magic-User

Result of Special Familiar

chaotic evil or chaotic neutral

quasit (see AD&D, MONSTER MANUAL)

chaotic good, neutral, or
neutral good

pseudo-dragon (see AD&D, MONSTERMANUAL)lawful neutral or lawful goodbrownie (see AD&D, MONSTER MANUAL)

lawful evil or neutral evil

imp (see AD&D, MONSTER MANUAL)

Normal familiars have 2-4 hit points and armor class of 7 (due to size, speed, etc.).
Each is abnormally intelligent and totally faithful to the magic-user whose familiar it
becomes. The number of the familiar’s hit points is added to the hit point total ofthe magic-user when it is within 12” of its master, but if the familiar should ever bekilled, the magic-user will permanently lose double that number of hit points.
If a special familiar is indicated, details of the powers it conveys are given in
ADVANCED DUNGEONS & DRAGONS, MONSTER MANUAL for all
except the brownie. This creature becomes a friend and companion to themagic-user, and he or she will gain dexterity equal to the brownie’s (18) andthe advantage of never being surprised, as well as +2 on all saving throws.
Note that special familiars are entitled to a saving throw versus magic whensummoned by the spell, and if they succeed, they will ignore the spell, and NO
familiar will be available that year to the caster.
A familiar will fight for the life of the magic-user it serves only in a life and- deathsituation, and imps and quasits will be 90% likely not to do so at the risk of theirown life.

Find Familiar (Conjuration/Summoning)
Friends (Enchantment/Charm)
Level: 1
Range: 1 mile/level
Duration: Special
Area of Effect: As spell range

Components: V, S, M
Casting Time: 1-24 hours
Saving Throw: Neg.

Level: 1
Range: 0
Duration: 1 round/level
Area of Effect: 1” + 1”/level ofspell caster radius sphere

Explanation/Description: A familiar is of certain benefit to a magic-user, as
the creature adds to the spell caster’s hit points, it conveys its sensory
powers to its master, and it can converse with and will serve as a guard/
scout/spy as well. However, the magic-user has no control over what sort ofcreature will answer the summoning, or if any at all will come, and thepower of the conjuration is such that it can be attempted but once per year.
At such time as the magic-user determines to find a familiar, he or she muststoke up a brass brazier with charcoal, and when this is burning well, add
100 g.p. worth of incense, herbs (basil, savory, and catnip for sure), and fat.
When these items are burning, the spell caster begins his or her incantation,and it must be continued until the familiar comes or the casting time isfinished. Your referee will secretly determine all results. The magic-user has
absolutely no control over what sort of a creature appears to become his or
her familiar. This will be determined on the table below:

Die
Roll (d20) Familiar
1-4cat, black
5-6
crow
7-8
hawk
9-10
owl, screech
11-12
13-14
15

16-20*

toad
weaselComponents: V, S, M
Casting Time: 1 segment
Saving Throw: Special

Explanation/Description: A friends spell causes the magic-user to gain atemporary increase of 2-8 points in charisma — or a temporary lowering of
charisma by 1-4 points — depending on whether creatures within the area ofeffect of the spell make — or fail — their saving throw versus magic. Those thatfail their saving throw will be very impressed with the spell caster and desire
greatly to be his or her friend and help. Those that do not fail will be uneasy inthe spell caster’s presence and tend to find him or her irritating. Note that thisspell has absolutely no effect on creatures of animal intelligence or lower. The
components for this spell are chalk (or white flour), lampblack (or soot), andvermillion applied to the face before casting the spell.
Hold Portal (Alteration)
Level: 1
Range: 2”/level
Duration: 1 round/level
Area of Effect: 80 square feet/level

Sensory Powers
excellent night vision & superior hearing
excellent visionvery superior distance visionnight vision equals human daylight visualability, superior hearing
wide angle vision
superior hearing & very superior olfactory
power

Components: V
Casting Time: 1 segment
Saving Throw: None

Explanation/Description: This spell magically bars a door, gate or valve ofwood, metal or stone. The magical closure holds the portal fast just as if itwere securely stopped and locked. The range of the spell is 2” per level ofexperience of the caster, and it lasts for 1 round per level. Note that any extradimensional creature (demon, devil, elemental, etc.) will shatter such a held
portal. A magic-user of four or more experience levels higher than the spell
caster can open the held portal at will. A knock spell (q.v.) or dispel magic
spell (q.v.) will negate the hold portal. Held portals can be broken or battereddown.

special — see
sub-table below for
details
no familiar available
within spell range

Identify (Divination)
Level: 1
Range: 0
Duration: 1 segment/level
Area of Effect: One item

*Subtract 1 from the die score for each 3 levels of experience ofthe spell caster, and if the score is 15 or less roll again using d16,
and if a 16 is rolled then the result is final.

66

Components: V, S, M
Casting Time: 1 turn
Saving Throw: Special

MAGIC-USER SPELLS (1ST LEVEL)MAGIC-USER SPELLS (1ST LEVEL)

Explanation/Description: When an identify spell is cast, one item may be touched
and handled by the magic-user in order that he or she may possibly find what
dweomer it possesses. The item in question must be held or worn as would benormal for any such object, i.e. a bracelet must be placed on the spell caster’s
wrist, a helm on his or her head, boots on the feet, a cloak worn, a dagger held,and so on. Note that any consequences of this use of the item fall fully upon themagic-user, although any saving throw normally allowed is still the privilege of themagic-user. For each segment the spell is in force, it is 15% + 5% per level of themagic-user probable that 1 property of the object touched can become known —possibly that the item has no properties and is merely a ruse (the presence ofNystul’s magic aura or a magic mouth being detected). Each time a property canbe known, the referee will secretly roll to see if the magic-user made his or her
saving throw versus magic. If the save was successful, the property is known; if it
is 1 point short, a false power will be revealed; and if it is lower than 1 under therequired score no information will be gained. The item will never reveal its exact
plusses to hit or its damage bonuses, although the fact that it has few or manysuch plusses can be discovered. If it has charges, the object will never reveal theexact number, but it will give information which is +/-25% of actual, i.e. a wandwith 40 charges could feel as if it had 30, or 50, or any number in between. The
item to be identified must be examined by the magic-user within 1 hour per levelof experience of the examiner after it has been discovered, or all readable
impressions will have been blended into those of the characters who havepossessed it since. After casting the spell and determining what can be learned
from it, the magic-user loses 8 points of constitution. He or she must rest for 6
turns per 1 point in order to regain them. If the 8 point loss drops the spell casterbelow a constitution of 3, he or she will fall unconscious, and consciousness will
not be regained until full constitution is restored 24 hours later. The material
components of this spell are a pearl (of at least 100 g.p. value) and an owl
feather steeped in wine, with the infusion drunk and a live miniature carp
swallowed whole prior to spell casting. If a luckstone is powdered and added tothe infusion, probability increases 25% and all saving throws are made at +4.

2 levels of experience, the magic-user gains an additional missile, i.e. 2 at 3rd level,
3 at 5th level, 4 at 7th level, etc.
Mending (Alteration)
Level: 1
Range: 3”
Duration: Permanent
Area of Effect: One object

Explanation/Description: This spell repairs small breaks in objects. It will weld abroken ring, chain link, medallion or slender dagger, providing but one breakexists. Ceramic or wooden objects with multiple breaks can be invisibly rejoined
to be as strong as new. A hole in a leather sack or wineskin is completely
healed over by a mending spell. This spell will not repair magic items of any
kind. The material components of this spell are two small magnets of any type(lodestone in all likelihood) or two burrs.
Message (Alteration)
Level: 1
Range: 6“ + 1“/level
Duration: 5 segments + 1
segment/level
Area of Effect: ¼” path

Components: V, S, M
Casting Time: 1 segment
Saving Throw: None

Nystul’s Magic Aura (Illusion/Phantasm)
Level: 1
Range: Touch
Duration: 1 day/level
Area of Effect: Special

Explanation/Description: When this spell is cast, the individual is empowered toleap up to 30’ forward or 10’ backward or straight upward. Horizontal leaps
forward or backward are in only a slight arc — about 2’/10’ of distance traveled.
The jump spell does not insure any safety in landing or grasping at the end of theleap. For every 3 additional levels of experience of the magic-user beyond the 1st,
he or she is able to empower 1 additional leap, so a 4th level magic-user can casta jump spell which enables the recipient to make 2 leaps, 3 leaps at 7th level, etc.
All leaps must be completed within 1 turn after the spell is cast, for after that period
has elapsed the spell wears off. The material component of this spell is a
grasshopper’s hind leg, one for each leap, to be broken when the leap is made.

Components: V, S
Casting Time: 1 segment
Saving Throw: None

Protection From Evil (Abjuration) Reversible
Level: 1
Range: Touch
Duration: 2 rounds/level
Area of Effect: Creature touched

Explanation/Description: With the exceptions noted above, this spell is the sameas the first level cleric light spell (q.v.).

Components: V, S, M
Casting Time: 1 segment
Saving Throw: None

Explanation/Description: With the differences shown above, and therequirement of powdered iron and silver as the material components for tracing
the magic circle for protection from evil, the spell is the same as the first levelcleric protection from evil spell (q.v.).

Magic Missile (Evocation)
Level: 1
Range: 6” + 1”/level
Duration: Special
Area of Effect: One or morecreatures in a 10 square foot area

Components: V, S, M
Casting Time: 1 round
Saving Throw: Special

Explanation/Description: By means of this spell any one item of a weight of 50 g.p.
per level of experience of the spell caster can be given an aura which will be
noticed if detection of magic is exercised upon the object. If the object bearing the
Nystul’s magic aura is actually held by the creature detecting for a dweomer, he,she or it is entitled to a saving throw versus magic, and if this throw is successful,the creature knows that the aura has been placed to mislead the unwary.
Otherwise, the aura is simply magical, but no amount of testing will reveal what themagic is. The component for this spell is a small square of silk which must be
passed over the object to bear the aura.

Light (Alteration)
Level: 1
Range: 6”
Duration: 1 turn/level
Area of Effect: 2” radius globe

Components: V, S, M
Casting Time: 1 segment
Saving Throw: None

Explanation/Description: When this spell is cast, the magic-user can whisper amessage and secretly, or openly, point his or her finger while so doing, and thewhispered message will travel in a straight line and be audible to the creaturepointed at. The message must fit spell duration, and if there is time remaining,
the creature who received the message can whisper a reply and be heard by
the spell caster. Note that there must be an open and unobstructed path
between the spell caster and the recipient of the spell. The material componentof the spell is a short piece of copper drawn fine.

Jump (Alteration)
Level: 1
Range: Touch
Duration: Special
Area of Effect: Creature touchedComponents: V, S, M
Casting Time: 1 segment
Saving Throw: None

Components: V, S
Casting Time: 1 segment
Saving Throw: None

Push (Conjuration/Summoning)
Level: 1
Range: 1“ + ¼”/level
Duration: Instantaneous
Area of Effect: Special

Explanation/Description: Use of the magic missile spell creates one or more magicalmissiles which dart forth from the magic-user’s fingertip and unerringly strike theirtarget. Each missile does 2 to 5 hit points (d4 + 1) of damage. If the magic-user has
multiple missile capability, he or she can have them strike a single target creature or
several creatures, as desired. For each level of experience of the magic-user, therange of his or her magic missile extends 1” beyond the 6” base range. For every

Components: V, S, M
Casting Time: 1 segment
Saving Throw: Neg.

Explanation/Description: Upon pronouncing the syllables of this spell, the magicuser causes an invisible force to strike against whatever object he or she is pointing
at. The force of the push is not great, being 1 foot pound per level of the magic-

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MAGIC-USER SPELLS (1ST LEVEL)MAGIC-USER SPELLS (1ST LEVEL)

user casting the spell, but it can move small objects up to 1’ in a direction directly
away from the caster, topple an object under the proper conditions, or cause acreature to lose its balance. An example of the latter use is causing a creatureattacking to lose its balance when it is attacking, for if the creature fails its saving
throw, it will not be able to attack that round. Of course, the mass of the creatureattacking cannot exceed the force of the push by more than a factor of 50, i.e. a
1st level magic-user cannot effectively push a creature weighing more than 50
pounds. A push spell employed against an object held by a creature will cause it tosubtract the force of the spell in foot pounds (1, 2, 3, etc.) from its chance to hit or
add to opponent saving throws as applicable if the creature fails to make its saving
throw against magic when the spell is cast. The material component of this spell is asmall pinch of powdered brass which must be blown from the palm prior topointing at the object of the spell.

Shocking Grasp (Alteration)
Level: 1
Range: Touch
Duration: One touch
Area of Effect: Creature touched

Explanation/Description: When the magic-user casts this spell, he or she
develops a powerful electrical charge which gives a jolt to the creature touched.
The shocking grasp delivers from 1 to 8 hit points damage (d8), plus 1 hit point
per level of the magic-user, i.e. a 2nd level magic-user would discharge a shockcausing 3 to 10 hit points of damage. While the magic-user must only comeclose enough to his or her opponent to lay a hand on the opponent’s body or
upon an electrical conductor which touches the opponent’s body, a like touchfrom the opponent does not discharge the spell.

Read Magic (Divination) Reversible
Level: 1
Range: 0
Duration: 2 rounds/level
Area of Effect: Special

Components: V, S
Casting Time: 1 segment
Saving Throw: None

Components: V, S, M
Casting Time: 1 round
Saving Throw: None

Sleep (Enchantment/Charm)
Level: 1
Range: 3” + 1“/level
Duration: 5 rounds/level
Area of Effect: Special

Explanation/Description: By means of a read magic spell, the magic-user is able toread magical inscriptions on objects — books, scrolls, weapons and the like —which would otherwise be totally unintelligible to him or her. (The personal books ofthe magic-user, and works already magically read, are intelligible.) This deciphering
does not normally invoke the magic contained in the writing, although it may do soin the case of a curse scroll. Furthermore, once the spell is cast and the magic-user
has read the magical inscription, he or she is thereafter able to read that particular
writing without recourse to the use of the read magic spell. The duration of the spellis 2 rounds per level of experience of the spell caster. The material component forthe spell is a clear crystal or mineral prism. Note that the material is not expended
by use. The reverse of the spell, unreadable magic, makes such writing completely
unreadable to any creature, even with the aid of a read magic, until the spell wears
off or the magic is dispelled. The material components for the reverse spell are apinch of dirt and a drop of water.

Components: V, S, M
Casting Time: 1 segment
Saving Throw: None

Explanation/Description: When a magic-user casts a sleep spell, he or she willusually cause a comatose slumber to come upon one or more creatures [otherthan undead and certain other creatures specifically excluded (seeADVANCED DUNGEONS & DRAGONS, MONSTER MANUAL) fromthe spell’s effects]. All creatures to be affected by the sleep spell must be withina 3” diameter circle. The number of creatures which can be affected is afunction of their life energy levels, expressed as hit dice and hit points:
CreaturesHit Dice

Number Affected
By Sleep Spellup to 1
1 + 1 to 2
2 + 1 to 3
3 + 1 to 4
4 + 1 to 4 +4

4-16
2-8
1-4
1-2
0-1

(4d4)
(2d4)
(1d4)
(½d4, round off)
(d4, 3 or 4)

The area of effect is determined by the range and area center decided upon by thespell caster. Slapping or wounding will awaken affected creatures, but noise will not
do so. Awakening requires 1 complete melee round. Note that sleeping creatures
can be slain automatically at a rate of 1 per slayer per melee round. The material
component for this spell is a pinch of fine sand, rose petals, or a live cricket.
Spider Climb (Alteration)
Level: 1
Range: Touch
Duration: 1 round + 1 round/level
Area of Effect: Creature touched

Explanation/Description: A spider climb spell enables the recipient to climb andtravel upon vertical surfaces just as a giant spider is able to do, i.e. at 3”
movement rate, or even hang upside down from ceilings. Note that the affected
creature must have bare hands and feet in order to climb in this manner. During
the course of the spell the recipient cannot handle objects which weigh less than
50 g.p., for such objects will stick to the creature’s hands/feet, so a magic-user
will find it virtually impossible to cast spells if under a spider climb dweomer.
The material components of this spell are a drop of bitumen and a live spider,both of which must be eaten by the spell recipient.

Shield (Evocation)
Level: 1
Range: 0
Duration: 5 rounds/level
Area of Effect: Special

Components: V, S, M
Casting Time: 1 segment
Saving Throw: None

Components: V, S
Casting Time: 1 segment
Saving Throw: None

Tenser’s Floating Disc (Evocation)
Explanation/Description: When this spell is cast, an invisible barrier before thefront of the magic-user comes into being. This shield will totally negate magic
missile attacks. It provides the equivalent protection of armor class 2 against
hand hurled missiles (axes, darts, javelins, spears, etc.), armor class 3 against
small device-propelled missiles (arrows, bolts, bullets, manticore spikes, slingstones, etc.), and armor class 4 against all other forms of attack. The shield also
adds +1 to the magic-user’s saving throw dice vs. attacks which are basicallyfrontal. Note that all benefits of the spell accrue only to attacks originating fromthe front facing the magic user, where the shield can move to interpose itself
properly.

Level: 1
Range: 2“Duration: 3 turns + 1 turn/level
Area of Effect: Special

Components: V, S, M
Casting Time: 1 segment
Saving Throw: None

Explanation/Description: With this spell, the caster creates the circular plane of nullgravity known as Tenser’s floating disc after the famed wizard of that appellation(whose ability to locate treasure and his greed to recover every copper found are
well known). The disc is concave, 3’ in diameter, and holds 1,000 g.p. weight per

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MAGIC-USER SPELLS (1ST LEVEL)MAGIC-USER SPELLS (2ND LEVEL)

level of the magic-user casting the spell. The disc floats at approximately 3’ above
the ground at all times and remains level likewise. It maintains a constant interval of
6’ between itself and the magic-user if unbidden. It will otherwise move within its
range, as well as along with him at a rate of 6”, at the command of the magic-user.
If the spell caster moves beyond range, or if the spell duration expires, the floating
disc winks out of existence and whatever it was supporting is precipitated to thesurface beneath it. The material component of the spell is a drop of mercury.

Second Level Spells:
Audible Glamer (Illusion/Phantasm)
Level: 2
Range: 6“ + 1”/level
Duration: 2 rounds/level
Area of Effect: Hearing range

Components: V, M
Casting Time: 2 segments
Saving Throw: Special

Unseen Servant (Conjuration/Summoning)
Level: 1
Range: 0
Duration: 6 turns + 1 turn/level
Area of Effect: 3” radius of spell
casterExplanation/Description: When the audible glamer spell is cast, the magic user causes
a volume of sound to arise, at whatever distance he or she desires (within range), andseeming to recede, close, or remain in a fixed place as desired. The volume of soundcaused, however, is directly related to the level of the spell caster. The relative noise isbased upon the lowest level at which the spell can be cast, 3rd level. The noise of the
audible glamer at this level is that of 4 men, maximum. Each additional experiencelevel adds a like volume, so at 4th level the magic-user can have the spell cause soundequal to that of 8 men, maximum. Thus, talking, singing, or shouting, and/or walking,marching or running sounds can be caused. The auditory illusion created by an
audible glamer spell can be virtually any type of sound, but the relative volume must
be commensurate with the level of the magic-user casting the spell. A horde of rats
running and squeaking is about the same volume as 8 men running and shouting. A
roaring lion is equal to the noise volume of 16 men, while a roaring dragon is equal
to the noise volume of no fewer than 24 men. If a character states that he or she does
not believe the sound, a saving throw is made, and if it succeeds, the character thenhears nothing, or possibly just a faint sound. Note that this spell is particularly effective
when cast in conjunction with phantasmal force (see below). The material componentof the spell is a bit of wool or a small lump of wax.

Components: V, S, M
Casting Time: 1 segment
Saving Throw: None

Explanation/Description: The unseen servant is a non-visible valet, a butler to stepand fetch, open doors and hold chairs, as well as to clean and mend. The spell
creates a force which is not strong, but which obeys the command of the magicuser. It can carry only light-weight items — a maximum of 200 gold pieces
weight suspended, twice that amount moving across a relatively friction-freesurface such as a smooth stone or wood floor. It can only open normal doors,
drawers, lids, etc. The unseen servant cannot fight, nor can it be killed, as it is aforce rather than a creature. It can be magically dispelled, or eliminated after
taking 6 hit points of magical damage. The material components of the spell area piece of string and a bit of wood.
Ventriloquism (Illusion/Phantasm)

Continual Light (Alteration)
Level: 1
Range: 1“/level, maximum 6”
Duration: 2 rounds + 1 round/level
Area of Effect: One object

Components: V, M
Casting Time: 1 segment
Saving Throw: None

Level: 2
Range: 6”
Duration: Permanent
Area of Effect: 6” radius globe

Explanation/Description: This spell enables the magic-user to make it sound as if
his or her voice — or someone’s voice or similar sound — is issuing fromsomeplace else, such as from another creature, a statue, from behind a door,
down a passage, etc. The spell caster is able to make his or her voice sound as if
a different creature were speaking or making the noise; of course, in a language
known by him or her, or a sound which the caster can normally make. With
respect to such voices and sounds, there is a 10% chance per point of intelligence
above 12 of the hearer that the ruse will be recognized. The material componentof the spell is a small cone of parchment.

Explanation/Description: This spell is the same as the third level cleric spell
continual light (q.v.), except that the range is only 6”, not 12”, and it cannot bereversed by the caster.
Darkness, 15’ Radius (Alteration)
Level: 2
Range: 1“/level
Duration: 1 turn + 1 round/level
Area of Effect: 1½” radius globe

Write (Evocation)
Level: 1
Range: 0
Duration: 1 hour/level
Area of Effect: One magical spell
inscription

Components: V, S
Casting Time: 2 segments
Saving Throw: None

Components: V, S, M
Casting Time: 1 round
Saving Throw: Special

Components: V, M
Casting Time: 2 segments
Saving Throw: None

Explanation/Description: This spell causes total, impenetrable darkness in the areaof its effect. Infravision or ultravision are useless. Neither normal nor magical lightwill work unless a light or continual light spell is used. In the former event, thedarkness spell is negated by the light spell and vice versa. The material componentsof this spell are a bit of bat fur and either a drop of pitch or a piece of coal.

Explanation/Description: By means of this spell a magic-user might be able toinscribe a spell he or she cannot understand at the time (due to level or lack ofsufficient intelligence) into the tome or other compilation he or she employs tomaintain a library of spells. The magic-user must make a saving throw versus
magic to attempt the writing of any spell, +2 if it is only up to 1 level greater thanhe or she currently uses, 0 at 2 levels higher, and -1 per level from 3 levels higher
onwards. If this throw fails, the magic user is subject to 1d4 of damage for every
level of the spell he or she was attempting to transcribe into his or her magic
book, and furthermore be knocked unconscious for a like number of turns. Thisdamage, if not fatal, can only be healed at the rate of 1-4 points per day, as it isdamage to psyche and body. Furthermore, a spell will take 1 hour per level totranscribe in this fashion, and during this period, the magic user is in a trance
state and can always be surprised by any foe. In addition to the writing surface
upon which the spell is to be transcribed, the spell caster needs a fine ink
composed of rare substances (minimum cost 200 g.p. per bottle, if available at allwithout manufacture by the magic-user).

Detect Evil (Divination) Reversible
Level: 2
Range: 6”
Duration: 5 rounds/level
Area of Effect: 7” path

Components: V, S
Casting Time: 2 segments
Saving Throw: None

Explanation/Description: Except as noted above, this spell is the same as the firstlevel cleric detect evil (q.v.).
Detect Invisibility (Divination)
Level: 2
Range: 1“/level
Duration: 5 rounds/level
Area of Effect: 1” path

Components: V, S, M
Casting Time: 2 segments
Saving Throw: None

Explanation/Description: When the magic-user casts a detect invisibility spell, he or
she is able to clearly see any objects which are invisible, as well as astral, ethereal,
hidden, invisible or out of phase creatures. Detection is in the magic-user’s line ofsight along a 1” wide path to the range limit. The material components of this spell
are a pinch of talc and a small sprinkling of powdered silver.

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MAGIC-USER SPELLS (2ND LEVEL)MAGIC-USER SPELLS (2ND LEVEL)

ESP (Divination)
Level: 2
Range: ½“/level, 9” maximum
Duration: 1 round/level
Area of Effect: One creature perprobe

creature is not magically silenced with respect to noises normal to it. The spell
remains in effect until it is magically broken or dispelled, or the magic-user or theother recipient cancels it or until he, she or it attacks any creature. Thus, the spell
caster or recipient could open doors, talk, eat, climb stairs, etc., but if any form ofattack is made, the invisible creature immediately becomes visible, although thiswill allow the first attack by the creature because of the former invisibility. Even
the allies of the spell recipient cannot see the invisible creature, or his, her or its
gear, unless these allies can normally see invisible things or employ magic to doso. Note that all highly intelligent creatures with 10 or more hit dice, or levels of
experience or the equivalent in intelligence/dice/levels have a chance toautomatically detect invisible objects. The material components of the invisibility
spell are an eyelash and a bit of gum arabic, the former encased in the latter.

Components: V, S, M
Casting Time: 2 segments
Saving Throw: None

Explanation/Description: When an ESP spell is used, the caster is able to detect
the surface thoughts of any creatures in range — except creatures with no mind
(as we know it), such as all of the undead. The ESP is stopped by 2 or more feetof rock, 2 or more inches of any metal other than lead, or a thin sheet of leadfoil. The magic-user employing the spell is able to probe the surface thoughts of
1 creature per turn, getting simple instinctual thoughts from lower order
creatures. Probes can continue on the same creature from round to round. The
caster can use the spell to help determine if some creature lurks behind a door,
for example, but the ESP will not always reveal what sort of creature it is. The
material component of this spell is a copper piece.

Knock (Alteration)
Level: 2
Range: 6”
Duration: Special
Area of Effect: 10 square
feet/level

Fools Gold (Alteration)
Level: 2
Range: 1”
Duration: 6 turns/level
Area of Effect: 1 cubic foot perlevel of the magic-user

Components: V, S, M
Casting Time: 1 round
Saving Throw: None

Explanation/Description: The knock spell will open stuck or held or wizard
locked doors. It will also open barred or otherwise locked doors. It causes
secret doors to open. The knock spell will also open locked or trick opening
boxes or chests. It will loose shackles or chains as well. If it is used to open awizard-locked door, the knock does not remove the former spell, but it simply
suspends its functioning for 1 turn. In all other cases, the knock will permanently
open locks or welds — although the former could be closed and locked again
thereafter. It will not raise bars or similar impediments (such as a portcullis). The
spell will perform two functions, but if a door is locked, barred, and held,
opening it will require two knock spells.

Explanation/Description: Copper coins can temporarily be changed to gold
pieces, or brass items turned to solid gold for the spell duration by means of
this dweomer. Note that a huge amount of copper or brass can be turned togold by the spell — assume 4,000 g.p. are equal to a cubic foot for purposesof this spell. Any creature viewing fools gold is entitled to a saving throw whichmust be equal to or less than its intelligence score, but for every level of themagic-user the creature must add 1 to his dice score, so it becomes unlikely thatfools gold will be detected if it was created by a high level caster. If the “gold”
is struck hard by an object of cold-wrought iron, there is a slight chance it willrevert to its natural state, depending on the material component used to create
the “gold”: if a 50 g.p. citrine is powdered and sprinkled over the metal to bechanged, the chance that cold iron will return it to its true nature is 30%; if a
100 g.p. amber stone is powdered, there is a 25% chance that iron will dispel
the dweomer; if a 500 g.p. topaz is powdered, the chance drops to 10%; and if
a 1,000 g.p. oriental (corundum) topaz is powdered, there is only a 1% chancethat the cold iron will reveal that it is fools gold.

Leomund’s Trap (Illusion/Phantasm)
Level: 2
Range: Touch
Duration: Permanent
Area of Effect: Object touchedComponents: V, S
Casting Time: 2 segments
Saving Throw: Neg.

Explanation/Description: By means of this dweomer the spell caster causes
creatures within the area of effect to forget the events of the previous round (1minute of time previous to the utterance of the spell). For every 3 levels of
experience of the spell caster another minute of past time is forgotten. Naturally,
forget in no way negates any charm, suggestions, geases, quests, or similar spells,
but it is possible that the creature who caused such magic to be placed upon thevictim of a forget spell could be forgotten by this means. From 1-4 individual
creatures can be affected by the spell, at the discretion of the caster. If only 1 is tobe affected, the recipient saves versus magic at -2 on the dice; if 2 are spell
objects, they save at -1; and if 3 or 4 are to be made to forget by this dweomer,
they save normally. A clerical heal or restoration spell, specially cast for thispurpose, will restore the lost memories, as will a wish, but other means will notserve to do so.

Levitate (Alteration)
Level: 2
Range: 2”/level
Duration: 1 turn/level
Area of Effect: Special

Components: V, S, M
Casting Time: 2 segments
Saving Throw: Neg.

Explanation/Description: When a levitate spell is cast, the magic-user can place
it upon his or her person, or upon some other creature, subject to a maximum
weight limit of 1,000 gold pieces equivalence per level of experience, i.e., athird level magic user can levitate up to 300 pounds (3,000 g.p.) maximum. If
the spell is cast upon the person of the magic user, he or she can movevertically at a rate of 20’ per round. If cast upon another creature, the magicuser can levitate it at a maximum vertical movement of 10’ per round.
Horizontal movement is not empowered by this spell, but the recipient could
push along the face of a cliff, for example, to move laterally. The spell castercan cancel the spell as desired. If the recipient of the spell is unwilling, thatcreature is entitled to a saving throw to determine if the levitate spell affects it.
The material component of this spell is either a small leather loop or a piece ofgolden wire bent into a cup shape with a long shank on one end.

Invisibility (Illusion/Phantasm)
Level: 2
Range: Touch
Duration: Special
Area of Effect: Creature touchedComponents: V, S, M
Casting Time: 3 rounds
Saving Throw: None

Explanation/Description: This false trap is designed to fool the dwarf and/or
thief attempting to pilfer or otherwise steal the spell caster’s goods. It enables
the magic-user to place a dweomer upon any small mechanism or device suchas a lock, hinge, hasp, screw-on cap, ratchet, etc. Any examination by acharacter able to detect traps will be 80% likely to note the Leomund’s trap andbelieve it to be real. This probability reduces by 4% for each level of experienceof the examiner beyond the first. If the supposed “trap” is then to be removed, it
is only 20% likely that the creature attempting it will believe he or she has
succeeded, +4% probability per level of experience of the remover. Of course,
the spell is illusory, nothing will happen if the trap is ignored, and its primary
purpose is to frighten away thieves or make them waste precious time. The
material component of the spell is a piece of iron pyrite touched to the object tobe “trapped”. Only one Leomund’s trap may be placed within a 50’ by 50’
area.

Forget (Enchantment/Charm)
Level: 2
Range: 3”
Duration: Permanent
Area of Effect: 2“ × 2”

Components: V
Casting Time: 1 segment
Saving Throw: None

Components: V, S, M
Casting Time: 2 segments
Saving Throw: None

Explanation/Description: This spell causes the recipient to vanish from sight andnot be detectable by normal vision or even infravision. Of course, the invisible

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Locate Object (Divination) Reversible

Pyrotechnics (Alteration)

Level: 2
Range: 2”/level
Duration: 1 round/level
Area of Effect: Special

Level: 2
Range: 12”
Duration: Special
Area of Effect: 10 or 100 times
the fire source used

Components: V, S, M
Casting Time: 2 segments
Saving Throw: None

Explanation/Description: This spell is the same as the third level cleric locate
object (q.v.) except that its range differs.

Components: V, S
Casting Time: 2 segments
Saving Throw: None

Explanation/Description: With the exception of the differences noted above, thisspell is the same as the third level druid spell pyrotechnics (q.v.).

Magic Mouth (Alteration)
Ray Of Enfeeblement (Enchantment/Charm)
Level: 2
Range: Special
Duration: Special
Area of Effect: One object

Components: V, S, M
Casting Time: 2 segments
Saving Throw: None

Level: 2
Range: 1” + ¼”/level
Duration: 1 round/level
Area of Effect: One creature

Explanation/Description: When this spell is cast, the magic-user empowers thechosen object with an enchanted mouth which suddenly appears and speaks themessage which the spell caster imparted upon the occurrence of a specified event.
The magic mouth can speak any message of 25 words or less in a language
known by the spell caster, over a 1 turn period from start to finish. It cannot speak
magic spells. The mouth moves to the words articulated, so if it is placed upon astatue, for example, the mouth of the statue would actually move and appear to
speak. Of course, the magic mouth can be placed upon a tree, rock, door or any
other object excluding intelligent members of the animal or vegetable kingdoms.
The spell will function upon specific occurrence according to the command of thespell caster, i.e. speak to the first creature that touches you — or to the first creaturethat passes within 30’. Command can be as general or specific and detailed as
desired, such as the following: “Speak only when an octogenarian female humancarrying a sack of groat clusters sits cross-legged within 1’.” Command range is ½
per level of the magic-user, so a 6th level magic-user can command the magic
mouth to speak at a maximum encounter range of 3”, i.e. “Speak when a winged
creature comes within 3’.” Until the speak command can be fulfilled, the magic
mouth will remain in effect, thus spell duration is variable. A magic mouth cannot
distinguish invisible creatures, alignments, level or hit dice, nor class, except byexternal garb. The material component of this spell is a small bit of honeycomb.

Explanation/Description: By means of a ray of enfeeblement, a magic-user
weakens an opponent, reducing strength — and attacks which rely upon it — by
25% or more. For every level of experience beyond the third of the magic-user
casting the spell, there is an additional 2% strength reduction, so that at 4th
level, strength loss is 27%. Range and duration of the spell are also dependent
upon the level of experience of the spell caster. For example, if a creature is
struck by a ray of enfeeblement, it will lose the appropriate percentage of hit
points of damage it scores on physical attacks (missiles, thrusting/cutting/crushing weapons, biting, clawing, goring, kicking, constriction, etc.). Your
referee will determine any other reductions appropriate to the affected creature.
If the target creature makes its saving throw, the spell has no effect.
Rope Trick (Alteration)
Level: 2
Range: Touch
Duration: 2 turns/level
Area of Effect: Special

Components: V, S, M
Casting Time: 2 segments
Saving Throw: None

Explanation/Description: When this spell is cast upon a piece of rope from 5’ to
30’ in length, one end of the rope rises into the air until the whole is hanging
perpendicular, as if affixed at the upper end. The upper end is, in fact, fastenedin an extra-dimensional space, and the spell caster and up to five others canclimb up the rope and disappear into this place of safety where no creature canfind them. The rope cannot be taken into the extra-dimensional space if six
persons have climbed it, but otherwise it can be pulled up. Otherwise, the rope
simply hangs in air, and will stay there unless removed by some creature. The
persons in the extra-dimensional space must climb down the rope prior to the
expiration of the spell duration, or else they are dropped from the height to which
they originally climbed when the effect of the spell wears out. The rope can be
climbed by only one person at a time. Note that the rope trick spell allows
climbers to reach a normal place if they do not climb all the way to the rope’s
upper end, which is in an extra-dimensional space. The material components ofthis spell are powdered corn extract and a twisted loop of parchment.

Mirror Image (Illusion/Phantasm)
Level: 2
Range: 0
Duration: 2 rounds/level
Area of Effect: 6’ radius of spell
casterComponents: V, S
Casting Time: 2 segments
Saving Throw: Neg.

Components: V, S
Casting Time: 2 segments
Saving Throw: None

Explanation/Description: When a mirror image spell is invoked, the spell caster
causes from 1 to 4 exact duplicates of himself or herself to come into beingaround his or her person. These images do exactly what the magic-user does,
and as the spell causes a blurring and slight distortion when it is effected, it is
impossible for opponents to be certain which are the phantasms and which is theactual magic-user. When an image is struck by a weapon, magical or otherwise,
it disappears, but any other existing images remain intact until struck. The images
seem to shift from round to round, so that if the actual magic-user is struck during
one round, he or she cannot be picked out from amongst his or her images thenext. To determine the number of images which appear, roll percentile dice, andadd 1 to the resulting score for each level of experience of the magic-user: 25 orless = 1 mirror image, 26-50 = 2, 51-75 = 3, 75 or more = 4. At the expirationof the spell duration all images wink out.

Scare (Enchantment/Charm)
Level: 2
Range: 1”
Duration: 3-12 rounds
Area of Effect: One creature

Components: V, S, M
Casting Time: 2 segments
Saving Throw: Neg.

Explanation/Description: When this spell is directed at any creature with fewer
than 6 levels of experience/hit dice, it must save versus magic or fall into a fit oftrembling and shaking. The frightened creature will not drop any items held
unless it is encumbered. If cornered, the spell recipient will fight, but at -1 on “tohit” and damage dice rolls and all saving throws as well. Note that this spell
does not have any effect on elves, half-elves, the undead (skeletons, zombies,
ghouls, shadows, ghasts, wights, wraiths), larvae, lemures, manes, or clerics ofany sort. The material component used for this spell is a bit of bone from an
undead skeleton, zombie, ghoul, ghast or mummy.
Shatter (Alteration)
Level: 2
Range: 6”

71

Components: V, S, M
Casting Time: 2 segments

MAGIC-USER SPELLS (2ND LEVEL)
Duration: Permanent
Area of Effect: One object

MAGIC-USER SPELLS (3RD LEVEL)

Saving Throw: Neg.

mass equates to great strength in this case, and great mass will hardly noticewebs.) Strong and huge creatures will break through 1’ of webs per segment. It is
important to note that the strands of a web spell are flammable. A magic flaming
sword will slash them away as easily as a hand brushes away cobwebs. Any fire
— torch, flaming oil, flaming sword, etc. — will set them alight and burn themaway in a single round. All creatures within the webs will take 2-8 hit points ofdamage from the flames, but those freed of the strands will not be harmed.
Saving throw is made at -2. If the saving throw versus web is made, two results
may have occurred. If the creature has room to escape then he is assumed tohave jumped free. If there is no room to escape then the webs are only ½
strength. The material component of this spell is a bit of spider web.

Explanation/Description: The shatter spell affects non-magical objects of crystal,glass, ceramic, or porcelain such as vials, bottles, flasks, jugs, windows, mirrors,
etc. Such objects are shivered into dozens of pieces by the spell. Objects above
100 gold pieces weight equivalence per level of the spell caster are not affected,
but all other objects of the appropriate composition must save versus a “crushingblow” or be shattered. The material component of this spell is a chip of mica.
Stinking Cloud (Evocation)
Level: 2
Range: 3”
Duration: 1 round/level
Area of Effect: 2” × 2” × 2” cloud

Components: V, S, M
Casting Time: 2 segments
Saving Throw: Special

Wizard Lock (Alteration)
Level: 2
Range: Touch
Duration: Permanent
Area of Effect: 30 square feet/level

Explanation/Description: When a stinking cloud is cast, the magic-user causes abillowing mass of nauseous vapors to come into being up to 3” distant from hisor her position. Any creature caught within the cloud must save versus poison or
be helpless due to nausea from 2 to 5 rounds (d4 + 1). Those which makesuccessful saving throws are helpless only for as long as they remain within thecloud, and for the round after they emerge, because of its irritating effects on
visual and olfactory organs. The material components of the spell is a rotten egg
or several skunk cabbage leaves.

Components: V, S
Casting Time: 2 segments
Saving Throw: None

Explanation/Description: When a wizard lock spell is cast upon a door, chest or
portal, it magically locks it. The wizard-locked door or object can be opened
only by breaking, a dispel magic, a knock spell (qq.v.), or by a magic-user 4 ormore levels higher than the one casting the spell. Note that the last two methods
do not remove the wizard lock, they only negate it for a brief duration.
Creatures of extra-dimensional nature do not affect a wizard lock as they do aheld portal (see hold portal).

Strength (Alteration)
Level: 2
Range: Touch
Duration: 6 turns/level
Area of Effect: Person touchedComponents: V, S, M
Casting Time: 1 turn
Saving Throw: None

Third Level Spells:
Blink (Alteration)
Level: 3
Range: 0
Duration: 1 round/level
Area of Effect: Personal

Explanation/Description: Application of this spell increases the strength of thecharacter by a number of points — or tenths of points after 18 strength isattained and the character is in the fighter class. Benefits of the strength spell
last for the duration of the magic. The amount of additional strength accruing toa character upon whom this spell is cast depends upon his or her class and issubject to all restrictions on strength due to race, sex or class.

Class
CLERICFIGHTERMAGIC-USER
THIEF
MONK

Explanation/Description: By means of this spell, the magic-user causes his or
her material form to “blink” out and back to this plane once again in random
period and direction during the duration of each minute the spell is in effect.
(Cf. ADVANCED DUNGEONS & DRAGONS, MONSTER MANUAL,
Blink Dog.) The segment of the round that the spell caster “blinks out” isdetermined by random roll with 2d4, and during this same segment he or she
will appear again 2’ distant from his or her previous position. (Direction isdetermined by roll of d8: 1 = right ahead, 2 = right, 3 = right behind, 4 =behind, 5 = left behind, 6 = left, 7 = left ahead, 8 = ahead.) If some object isalready occupying the space where the spell caster is indicated as “blinking”
into, his or her form is displaced in a direction away from original (roundstarting) position for any distance necessary to appear in empty space, butnever in excess of an additional 10’. If that extra distance still dictates themagic-user and another solid object are to occupy the same space, the spell
caster is then trapped on the ethereal plane. During and after the blink segmentof a round, the spell caster can be attacked only by opponents able to strike
both locations at once, e.g. a breath weapon, fireball, and similar wide area
attack forms. Those not so able can only strike the magic-user if they managed
to attack prior to the “blink” segment. The spell caster is only 75% likely to beable to perform any acts other than physical attack with a hand-held stabbing
or striking weapon during the course of this spell. That is, use of any spell,device, or item might not be accomplished or accomplished in an incorrectmanner or in the wrong direction. Your referee will determine success/failure
and the results thereof according to the particular action being performed.

Minimum-Maximum
Strength Gain
1-6 (d6)
1-8 (d8)
1-4 (d4)
1-6 (d6)
1-4 (d4)

If a fighter (paladin or ranger as well) has an 18 strength already, from 10% to
80% is added to his extraordinary strength roll. All Strength addition scores
above 18 are likewise treated as 1 equalling an extra 10% on the extraordinary
strength rating. The material component of this spell is a few hairs or a pinch ofdung from a particularly strong animal — ape, bear, ox, etc.
Web (Evocation)
Level: 2
Range: ½”/level
Duration: 2 turns/level
Area of Effect: Special

Components: V, S
Casting Time: 1 segment
Saving Throw: None

Components: V, S, M
Casting Time: 2 segments
Saving Throw: Neg. or ½

Explanation/Description: A web spell creates a many-layered mass of strong,sticky strands similar to spider webs, but far larger and tougher. These masses
must be anchored to two or more points — floor and ceiling, opposite walls,
etc. — diametrically opposed.

Clairaudience (Divination)
Level: 3
Range: Special
Duration: 1 round/level
Area of Effect: Special

The web spell covers a maximum area of 8 cubic inches, and the webs must be
at least 1” thick, so a mass 4” high, 2” wide, and 1” deep may be cast.
Creatures caught within webs, or simply touching them, become stuck amongst
the gluey fibers. Creatures with less than 13 strength must remain fast until freed
by another or until the spell wears off. For every full turn entrapped by a web, acreature has a 5% cumulative chance of suffocating to death. Creatures withstrength between 13 and 17 can break through 1’ of webs per turn. Creatureswith 18 or greater strength break through 1’ of webs per round. (N.B. SufficientComponents: V, S, M
Casting Time: 3 segments
Saving Throw: None

Explanation/Description: The clairaudience spell enables the magic-user toconcentrate upon some locale and hear in his or her mind whatever noise is withina 6” radius of his or her determined clairaudience locale center. Distance is not a
factor, but the locale must be known, i.e. a place familiar to the spell caster or an
obvious one (such as behind a door, around a corner, in a copse of woods, etc.).

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Only sounds which are normally detectable by the magic-user can be heard byuse of this spell. Only metal sheeting or magical protections will prevent theoperation of the spell. Note that it will function only on the plane of existence on
which the magic-user is at the time of casting. The material component of the spell
is a small silver horn of at least 100 g.p. value, and casting the spell causes it todisappear.

spell, but poison injected or otherwise introduced into the body will become
effective when the spell recipient is no longer under the influence of this spell,although a saving throw is permitted. Note that only a willing individual can beaffected by feign death. The spell caster is able to end the spell effects at any
time desired, but it requires 1 full round for bodily functions to begin again.
Fireball (Evocation)

Clairvoyance (Divination)
Level: 3
Range: Special
Duration: 1 round/level
Area of Effect: Special

Level: 3
Range: 10” + 1“/level
Duration: Instantaneous
Area of Effect: 2” radius sphere

Components: V, S, M
Casting Time: 3 segments
Saving Throw: None

Explanation/Description: A fireball is an explosive burst of flame, which detonateswith a low roar, and delivers damage proportionate to the level of the magic-user
who cast it, i.e. 1 six-sided die (d6) for each level of experience of the spell caster.
Exception: Magic fireball wands deliver 6 die fireballs (6d6), magic staves with thiscapability deliver 8 die fireballs, and scroll spells of this type deliver a fireball of
from 5 to 10 dice (d6 + 4) of damage. The burst of the fireball does not expend aconsiderable amount of pressure, and the burst will generally conform to the shapeof the area in which it occurs, thus covering an area equal to its normal sphericalvolume. [The area which is covered by the fireball is a total volume of roughly
33,000 cubic feet (or yards)]. Besides causing damage to creatures, the fireballignites all combustible materials within its burst radius, and the heat of the fireball
will melt soft metals such as gold, copper, silver, etc. Items exposed to the spell’s
effects must be rolled for to determine if they are affected. Items with a creature
which makes its saving throw are considered as unaffected. The magic-user points
his or her finger and speaks the range (distance and height) at which the fireball is
to burst. A streak flashes from the pointing digit and, unless it impacts upon amaterial body prior to attaining the prescribed range, flowers into the fireball. If
creatures fail their saving throws, they all take full hit point damage from the blast.
Those who make saving throws manage to dodge, fall flat or roll aside, taking ½
the full hit point damage — each and every one within the blast area. The
material component of this spell is a tiny ball composed of bat guano and sulphur.

Explanation/Description: Similar to the clairaudience spell, the clairvoyance spell
empowers the magic-user to see in his or her mind whatever is within sight range
from the spell locale chosen. Distance is not a factor, but the locale must be
known — familiar or obvious. Furthermore, light is a factor whether or not thespell caster has the ability to see into the infrared or ultraviolet spectrums. If thearea is dark, only a 1” radius from the center of the locale of the spell’s area ofeffect can be clairvoyed; otherwise, the seeing extends to normal vision range.
Metal sheeting or magical protections will foil a clairvoyance spell. The spellfunctions only on the plane on which the magic-user is at the time of casting. The
material component of the spell is a pinch of powdered pineal gland from ahuman or humanoid creature.
Dispel Magic (Abjuration)
Level: 3
Range: 12”
Duration: Permanent
Area of Effect: 3” cube

Components: V, S
Casting Time: 3 segments
Saving Throw: ½

Components: V, S
Casting Time: 3 segments
Saving Throw: None

Explanation/Description: Except as noted above, this spell is the same as thethird level cleric spell dispel magic (q.v.).

Flame Arrow (Conjuration/Summoning)
Explosive Runes (Alteration)
Level: 3
Range: Touch
Duration: Special
Area of Effect: 1” radius

Level: 3
Range: Touch
Duration: 1 segment/level
Area of Effect: Each arrow/bolt
touchedComponents: V, S
Casting Time: 3 segments
Saving Throw: ½

Explanation/Description: By tracing the mystic runes upon a book, map, scroll, or
similar instrument bearing written information, the magic-user prevents
unauthorized reading of such. The explosive runes are difficult to detect, 5% perlevel of magic use experience of the reader, thieves having only a 5% chance inany event. When read, the explosive runes detonate, delivering a full 12 to 30(6d4 + 6) hit points of damage upon the reader, who gets no saving throw, andeither a like amount, or half that if saving throws are made, on creatures within theblast radius. The magic-user who cast the spell, as well as any othermagic-users he or she instructs, can use the instrument without triggering the runes.
Likewise, the magic-user can totally remove them whenever desired. They canotherwise be removed only by a dispel magic spell, and the explosive runes last
until the spell is triggered. The instrument upon which the runes are placed will be
destroyed when the explosion takes place unless it is not normally subject todestruction by magical fire.

Explanation/Description: Once the magic-user has cast this spell, he or she is able
to touch one arrow or crossbow bolt (quarrel) per segment for the duration of theflame arrow. Each such missile so touched becomes magic, although it gains nobonuses “to hit”. Each such missile must be discharged within 1 round, for afterthat period flame consumes it entirely, and the magic is lost. Fiery missiles willcertainly have normal probabilities of causing combustion, and any creature
subject to additional fire damage will suffer +1 hit point of damage from any
flame arrow which hits it. The material components for this spell are a drop of oil
and a small piece of flint.
Fly (Alteration)
Level: 3
Range: Touch
Duration: 1 turn/level + 1-6 turns
Area of Effect: Creature touched

Feign Death (Necromantic)
Level: 3
Range: Touch
Duration: 6 rounds + 1 round/level
Area of Effect: Creature touchedComponents: V, S, M
Casting Time: 3 segments
Saving Throw: None

Components: V, S, M
Casting Time: 3 segments
Saving Throw: None

Explanation/Description: This spell enables the magic-user to bestow the power ofmagical flight. The creature affected is able to move vertically and/or horizontallyat a rate of 12” per move (half that if ascending, twice that if descending in adive). The exact duration of the spell is always unknown to the spell caster, as the
1-6 turns variable addition is determined by the Dungeon Master secretly. The
material component of the fly spell is a wing feather of any bird.

Components: V, S
Casting Time: 1 segment
Saving Throw: None

Explanation/Description: By means of this spell, the caster or any other creature
whose levels of experience/hit dice do not exceed the magic-user’s own level canbe put into a cataleptic state which is impossible to distinguish from actual death.
Although the person/creature affected by the feign death spell can smell, hear,and know what is going on, no feeling or sight of any sort is possible; thus, any
wounding or mistreatment of the body will not be felt and no reaction will occur
and damage will be only one-half normal. In addition, paralysis, poison, or
energy level drain will not affect the individual/creature under the influence of thisGust Of Wind (Alteration)
Level: 3
Range: 0
Duration: 1 segment
Area of Effect: 1” path, 1” perlevel in length73

Components: V, S, M
Casting Time: 3 segments
Saving Throw: NoneMAGIC-USER SPELLS (3RD LEVEL)MAGIC-USER SPELLS (3RD LEVEL)

Explanation/Description: When this spell is cast, a strong puff of air originatesfrom the magic-user and moves in the direction he or she is facing. The forceof this gust of wind is sufficient to extinguish candles, torches, andsimilar unprotected flames. It will cause protected flames — such as those oflanterns — to wildly dance and has a 5% chance per level of experience of thespell caster to extinguish even such lights. It will also fan large fires outwards 1’
to 6’ in the direction of the wind’s movement. It will force back small flying
creatures 1” to 6” and cause man-sized ones to be held motionless if
attempting to move into its force, and similarly slow large flying creatures by
50% for 1 round. It will blow over light objects. Its path is 1” wide by 1” oflength per level of experience of the magic-user casting the gust of wind spelli.e. an 8th level magic-user causes a gust of wind which travels 8”. The material
component of the spell is a legume seed.

Duration: Special
Area of Effect: 10’ radius ofcreature touched

Explanation/Description: This spell is essentially the same as invisibility (q.v.).
Those affected by it cannot see each other. Those affected creatures whichattack negate the invisibility only with respect to themselves, not others madeinvisible, unless the spell recipient causes the spell to be broken.
Leomund’s Tiny Hut (Alteration)
Level: 3
Range: 0
Duration: 6 turns/level
Area of Effect: 10’ diameter sphere

Haste (Alteration)
Level: 3
Range: 6”
Duration: 3 rounds + 1 round/level
Area of Effect: 4” × 4” area, 1creature/level

Components: V, S, M
Casting Time: 3 segments
Saving Throw: None

Hold Person (Enchantment/Charm)
Components: V
Casting Time: 3 segments
Saving Throw: Neg.

Lightning Bolt (Evocation)
Level: 3
Range: 4” + 1“/level
Duration: Instantaneous
Area of Effect: Special

Explanation/Description: Similar to the second level cleric hold person (q.v.), thisspell immobilizes creatures, within range, as designated by the magic-user. If
three or four persons are attacked, their saving throws are normal; but if two
are attacked, their saving throws are made at -1; and if only one creature is
attacked, the saving throw versus the hold person spell is made at -3 on the die.
Partial negation of a hold person spell, such as would be possible by a ring ofspell turning, causes the spell to function as a slow spell (q.v.) unless the saving
throw is successful. Creatures affected by the spell are: brownies, dryads,
dwarves, elves, gnolls, gnomes, goblins, half-elves, halflings, half-orcs,
hobgoblins, humans, kobolds, lizard men, nixies, orcs, pixies, sprites, andtroglodytes.

Components: V, S, M
Casting Time: 3 segments
Saving Throw: ½

Explanation/Description: Upon casting this spell, the magic user releases a
powerful stroke of electrical energy which causes damage equal to 1 six-sided die(d6) for each level of experience of the spell caster to creatures within its area ofeffect, or 50% of such damage to such creatures which successfully save versus
the attack form. The range of the bolt is the location of the commencement of thestroke, i.e. if shot to 6”, the bolt would extend from this point to n inches further
distance. The lightning bolt will set fire to combustibles, sunder wooden doors,
splinter up to 1’ thickness of stone, and melt metals with a low melting point (lead,gold, copper, silver, bronze). Saving throws must be made for objects whichwithstand the full force of a stroke (cf. fireball). The area of the lightning bolt’s
effect is determined by the spell caster, just as its distance is. The stroke can beeither a forking bolt 1” wide and 4” long, or a single bolt ½” wide and 8” long.
If a 12th level magic-user cast the spell at its maximum range, 16” in this case, thestroke would begin at 16” and flash outward from there, as a forked bolt endingat 20” or a single one ending at 24”. If the full length of the stroke is not possible
due to the interposition of a non-conducting barrier (such as a stone wall), thelightning bolt will double and rebound towards its caster, its length being thenormal total from beginning to end of stroke, damage caused to interposing
barriers notwithstanding. Example: An 8” stroke is begun at a range of 4”, but
the possible space in the desired direction is only 3½”; so the bolt begins at the
3½” maximum, and it rebounds 8” in the direction of its creator. The material
components of the spell are a bit of fur and an amber, crystal or glass rod.

Infravision (Alteration)
Level: 3
Range: Touch
Duration: 12 turns + 6 turns/level
Area of Effect: Creature touchedComponents: V, S, M
Casting Time: 3 segments
Saving Throw: None

Explanation/Description: When this spell is cast, the magic-user causes anopaque sphere of force to come into being around his or her person, half ofthe sphere projecting above the ground or floor surface, the lower
hemisphere passing through the surface. This field causes the interior of thesphere to maintain at 70° F. temperature in cold to 0° F., and heat up to105° F. Cold below 0° lowers inside temperature on a 1° for 1° basis, heat
above 105° raises the inside temperature likewise. The tiny hut will withstandwinds up to 50 m.p.h. without being harmed, but wind force greater thanthat will destroy it. The interior of the tiny hut is a hemisphere, and the spell
caster can illuminate it dimly upon command, or extinguish the light as
desired. Note that although the force field is opaque from positions outside,
it is transparent from within. In no way will Leomund’s tiny hut provide
protection from missiles, weapons, spells, and the like. Up to 6 other mansized creatures can fit into the field with its creator, and these others canfreely pass in and out of the tiny hut without harming it, but if the spell casterremoves himself from it, the spell will dissipate. The material component forthis spell is a small crystal bead which will shatter when spell duration
expires or the hut is otherwise dispelled.

Explanation/Description: When this spell is cast, affected creatures function at
double their normal movement and attack rates. Thus, a creature moving at 6”
and attacking 1 time per round would move at 12” and attack 2 times perround. Spell casting is not more rapid. The number of creatures which can beaffected is equal to the level of experience of the magic-user, those creatures
closest to the spell caster being affected in preference to those farther away,
and all affected by haste must be in the designated area of effect. Note that thisspell negates the effects of a slow spell (see hereafter). Additionally, this spell
ages the recipients due to speeded metabolic processes. Its material component
is a shaving of licorice root.

Level: 3
Range: 12”
Duration: 2 rounds/level
Area of Effect: One to four persons

Saving Throw: None

Components: V, S, M
Casting Time: 1 round
Saving Throw: None

Explanation/Description: By means of this spell the magic-user enables therecipient of infravision to see light in the infrared spectrum. Thus, differencesin heat wave radiations can be seen up to 6”. Note that strong sources ofinfrared radiation (fire, lanterns, torches, etc.) tend to blind or cast “shadows”
just as such light does with respect to normal vision, so the infravision isaffected and does not function efficiently in the presence of such heat sources.
(Invisible creatures are not usually detectable by infravision, as the infrared
light waves are affected by invisibility, just as those of the ultraviolet andnormal spectrums are.) The material component of this spell is either a pinchof dried carrot or an agate.

Monster Summoning I (Conjuration/Summoning)

Invisibility, 10’ Radius (Illusion/Phantasm)

Level: 3
Range: 3”
Duration: 2 rounds + 1 round/level
Area of Effect: Special

Level: 3
Range: Touch

Explanation/Description: Within 1-4 rounds of casting this spell, the magicuser will cause the appearance of from 2-8 first level monsters (selected at

Components: V, S, M
Casting Time: 3 segments

74

Components: V, S, M
Casting Time: 3 segments
Saving Throw: NoneMAGIC-USER SPELLS (3RD LEVEL)MAGIC-USER SPELLS (4TH LEVEL)

random by the referee, but whose number may be either randomly
determined or selected personally by the referee, according to the strengthof the monster randomly determined). These monsters will appear in thespot, within spell range, desired by the magic-user, and they will attack thespell user’s opponents to the best of their ability until he or she commands
that attack cease, or the spell duration expires, or the monsters are slain.
Note that if no opponent exists to fight, summoned monsters can, if
communication is possible, and if they are physically capable, perform otherservices for the summoning magic-user. The material components of thisspell are a tiny bag and a small (not necessarily lit) candle.

affects magically speeded or slowed creatures. The magic will affect as many
creatures as the spell caster has levels of experience, providing these creatures
are within the area of effect determined by the magic-user, i.e. the 4” × 4” area
which centers in the direction and at the range called for by the caster. The
material component of this spell is a drop of treacle.
Suggestion (Enchantment/Charm)
Level: 3
Range: 3”
Duration: 6 turns + 6 turns/level
Area of Effect: One creature

Phantasmal Force (Illusion/Phantasm)
Level: 3
Range: 8” + 1“/level
Duration: Special
Area of Effect: 8 square inches + 1
square inch/level

Components: V, S, M
Casting Time: 3 segments
Saving Throw: Special

Components: V, M
Casting Time: 3 segments
Saving Throw: Neg.

Explanation/Description: When this spell is cast, the magic-user creates avisual illusion which will affect all believing creatures which view thephantasmal force, even to the extent of suffering damage from phantasmal
missiles or from falling into an illusory pit full of sharp spikes. Note that audial
illusion is not a component of the spell. The illusion lasts until struck by an
opponent — unless the spell caster causes the illusion to react appropriately— or until the magic-user ceases concentration upon the spell (due to desire,moving, or successful attack which causes damage). Creatures which
disbelieve the phantasmal force gain a saving throw versus the spell, and ifthey succeed, they see it for what it is and add +4 to associates’ saving
throws if this knowledge can be communicated effectively. Creatures notobserving the spell effect are immune until they view it. The spell can create
the illusion of any object, or creature, or force, as long as it is within theboundaries of the spell’s area of effect. This area can move within the limits of
the range. The material component of the spell is a bit of fleece.

Explanation/Description: When this spell is cast by the magic-user, he or she
influences the actions of the chosen recipient by utterance of a few words —phrases, or a sentence or two — suggesting a course of action desirable tothe spell caster. The creature to be influenced must, of course, be able tounderstand the magic-user’s suggestion, i.e., it must be spoken in alanguage which the spell recipient understands. The suggestion must be
worded in such a manner as to make the action sound reasonable; arequest asking the creature to stab itself, throw itself onto a spear, immolate
itself, or do some other obviously harmful act will automatically negate theeffect of the spell. However, a suggestion that a pool of acid was actuallypure water, and a quick dip would be refreshing, is another matter; or theurging that a cessation of attack upon the magic-user’s party would benefit
a red dragon, for the group could loot a rich treasure elsewhere through cooperative action, is likewise a reasonable use of the spell’s power. The
course of action of a suggestion can continue in effect for a considerable
duration, such as in the case of the red dragon mentioned above. If therecipient creature makes its saving throw, the spell has no effect. Note that avery reasonable suggestion will cause the saving throw to be made at a
penalty (such as -1, -2, etc.) at the discretion of your Dungeon Master.
Undead are not subject to suggestion. The material components of this spell
are a snake’s tongue and either a bit of honeycomb or a drop of sweet oil.

Protection From Evil, 10’ Radius (Abjuration) Reversible

Tongues (Alteration) Reversible

Level: 3
Range: Touch
Duration: 2 rounds/level
Area of Effect: 10’ radius spherearound creature touched

Level: 3
Range: 0
Duration: 1 round/level
Area of Effect: 6” diameter circle

Components: V, S, M
Casting Time: 3 segments
Saving Throw: None

Components: V, M
Casting Time: 3 segments
Saving Throw: None

Explanation/Description: Except as noted above, this spell is the same as the
fourth level cleric spell, tongues (q.v.). Also, the material component is asmall clay model of a ziggurat, which shatters when the spell is pronounced.

Explanation/Description: This spell is the same as the first level protection fromevil spell except with respect to its area of effect. See also the first level clericprotection from evil spell for general information.

Water Breathing (Alteration) Reversible
Protection From Normal Missiles (Abjuration)
Level: 3
Range: Touch
Duration: 1 turn/level
Area of Effect: Creature touched

Level: 3
Range: Touch
Duration: 3 turns/level
Area of Effect: Creature touchedComponents: V, S, M
Casting Time: 3 segments
Saving Throw: None

Explanation/Description: Except as noted above, and that the material
component of the spell is a short reed or piece of straw, this is the same as thethird level druid spell, water breathing (q.v.).

Explanation/Description: By means of this spell, the magic-user bestows total
invulnerability to hurled and projected missiles such as arrows, axes, bolts,
javelins, small stones and spears. Furthermore, it causes a reduction of 1
from each die of damage inflicted by large and/or magical missiles such as
ballista missiles, catapult stones, and magical arrows, bolts, javelins, etc.
Note, however, that this spell does not convey any protection from suchmagical attacks as fireballs, lightning bolts, or magic missiles. The material
component of this spell is a piece of tortoise or turtle shell.

Fourth Level Spells:
Charm Monster (Enchantment/Charm)

Slow (Alteration)
Level: 3
Range: 9” + 1”/level
Duration: 3 rounds + 1 round/level
Area of Effect: 4” × 4” area, 1creature/level

Components: V, S, M
Casting Time: 3 segments
Saving Throw: None

Level: 4
Range: 6”
Duration: Special
Area of Effect: Special

Components: V, S, M
Casting Time: 3 segments
Saving Throw: None

Components: V, S
Casting Time: 4 segments
Saving Throw: Neg.

Explanation/Description: This spell is similar to a charm person spell (q.v.),
but it will affect any living creature — or several creatures of lesser level as
explained hereafter. The magic-user casts the charm monster spell, and any
affected creature regards the spell caster as friendly, an ally or companion
to be treated well or guarded from harm. If communication is possible, thecharmed creature will follow reasonable requests, instructions, or orders

Explanation/Description: A slow spell causes affected creatures to move andattack at one-half of the normal or current rate. Thus, it negates a haste spell(q.v.), has cumulative effect if cast upon creatures already slowed, and otherwise

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MAGIC-USER SPELLS (4TH LEVEL)MAGIC-USER SPELLS (4TH LEVEL)

most faithfully (cf. suggestion spell). Affected creatures will eventually comeout from under the influence of the spell, and the probability of suchbreaking of a charm monster spell is a function of the creature’s level, i.e. its
number of hit dice:means are employed. All that the magic-user wears or carries, subject to a
maximum weight equal to 5,000 gold pieces of non-living matter, or half thatamount of living matter, is transferred with the spell caster. Recovery from use ofa dimension door spell requires 7 segments.

Monster Level
or Hit Dice

Enchanted Weapon (Alteration) Reversible

Percent Chance/
Week of Breaking Spell

1st or up to 2
2nd or up to 3 + 2
3rd or up to 4 + 4
4th or up to 6
5th or up to 7 + 2
6th or up to 8 + 4
7th or up to 10
8th or up to 12
9th or over 12

Level: 4
Range: Touch
Duration: 5 rounds/level
Area of Effect: Weapon(s) touched

5%
10%
15%
25%
35%
45%
60%
75%
90%

Components: V, S, M
Casting Time: 1 turn
Saving Throw: None

Explanation/Description: This spell turns an ordinary weapon into a magicalone. The weapon is the equivalent of a +1 weapon but has no bonuses
whatsoever. Thus, arrows, axes, bolts, bows, daggers, hammers, maces, spears,
swords, etc. can be made into enchanted weapons. Two small (arrows, bolts,
daggers, etc.) or one large (axe, bow, hammer, mace, etc.) weapon can beaffected by the spell. Note that successful hits by enchanted missile weaponscause the spell to be broken, but that otherwise the spell duration lasts until thetime limit based on the level of experience of the magic-user casting it expires,
i.e. 40 rounds (4 turns) in the case of an 8th level magic-user. The material
components of this spell are powdered lime and carbon.

Naturally, overtly hostile acts by the person charming the monster willautomatically break the spell, or at the very least allow the monster a newsaving throw versus the charm, the spell will affect from 2-8 1st level creatures,
1-4 2nd level creatures, 1 or 2 3rd level, or 1 creature of 4th or higher level.
Confusion (Enchantment/Charm)

Extension I (Alteration)
Level: 4
Range: 12”
Duration: 2 rounds + 1 round/level
Area of Effect: Up to 6” × 6”

Components: V, S, M
Casting Time: 4 segments
Saving Throw: Special

Level: 4
Range: 0
Duration: Special
Area of Effect: Special

Explanation/Description: Except as noted above, this spell is identical to theseventh level druid spell, confusion (q.v.). However, it affects a basic 2-16
creatures. Its material component is a set of three nut shells.

Explanation/Description: By use of an extension I spell the magic-user prolongs
the duration of a previously cast first, second, or third level spell by 50%. Thus,
a levitate spell can be made to function 1½ turns/level, a hold person spell
made to work for 3 rounds/level, etc. Naturally, the spell has effect only onsuch spells where duration is meaningful.

Dig (Evocation)
Level: 4
Range: 3”
Duration: 1 round/level
Area of Effect: 5’ cube per level ofthe magic-user

Components: V, S, M
Casting Time: 4 segments
Saving Throw: Special

Fear (Illusion/Phantasm)
Level: 4
Range: 0
Duration: Special
Area of Effect: 6” long cone, 3”
diameter at end, ½’ at base

Explanation/Description: A dig spell enables the caster to excavate 125 cubicfeet of earth, sand, or mud per round. The hole thus dug is a cube 5’ per side.
The material thrown from the excavation scatters evenly around the pit. If themagic-user continues downward beyond 5’, there is a chance that the pit will
collapse: 15%/additional 5’ in depth in earth, 35%/additional 5’ depth in sand,and 55%/additional 5’ depth in mud. Any creature at the edge (1’) of such a pit
uses its dexterity score as a saving throw to avoid falling into the hole, with ascore equal to or less than the dexterity meaning that a fall was avoided. Any
creature moving rapidly towards a pit area will fall in unless it saves versus
magic. Any creature caught in the center of a pit just dug will always fall in.
The spell caster uses a miniature shovel and tiny bucket to activate a dig spelland must continue to hold these material components while each pit isexcavated.

Components: V, S, M
Casting Time: 4 segments
Saving Throw: Neg.

Explanation/Description: When a fear spell is cast, the magic-user sends forth
an invisible ray which causes creatures within its area of effect to turn awayfrom the spell caster and flee in panic. Affected creatures are likely to dropwhatever they are holding when struck by the spell; the base chance of this is60% at 1st level (or at 1 hit die), and each level (or hit die) above this reduces
the probability by 5%, i.e. at 10th level there is only a 15% chance, and at 13th
level 0% chance. Creatures affected by fear flee at their fastest rate for thenumber of melee rounds equal to the level of experience of the spell caster. The
panic takes effect on the melee round following the spell casting, but droppingof items in hand will take place immediately. Of course, creatures which maketheir saving throws versus the spell are not affected. The material component of
this spell is either the heart of a hen or a white feather.

Dimension Door (Alteration)
Level: 4
Range: 0
Duration: Special
Area of Effect: Spell caster

Components: V
Casting Time: 2 segments
Saving Throw: None

Fire Charm (Enchantment/Charm)

Components: V
Casting Time: 1 segment
Saving Throw: None

Level: 4
Range: 1”
Duration: 2 rounds/level
Area of Effect: 30’ diameter of fire

Explanation/Description: By means of a dimension door spell, the magic-user
instantly transfers himself or herself up to 3” distance per level of experience ofthe spell caster. This special form of teleportation allows for no error, and themagic-user always arrives at exactly the spot desired — whether by simply
visualizing the area (within spell transfer distance, of course) or by stating
direction such as “30 inches straight downwards,” or “upwards to the northwest,
45 degree angle, 42 inches.” If the magic-user arrives in a place which isalready occupied by a solid body, he or she remains in the Astral Plane until
located by some helpful creature willing to cast a dispel magic upon the person,for he or she is stunned and cannot successfully perform any spell casting. If
distances are stated and the spell caster arrives with no support below his or
her feet (i.e., in mid-air), falling and damage will result unless further magical

Components: V, S, M
Casting Time: 4 segments
Saving Throw: Neg.

Explanation/Description: By means of this spell the magic-user causes a normal
fire source such as a brazier, flambeau, or bonfire to serve as a magical agent,
for from this source he or she causes a gossamer veil of multi-hued flame tocircle the fire at 5’ distance. Any creatures observing the fire or the dancing
circle of flame around it must save versus magic or be charmed into remaining
motionless and gazing, transfixed at the flames. While so charmed, creaturesare subject to suggestion spells of 12 or fewer words, saving against theirinfluence at -3. The fire charm is broken by any physical attack upon thecharmed creature, if a solid object is interposed between the creature and theveil of flames so as to obstruct vision, or when the duration of the spell is at an

76

MAGIC-USER SPELLS (4TH LEVEL)MAGIC-USER SPELLS (4TH LEVEL)

end. Note that the veil of flame is not a magical fire, and passing through it
incurs the same type and amount of damage as would be sustained frompassing through its original fire source. The material component for this spell isa small piece of multicolored silk of exceptional thinness which the
dweomercraefter must throw into the fire source.

creatures will trip and fall, those reaching for an item will fumble and drop it,
those employing weapons will likewise awkwardly drop them. Recovery from afall or of a fumbled object will typically require the whole of the next melee
round. Note that breakable items might suffer damage when dropped. If thevictim makes his or her saving throw, the fumble will simply make him or her
effectively operate at one-half normal efficiency (cf. slow spell). The material
component of this spell is a dab of solidified milk fat.

Fire Shield (Evocation-Alteration)
Level: 4
Range: 0
Duration: 2 rounds + 1 round/level
Area of Effect: Personal

Components: V, S, M
Casting Time: 4 segments
Saving Throw: None

Hallucinatory Terrain (Illusion/Phantasm)
Level: 4
Range: 2”/level
Duration: Special
Area of Effect: 1” × 1“ squarearea/level

Explanation/Description: By casting this spell the magic-user appears to
immolate himself or herself, but the flames are thin and wispy, shedding lightequal only to half that of a normal torch (15’ radius of dim light), and colored
blue or green if variation A is cast, violet or blue if variation B is employed.
Any creature striking the spell caster with body or hand-held weapons will
inflict normal damage upon the magic-user, but the attacker will take double theamount of damage so inflicted! The other spell powers depend on the variationof the spell used:A)

The flames are hot, and any cold-based attacks will be saved
against at +2 on the dice, and either half normal damage or no
damage will be sustained; fire-based attacks are normal, but if themagic-user fails to make the required saving throw (if any) against
them, he or she will sustain double normal damage. The material
component for this variation is a bit of phosphorous.

B)

The flames are cold, and any fire-based attack will be saved against
at +2 on the dice, and either half normal damage or no damage will
be sustained; cold-based attacks are normal, but if the magic-user
fails to make the required saving throw (if any) against them, he or
she will sustain double normal damage. The material component forthis variation is a live firefly or glow worm or the tail portions of 4
dead ones.

Explanation/Description: By means of this spell the magic-user causes an illusion
which hides the actual terrain within the area of the spell’s effect. Thus, open
fields or a road can be made to look as if a swamp or hill or crevasse or someother difficult or impassable terrain existed there. Also, a pond can be made toappear as a grassy meadow, a precipice look as if it were a gentle slope, or arock-strewn gully made to look as if it were a wide and smooth road. The
hallucinatory terrain persists until a dispel magic spell is cast upon the area or
until it is contacted by an intelligent creature. Each level of experience of themagic-user enables him or her to affect a larger area. At 10th level, a magicuser can affect an area up to 10” × 10” square, while at 12th level the spell
caster affects a 12” × 12” square area. The material components of this spell
are a stone, a twig, and a bit of green plant — leaf or grass blade.
Ice Storm (Evocation)
Level: 4
Range: 1“/level
Duration: 1 round
Area of Effect: Special

Components: V, S, M
Casting Time: 3 rounds
Saving Throw: ½

Explanation/Description: Any closable item (book, box, bottle, chest, coffer,coffin, door, drawer, and so forth) is affected by a fire trap spell, but the item sotrapped cannot have a second spell such as hold portal or wizard lock placed
upon it except as follows: if a fire trap/hold portal is attempted, only the spell
first cast will work, and the other will be negated (both negated if castsimultaneously). If a fire trap is cast after a wizard lock, the former is negated, if
both are cast simultaneously both are negated, and if a wizard lock is cast after
placement of a fire trap there is a 50% chance that both spells will be negated.
A knock spell will not affect a fire trap in any way — as soon as the offending
party enters/touches, the trap will discharge. The caster can use the trapped
object without discharging it. When the trap is discharged there will be an
explosion of 5’ radius, and all creatures within this area must make saving
throws versus magic. Damage is 1-4 hit points plus 1 hit point per level of themagic-user who cast the spell, or one-half the total amount for creatures
successfully saving versus magic. The item trapped is NOT harmed by this
explosion. There is only 50% of the normal chance to detect a fire trap, andfailure to remove it when such action is attempted detonates it immediately. To
place this spell, the caster must trace the outline of the closure with a bit ofsulphur or saltpeter.

Massmorph (Illusion/Phantasm)
Level: 4
Range: 1“/level
Duration: Special
Area of Effect: 11’ × 1”
square/level

Components: V, S, M
Casting Time: 1 turn
Saving Throw: None

Explanation/Description: When this spell is cast upon willing creatures ofman-size or smaller, up to 10 such creatures per level of experience of themagic-user can be made to appear as normal trees of any sort. Thus, acompany of creatures can be made to appear as a copse, grove, or orchard.
Furthermore, these massmorphed creatures can be passed through — andeven touched — by other creatures without revealing the illusion. Note,however, that blows to the creature-trees will reveal their nature, as damage
will be sustained by the creatures struck and blood will be seen. Creatures
massmorphed must be within the spell’s area of effect. Unwilling creatures are
not affected. The spell persists until the caster commands it to cease or until adispel magic is cast upon the creatures. The material component of this spell
is a handful of bark chips.

Fumble (Enchantment/Charm)
Level: 4
Range: 1“/level
Duration: 1 round/level
Area of Effect: 1 creature

Components: V, S, M
Casting Time: 4 segments
Saving Throw: None

Explanation/Description: When this spell is cast, the magic-user causes either
great hail stones to pound down in an area of 4” diameter and inflict from 3 to30 (3d10) hit points of damage on any creatures within the area of effect; orthe ice storm can be made to cause driving sleet to fall in an area of 8”
diameter and both blind creatures within its area of effect for the duration of
the spell and cause the ground in the area to be icy, thus slowing movement
within by 50% and making it 50% probable that a moving creature will slip andfall when trying to move. The material components for this spell are a pinch ofdust and a few drops of water. (Note that this spell will negate a heat metalspell (q.v.), but its first application will also cause damage in the process.)

Fire Trap (Evocation)
Level: 4
Range: Touch
Duration: Permanent until
discharged
Area of Effect: Object touchedComponents: V, S, M
Casting Time: 1 turn
Saving Throw: None

Components: V, S, M
Casting Time: 4 segments
Saving Throw: ½

Minor Globe Of Invulnerability (Abjuration)
Level: 4
Range: 0
Duration: 1 round/level
Area of Effect: 1” diameter sphere

Explanation/Description: When a fumble spell is cast, the magic-user causes therecipient of the magic to suddenly become clumsy and awkward. Running

77

Components: V, S, M
Casting Time: 4 segments
Saving Throw: NoneMAGIC-USER SPELLS (4TH LEVEL)MAGIC-USER SPELLS (4TH LEVEL)

Explanation/Description: This spell creates a magical sphere around the caster
which prevents any first, second or third level spells from penetrating, i.e. thearea of effect of any such spells does not include the area of the minor globe
of invulnerability. However, any sort of spells can be cast out of the magicalsphere, and they pass from the caster of the globe, through its area of effect,
and to their target without effect upon the minor globe of invulnerability.
Fourth and higher level spells are not affected by the globe. It can be brought
down by a dispel magic spell. The material component of the spell is a glassor crystal bead.

Polymorph Self (Alteration)
Level: 4
Range: 0
Duration: 2 turns/level
Area of Effect: The magic-user

Explanation/Description: When this spell is cast, the magic-user is able toassume the form of any creature — from as small as a wren to as large as ahippopotamus — and its form of locomotion as well. The spell does not give theother abilities (attack, magic, etc.), nor does it run the risk of changing
personality and mentality. No “system shock” check is required. Thus, a magicuser changed to an owl could fly, but his or her vision would be human; achange to a black pudding would enable movement under doors or along halls
and ceilings, but not the pudding’s offensive or defensive capabilities. Naturally,
the strength of the new form must be sufficient to allow normal movement. The
spell caster can change his or her form as often as desired, the change
requiring only 5 segments. Damage to the polymorphed form is computed as if
it were inflicted upon the magic-user, but when the magic-user returns to his or
her own form, from 1 to 12 (d12) points of damage are restored.

Monster Summoning II (Conjuration/Summoning)
Level: 4
Range: 4”
Duration: 3 rounds + 1 round/level
Area of Effect: special

Components: V
Casting Time: 3 segments
Saving Throw: None

Components: V, S, M
Casting Time: 4 segments
Saving Throw: None

Explanation/Description: This spell is similar to the third level monster
summoning I spell (q.v.). Its major difference is that 1-6 second level monsters
are conjured up. The material components are the same as those of the lesser
spell. There is also a 1-4 round delay.

Rary’s Mnemonic Enhancer (Alteration)
Plant Growth (Alteration)
Level: 4
Range: 1”/level
Duration: Permanent
Area of Effect: 1” × 1” squarearea/level

Level: 4
Range: 0
Duration: 1 day
Area of Effect: The magic-user

Components: V, S
Casting Time: 4 segments
Saving Throw: None

Explanation/Description: By means of this spell the magic-user is able tomemorize, or retain the memory of, three additional spell levels, i.e. three spells of
the first level, or one first and one second, or one third level spell. The magic-user
can elect to immediately memorize additional spells or he or she may opt toretain memory of a spell cast by means of the Enhancer. The material
components of the spell are a piece of string, an ivory plaque of at least 100 g.p.
value, and an ink composed of squid secretion and either black dragon’s bloodor giant slug digestive juice. All components disappear when the spell is cast.

Explanation/Description: Except as noted above, this spell is the same as a thirdlevel druid spell, plant growth (q.v.).
Polymorph Other (Alteration)
Level: 4
Range: ½”/level
Duration: Permanent
Area of Effect: One creature

Components: V, S, M
Casting Time: 1 turn
Saving Throw: None

Components: V, S, M
Casting Time: 4 segments
Saving Throw: Neg.

Remove Curse (Abjuration) Reversible
Level: 4
Range: Touch
Duration: Permanent
Area of Effect: Special

Explanation/Description: The polymorph other spell is a powerful magic which
completely alters the form and ability, and possibly the personality andmentality, of the recipient. Of course, creatures with a lower intelligencecannot be polymorphed into something with a higher intelligence, but thereverse is possible. The creature polymorphed must make a “system shock” (cf.
CONSTITUTION) roll to see if it survives the change. If it is successful, it
then acquires all of the form and abilities of the creature it has beenpolymorphed into. There is a base 100% chance that this change will alsochange its personality and mentality into that of the creature whose form it
now possesses. For each 1 point of intelligence of the creature polymorphed,subtract 5% from the base chance. Additionally, for every hit die of difference
between the original form and the form it is changed into by the spell, thepolymorphed creature must adjust the base chance percentage by +/-5% per
hit die below or above its own number (or level in the case of characters). The
chance for assumption of the personality and mentality of the new form must
be checked daily until the change takes place. (Note that all creaturesgenerally prefer their own form and will not willingly stand the risk of being
subjected to this spell!) If a one hit die orc of 8 intelligence is polymorphed
into a white dragon with 6 hit dice, for example, it is 85% (100% - [5% × 8
intelligence] + [(6 - 1) × 5%] = 85%) likely to actually become one in all
respects, but in any case it will have the dragon’s physical and mental
capabilities; and if it does not assume the personality and mentality of a whitedragon, it will know what it formerly knew as well. Another example: an 8th
level fighter successfully polymorphed into a blue dragon would know combat
with weapons and be able to employ them with prehensile dragon forepaws if
the fighter did not take on dragon personality and mentality. However, the
new form of the polymorphed creature may be stronger than it looks, i.e. amummy changed to a puppy dog would be very tough, or a brontosaurus
changed to an ant would be impossible to squash merely from being steppedon by a small creature or even a man-sized one. The magic-user must use adispel magic spell to change the polymorphed creature back to its originalform, and this too requires a “system shock” saving throw. The material
component of this spell is a caterpillar cocoon.

Components: V, S
Casting Time: 4 segments
Saving Throw: Special

Explanation/Description: Except as noted above, this spell is the same as thethird level cleric spell, remove curse (q.v.)
Wall Of Fire (Evocation)
Level: 4
Range: 6”
Duration: Special
Area of Effect: Special

Components: V, S, M
Casting Time: 4 segments
Saving Throw: None

Explanation/Description: This spell differs from the fifth level druid spell, wall offire (q.v.) only as indicated above and as stated below: the flame color is either
violet or reddish blue, base damage is 2-12 hit points (plus 1 hit point per level),the radius of the ring-shaped wall of fire is 1” + ¼” per level of experience of themagic user casting it, and the material component of the spell is phosphorus.
Wall Of Ice (Evocation)
Level: 4
Range: 1”/level
Duration: 1 turn/level
Area of Effect: Special

Components: V, S, M
Casting Time: 4 segments
Saving Throw: None

Explanation/Description: When this spell is cast, a sheet of strong, flexible ice iscreated. The wall is primarily defensive, stopping pursuers and the like. The wall is
one inch thick per level of experience of the magic-user. It covers a 1” square area
per level, i.e. a 10th level magic-user would cause a wall of ice up to 10” long and1” high, or 5” long and 2” high, and so forth. Any creature breaking through theice will suffer 2 hit points of damage per inch of thickness of the wall, fire-using
creatures will suffer 3 hit points, cold-using creatures only 1 hit point when breaking

78

MAGIC-USER SPELLS (4TH LEVEL)MAGIC-USER SPELLS (5TH LEVEL)

through. If this spell is cast to form a horizontal sheet to fall upon opponents, it has
the same effect as an ice storm’s (q.v.) hail stones in the area over which it falls.
Magical fires such as fireballs and fiery dragon breath will melt a wall of ice in 1
round, though they will cause a great cloud of steamy fog which will last 1 turn, but
normal fires or lesser magical ones will not hasten its melting. The material
component of this spell is a small piece of quartz or similar rock crystal.

Explanation/Description: Bigby’s interposing hand is a large to huge-sized
magic member which appears and places itself between the spell caster and hisor her chosen opponent. This disembodied hand then remains between the two,
regardless of what the spell caster does subsequently or how the opponent tries
to get around it. The size of the hand is determined by the magic-user, and it
can be human-sized all the way up to titan-sized. It takes as many hit points ofdamage to destroy as the magic-user who cast it. Any creature weighing lessthan 2,000 pounds trying to push past it will be slowed to one-half normal
movement. The material component of the spell is a glove.

Wizard Eye (Alteration)
Level: 4
Range: 0
Duration: 1 round/level
Area of Effect: Special

Components: V, S, M
Casting Time: 1 turn
Saving Throw: None

Cloudkill (Evocation)
Level: 5
Range: 1”
Duration: 1 round/level
Area of Effect: 4” wide, 2” high,2” deep cloud

Explanation/Description: When this spell is employed, the magic-user creates aninvisible sensory organ which sends visual information to him or her. The wizard eye
travels at 3” per round, viewing an area ahead as a human would or 1” per roundexamining the ceiling and walls as well as the floor ahead and casually viewing thewalls ahead. The wizard eye can “see” with infravision at 10’, or it “sees” up to 60’
distant in brightly lit areas. The wizard eye can travel in any direction as long as thespell lasts. The material component of the spell is a bit of bat fur.

Explanation/Description: This spell generates a billowing cloud of ghastly
yellowish green vapors which is so toxic as to slay any creature with fewer than
4 + 1 hit dice, cause creatures with 4 + 1 to 5 + 1 hit dice to save versus
poison at -4 on the dice roll, and creatures up to 6 hit dice (inclusive) to saveversus poison normally or be slain by the cloud. The cloudkill moves away fromthe spell caster at 1” per round, rolling along the surface of the ground. A wind
will cause it to alter course, but it will not move back towards its caster. A
strong wind will break it up in 4 rounds, and a greater wind force prevents theuse of the spell. Very thick vegetation will disperse the cloud in two rounds, i.e.
moving through such vegetation for 2”. As the vapors are heavier than air, they
will sink to the lowest level of the land, even pour down den or sinkhole
openings; thus, it is ideal for slaying nests of giant ants, for example.

Fifth Level Spells:
Airy Water (Alteration)
Level: 5
Range: 0
Duration: 1 turn/level
Area of Effect: 2” diameter sphereor 4” diameter hemisphere

Components: V, S, M
Casting Time: 5 segments
Saving Throw: None

Conjure Elemental (Conjuration/Summoning)

Explanation/Description: The airy water spell turns normal liquid such as water orwater based infusions or solutions to a less dense, breathable substance. Thus, if
the magic-user were desirous of entering an underwater place, he or she would
step into the water, cast the spell and sink downwards in a globe of bubblingwater which he or she and any companions in the spell’s area of effect could
move freely in and breathe just as if it were air rather than water. The globe will
move with the spell caster. Note that water breathing creatures will avoid asphere (or hemisphere) of airy water, although intelligent ones can enter it if they
are able to move by means other than swimming, but no water-breathers will beable to breathe in an area affected by this spell. There is only one word whichneeds to be spoken to actuate the magic, and the material component of the spell
is a small handful of alkaline or bromine salts.

Level: 5
Range: 6”
Duration: 1 turn/level
Area of Effect: Special

Components: V, S
Casting Time: 5 segments
Saving Throw: None

Explanation/Description: Except as noted above, and for the fact that thematerial component of the spell is a pinch of powdered bone, this is the sameas the fifth level druid spell animal growth (q.v.).
Animate Dead (Necromantic)
Level: 5
Range: 1”
Duration: Permanent
Area of Effect: Special

Components: V, S, M
Casting Time: 5 rounds
Saving Throw: None

Air Elemental — burning incense
Earth Elemental — soft clay
Fire Elemental — sulphur and phosphorus
Water Elemental — water and sandExplanation/Description: Except as noted above, this spell is the same as thethird level cleric spell animate dead (q.v.).

N.B. Special protection from uncontrolled elementals is available by means of apentacle, pentagram, thaumaturgic triangle, magic circle, or protection from evil
spell.

Bigby’s Interposing Hand (Evocation)
Level: 5
Range: 1”/level
Duration: 1 round/level
Area of Effect: Special

Components: V, S, M
Casting Time: 1 turn
Saving Throw: None

Explanation/Description: There are actually four spells in one as respects conjure
elemental. The magic-user is able to conjure an air, earth, fire or water elemental
with this spell — assuming he or she has the material component for theparticular elemental. A considerable fire source must be in range to conjure thattype of elemental; a large amount of water must be likewise available for
conjuration of a water elemental. Conjured elementals are very strong — see
ADVANCED DUNGEONS & DRAGONS, MONSTER MANUAL —typically having 16 hit dice (16d8). It is possible to conjure up successive
elementals of different type if the spell caster has memorized two or more ofthese spells. The type of elemental to be conjured must be decided upon before
memorizing the spell. The elemental conjured up must be controlled by the magicuser, i.e. the spell caster must concentrate on the elemental doing his or hercommands, or it will turn on the magic-user and attack. The elemental, however,will not cease a combat to do so, but it will avoid creatures when seeking its
conjurer. If the magic-user is wounded or grappled, his or her concentration isbroken. There is always a 5% chance that the elemental will turn on its conjurer
regardless of concentration, and this check is made at the end of the second andeach succeeding round. The elemental can be controlled up to 3” distant per levelof the spell caster. The elemental remains until its form on this plane is destroyed
due to damage or the spell’s duration expires. Note that water elementals aredestroyed if they move beyond 6” of a body of water. The material component of
this spell (besides the quantity of the element at hand) is a small amount of:Animal Growth (Alteration) Reversible
Level: 5
Range: 6”
Duration: 1 round/level
Area of Effect: Up to 8 animals in a2” square area

Components: V, S
Casting Time: 5 segments
Saving Throw: None

Components: V, S, M
Casting Time: 5 segments
Saving Throw: None

Cone Of Cold (Evocation)
Level: 5
Range: 079

Components: V, S, M
Casting Time: 5 segments

MAGIC-USER SPELLS (5TH LEVEL)
Duration: Instantaneous
Area of Effect: Special

MAGIC-USER SPELLS (5TH LEVEL)

Saving Throw: ½

those travelling across it. Thus a 10’ × 100’ corridor could seem as if it was but
5’ wide and 50’ long, or it could appear to be 20’ wide and 200’ long. Whenthe spell duration has elapsed, the elemental returns to its own plane. The true
nature of an area affected by distance distortion is absolutely undetectable toany creatures travelling along it, although the area will radiate a dim dweomer,
and a true seeing spell will reveal that an earth elemental is spread within thearea. Material needed for this spell is a small lump of soft clay.

Explanation/Description: When this spell is cast, it causes a cone-shaped area
originating at the magic-user’s hand and extending outwards in a cone ½” long
per level of the caster. It drains heat and causes 1 four-sided die, plus 1 hit
point of damage (1d4 + 1), per level of experience of the magic-user. For
example, a 10th level magic-user would cast a cone of cold causing 10d4 + 10
hit points of damage. Its material component is a crystal or glass cone of verysmall size.

Extension II (Alteration)
Level: 5
Range: 0
Duration: Special
Area of Effect: Special

Contact Other Plane (Divination)
Level: 5
Range: 0
Duration: Special
Area of Effect: Special

Components: V
Casting Time: 1 turn
Saving Throw: None

Components: V
Casting Time: 4 segments
Saving Throw: None

Explanation/Description: This spell is the same as the fourth level extension I
spell, except it extends the duration of first through fourth level spells by 50%.

Explanation/Description: When this spell is cast, the magic-user sends his or her
mind to another plane of existence in order to receive advice and informationfrom powers there. As these powers are located at random, and resent suchcontact in any case, only brief answers will be given. (Your DM will answer allquestions with a “yes”, “no”, “maybe”, “never”, “irrelevant”, etc.) The charactercan contact an elemental plane or some plane further removed. For every 2
levels of experience of the magic-user one question may be asked. Contact withminds far removed from the plane of the magic-user increases the probability ofthe spell caster going insane or dying, but the chance of the power knowing theanswer, as well as the probability of the being telling the correct answer, arelikewise increased by moving to distant planes:

Feeblemind (Enchantment/Charm)
Level: 5
Range: 1”/level
Duration: Permanent
Area of Effect: One creature

Components: V, S, M
Casting Time: 5 segments
Saving Throw: Neg.

Explanation/Description: Except as noted above, this spell is the same as thesixth level druid spell, feeblemind (q.v.). The material component of this spell is a
handful of small clay, crystal, glass or mineral spheres.
Hold Monster (Enchantment/Charm)

Plane
Elemental
1 removed
2 removed
3 removed
4 removed
5 removed
6 removed
7 removed
8 removed
9 or more
removedLikelihoodof Insanity*
20%
5%
10%
15%
20%
25%
30%
35%
40%

Likelihoodof Knowledge
90%***
60%
65%
70%
75%
80%
85%
90%
95%

Likelihoodof Veracity**
75%
65%
67%
70%
73%
75%
78%
81%
85%

50%

98%

90%

Level: 5
Range: ½”/level
Duration: 1 round/level
Area of Effect: One to fourmonsters (creature)

Explanation/Description: This spell immobilizes from one to four creatures ofany type within spell range and in sight of the spell caster. He or she can opt tohold one, two, three or four monsters. If three or four are attacked, each saving
throw is at normal; if two are attacked, each saving throw is at -1 on the die;and if but one is attacked, the saving throw is at -3 on the die. (Partiallynegated hold monster spell effects equal those of a slow spell.) The material
component for this spell is one hard metal bar or rod for each monster to be
held. The bar or rod can be small, i.e. the size of a three-penny nail.

* For every 1 point of intelligence over 15, the magic user reduces
probability of insanity by 5%.

Leomund’s Secret Chest (Alteration, Conjuration/Summoning)** If the answer is unknown, and the answer is not true, the being willanswer definitely. If truth is indicated, it will answer “unknown.”

Level: 5
Range: Special
Duration: 60 days
Area of Effect: One chest of about
2’ =2’ =3’ size*** Assumes knowledge of questions pertaining to the appropriate elemental
plane.

Components: V, S, M
Casting Time: 1 turn
Saving Throw: None

Explanation/Description: In order to cast this spell the magic-user must havean exceptionally well-crafted and expensive chest constructed for him bymaster craftsmen. If made principally of wood, it must be of ebony,rosewood, sandalwood, teak or the like, and all of its corner fittings, nails,
and hardware must be of platinum. If constructed of ivory, the metal fittingsof the chest may be of gold; and if the chest is fashioned from bronze,
copper, or silver, its fittings may be of electrum or silver. The cost of such achest will never be less than 5,000 g.p. Once constructed, the magic-usermust have a tiny replica (of the same materials and perfect in every detail)made, so that the miniature of the chest appears to be a perfect copy. One
magic-user can have but one pair of these chests at any given time, and evenwish spells will not allow exception!

Insanity will strike as soon as 1 question is asked. It will last for 1 week for eachremoval of the plane contacted, 10 weeks maximum. There is a 1% chance perplane that the magic-user will die before recovering unless a remove curse spellis cast upon him or her.
Distance Distortion (Alteration)
Level: 5
Range: 1”/level
Duration: 1 turn/level
Area of Effect: 100 square “ perlevelComponents: V, S, M
Casting Time: 5 segments
Saving Throw: Neg.

Components: V, S, M
Casting Time: 6 segments
Saving Throw: None

While touching the chest and holding the tiny replica, the caster chants thespell. This will cause the large chest to vanish into the ethereal plane. The chest
can contain one cubic foot of material per level of the magic-user no matter
what its apparent size. Living matter makes it 75% likely that the spell will fail,so the chest is typically used for securing valuable spell books, magic items,
gems, etc. As long as the spell caster has the small duplicate of the magic chest,
he or she can recall the large one from the ethereal plane to the locale he or

Explanation/Description: This spell can only be cast when the magic-user has
an earth elemental conjured up, but the elemental will not react hostilely to
co-operation with the spell caster when he or she announces that his or her
intent is to cast a distance distortion spell. The magic places the earth elemental
in the area of effect, and the elemental then causes the area’s dimensions to be
distorted in either of two ways: 1) the area will effectively be one-half the
distance to those travelling over it, or 2) the area will be twice the distance to80

MAGIC-USER SPELLS (5TH LEVEL)MAGIC-USER SPELLS (5TH LEVEL)

she is in when the chest is desired. If the miniature of the chest is lost or
destroyed, there is no way, including a wish, that the large chest will return.

the spell’s material component. Note that a possessed creature with any
negative difference or a positive difference less than 5 is entitled to a saving
throw each round to determine if it is able to displace the possessor’s mind, apositive difference of 5 to 8 gains a saving throw each turn, a positive
difference of 9 to 12 gains a saving throw each day, and a positive differenceof 13 or better gains a saving throw each week. If the magic jarred creature
regains control of its mind, the magic-user is trapped until he or she can takeover the mind for control or escape.

While on the ethereal plane, there is a 1% cumulative chance per week that somecreature/being will find the chest. If this occurs there is 10% likelihood that the chest
will be ignored, 10% possibility that something will be added to the contents, 30%
possibility that the contents will be exchanged for something else, 30% chance thatsomething will be stolen from it, and 20% probability that it will be emptied. In
addition, when the secret chest is brought back to the Prime Material Plane, an
ethereal window is opened and remains open for 5 hours, slowly diminishing in size.
As this hole opens between the planes there is a 5% chance that some ethereal
monster will be drawn through, with a 1% cumulative reduction in probability eachhour thereafter until the window is gone. However, no creature on the Prime
Material Plane can locate the chest, even with a gem of seeing, true seeing, etc.

Monster Summoning III (Conjuration/Summoning)
Level: 5
Range: 5”
Duration: 4 rounds + 1 round/level
Area of Effect: Special

If Leomund’s secret chest is not retrieved before spell duration lapses, there is acumulative chance of 5% per day that the chest will be lost forever, i.e. 5%
chance for loss at 61 days, 10% at 62 days, and so forth.

Components: V, S, M
Casting Time: 5 segments
Saving Throw: None

Explanation/Description: When this spell is cast, 1-4 third level monsters are
summoned, coming within 1-4 rounds. See monster summoning I for otherdetails.
Mordenkainen’s Faithful Hound (Conjuration/Summoning)
Level: 5
Range: 1”
Duration: 2 rounds/level
Area of Effect: Special

Explanation/Description: By means of this spell the magic-user summons up aphantom watchdog which only he or she can see. He or she may then command
it to perform as guardian of a passage, room, door, or similar space or portal.
The phantom watchdog will immediately commence a loud barking if any
creature larger than a cat approaches the place it guards. As the faithful hound isable to detect invisible, astral, ethereal, out of phase, duo-dimensional, or similarly
non-visible creatures, it is an excellent guardian. In addition, if the intruding
creature or creatures allow their backs to be exposed to the phantom watchdog,
it will deliver a vicious attack as if it were a 10 hit dice monster, striking for 3-18
hit points of damage, and being able to hit opponents of all sorts, even thosenormally subject only to magical weapons of +3 or greater. The faithful houndcannot be attacked, but it can be dispelled. Note, however, that the spell castercan never be more than 3” distant from the area that the phantom watchdog is
guarding, or the magic is automatically dispelled. The material components of thisspell are a tiny silver whistle, a piece of bone, and a thread.

Magic Jar (Possession)Level: 5
Range: 1“/level
Duration: Special
Area of Effect: One creature

Components: V, S, M
Casting Time: 1 round
Saving Throw: Special

Explanation/Description: Magic jar is a very unusual spell. It enables the magicuser to take over the mind of the victim and thus control the creature’s body. In
fact, if the body is human or humanoid, the magic-user can even use the spells
he or she knows. The possessor can call upon rudimentary knowledge of thepossessed, but not upon the real knowledge, i.e. a possessor will not know thelanguage or spells of the possessed. The spell caster transfers his or her life
force to a special container (a large gem or crystal), and from this magic jar
the life force can sense and attack any creature within the spell range radius,
but what the creature is, is not determinable from the magic jar. The special life
force receptacle must be within spell range of the magic-user’s body at the timeof spell casting. Possession takes place only if the victim fails to make therequired saving throw. Failure to possess a victim leaves the life force of themagic-user in the magic jar. Possession attempts require 1 round each. If the
body of the spell caster is destroyed, the life force in the magic jar is notharmed. If the magic jar is destroyed, the life force is snuffed out. Returning to
the real body requires 1 round, and can only be done from a magic jar in spell
range of the body. The saving throw versus a magic jar spell is modified bycomparing combined intelligence and wisdom scores (intelligence only in nonhuman or non-humanoid creatures) of the magic-user and victim.
Difference
Negative 9 or +Negative 8 to 6
Negative 5 to 3
Negative 2 to 0
Positive 1 to 4
Positive 5 to 8
Positive 9 to 12
Positive 13 or +Components: V, S, M
Casting Time: 5 segments
Saving Throw: None

Passwall (Alteration)
Level: 5
Range: 3”
Duration: 6 turns + 1 turn/level
Area of Effect: Special

Components: V, S, M
Casting Time: 5 segments
Saving Throw: None

Explanation/Description: A passwall enables the spell caster to open a passage
through wooden, plaster, or stone walls; thus he or she and any associates can
simply walk through. The spell causes a 5’ wide by 8’ high by 10’ deep opening.
Note several of these spells will form a continuing passage so that very thick walls
can be pierced. The material component of this spell is a pinch of sesame seeds.
Stone Shape (Alteration)
Level: 5
Range: Touch
Duration: Permanent
Area of Effect: One cubic foot perlevel

Die Adjustment
+4
+3
+2
+1
0
-1
-2
-3

Components: V, S, M
Casting Time: 1 round
Saving Throw: None

Explanation/Description: By means of this spell the magic-user can form an
existing piece of stone into a shape which will suit his or her purposes. For
example, a stone weapon can be made, a special trapdoor fashioned, or an idol
sculpted. By the same token, it would allow the spell caster to reshape a stonedoor, perhaps, so as to escape imprisonment, providing the volume of stone
involved was within the limits of the area of effect. While stone coffers can bethus formed, secret doors made, etc., the fineness of detail is not great. The
material component of this spell is soft clay which must be worked into roughly
the desired shape of the stone object and then touched to the stone when thespell is uttered.

A negative score indicates the magic-user has a lower score than does his or
her intended victim; thus, the victim has a saving throw bonus. The magic jar is81

MAGIC-USER SPELLS (5TH LEVEL)MAGIC-USER SPELLS (6TH LEVEL)

Telekinesis (Alteration)

Wall Of Force (Evocation)

Level: 5
Range: 1”/level
Duration: 2 rounds + 1 round/level
Area of Effect: 250 g.p. weight/level

Components: V, S
Casting Time: 5 segments
Saving Throw: None

Level: 5
Range: 3”
Duration: 1 turn + 1 round/level
Area of Effect: 20’ square/level

Explanation/Description: By means of this spell the magic-user is able to moveobjects by will force, by concentrating on moving them mentally. The
telekinesis spell causes the desired object to move vertically or horizontally.
Movement is 2” the first round, 4” the second, 8” the third, 16” the fourth,and so on, doubling each round until a maximum telekinetic movement of
1,024” per round is reached. (Heavy objects travelling at high speed can bedeadly weapons!) Note that telekinesis can be used to move opponents who
fall within the weight capacity of the spell, but if they are able to employ assimple a counter-measure as an enlarge spell, for example (thus making the
body weight go over the maximum spell limit), it is easily countered. Likewise,ambulation or some other form of motive power if the recipient of the spell is
not able to ambulate, counters the effect of telekinesis, provided the velocity
has not reached 16” per round. The various Bigby’s . . . hand spells will alsocounter this spell, as will many other magics.

Explanation/Description: A wall of force spell creates an invisible barrier in thelocale desired by the caster, up to the spell’s range. The wall of force will not
move and is totally unaffected by any other spells, including dispel magic, savea disintegrate spell, which will immediately destroy it. Likewise, the wall of force
is not affected by blows, missiles, cold, heat, electricity, or any similar things.
Spells or breath weapons will not pass through it in either direction. The magicuser can, if desired, shape the wall to a hemispherical or spherical shape withan area equal to his or her ability, maximum of 20 square feet per level ofexperience. The material component for this spell is a pinch of powdereddiamond.
Wall Of Iron (Evocation)
Level: 5
Range: ½”/level
Duration: Permanent
Area of Effect: Special

Teleport (Alteration)
Level: 5
Range: Touch
Duration: Instantaneous
Area of Effect: Special

Components: V
Casting Time: 2 segments
Saving Throw: None

Wall Of Stone (Evocation)
Level: 5
Range: ½”/level
Duration: Permanent
Area of Effect: Special

Probability of Teleporting
High
01-02
01-04
01-08
01-16
01-32

On Target
03-99
05-98
09-96
17-92
33-84

Components: V, S, M
Casting Time: 5 segments
Saving Throw: None

Explanation/Description: This spell creates a wall of granite rock which merges
into adjoining rock surfaces if the area is sufficient to allow it. It is typically
employed to close passages, portals, and breaches against opponents. The wallof stone is ¼’ thick and 20’ square in area per level of experience of themagic-user casting the spell. Thus, a 12th level magic-user creates a wall ofstone 3’ thick and 240 square feet in surface area (a 12’ wide and 20’ highwall, for example, to completely close a 10’ × 16’ passage). The wall createdneed not be vertical nor rest upon any firm foundation (cf. wall of iron);however, it must merge with an existing stone formation. It can be used tobridge a chasm, for instance, or as a ramp. The wall is permanent unlessdestroyed by a dispel magic spell or by normal means such as breaking,chipping or a disintegrate spell. The material component is a small block of
granite.

Low
00
99-00
97-00
93-00
85-00

Teleporting high means the magic-user will arrive 1” above ground for every 1%
he or she is below the lowest “On Target” probability — only 2” when thedestination is very familiar, and as high as 32” if the destination area wasnever seen. Any low result means the instant death of the magic-user if the area
into which he or she teleports to is solid. Note that there is no possibility of
teleporting to an area of empty space, i.e. a substantial area of surface must be
there, whether a wooden floor, a stone floor, natural ground, etc.

Sixth Level Spells:
Anti-Magic Shell (Abjuration)

Transmute Rock To Mud (Alteration) Reversible
Level: 5
Range: 1“/level
Duration: Special
Area of Effect: 2 cubic “/level

Components: V, S, M
Casting Time: 5 segments
Saving Throw: None

Explanation/Description: When this spell is cast, the magic-user causes avertical iron wall to spring into being. Typically, this wall is used to seal off a
passage or close a breach, for the wall inserts itself into any surrounding
material if its area is sufficient to do so. The wall of iron is one quarter of aninch thick per level of experience of the spell caster. The magic-user is able toevoke an area of iron wall 15 square feet for each of his or her experiencelevels, so at 12th level a wall of iron 180 square feet in area can be created. If
the wall is created in a location where it is not supported, it will fall and crush
any creature beneath it. The wall is permanent, unless attacked by a dispel
magic spell, but subject to all forces a normal iron wall is subject to, i.e. rust,
perforation, etc. The material component of this spell is a small piece of sheet
iron.

Explanation/Description: When this spell is used, the magic-user instantly
transports himself or herself, along with a certain amount of additional
weight which is upon, or being touched by, the spell caster, to a well-known
destination. Distance is not a factor, but inter-plane travel is not possible bymeans of a teleport spell. The spell caster is able to teleport a maximum
weight of 2,500 g.p. equivalence, plus an additional 1,500 g.p. weight foreach level of experience above the 10th, i.e. a 13th level magic-user
teleports a maximum weight of 7,000 g.p. (700 pounds). If the destination
area is very familiar to the magic-user (he or she has a clear mental picture
through actual proximity to and studying of the area) it is unlikely that there
will be any error in arriving exactly in the place desired. Lesser known
areas (those seen only magically or from a distance) increase the probabilityof error. Unfamiliar areas present considerable peril. This is demonstrated
below:

Destination
Area Is
Very familiar
Studied carefully
Seen casually
Viewed once
Never seen

Components: V, S, M
Casting Time: 5 segments
Saving Throw: None

Level: 6
Range: 0
Duration: 1 turn/level
Area of Effect: 1’/level diameter
sphereComponents: V, S, M
Casting Time: 5 segments
Saving Throw: None

Components: V, S
Casting Time: 1 segments
Saving Throw: None

Explanation/Description: By means of an anti-magic shell, the magic-user
causes an invisible barrier to surround his or her person, and this moves withthe spell caster. This barrier is totally impervious to all magic and magic spelleffects (this includes such attack forms as breath weapons, gaze weapons, andvoice weapons). It thus prevents the entrance of spells or their effects, and it

Explanation/Description: Except as noted above, and that the material
components for the spell are clay and water (or sand, lime and water for thereverse), this spell is the same as the fifth level druid spell, transmute rock to
mud (q.v.).

82

MAGIC-USER SPELLS (6TH LEVEL)MAGIC-USER SPELLS (6TH LEVEL)

likewise prevents the function of any magical items or spells within its confines. It
prevents the entrance of charmed, summoned, and conjured creatures.
However, normal creatures (assume a normal troll rather than one conjured up,
for instance) can pass through the shell, as can normal missiles. While a magic
sword would not function magically within the shell, it would still be a sword.

Disintegrate (Alteration)
Level: 6
Range: ½“/level
Duration: Permanent
Area of Effect: Special

Components: V, S, M
Casting Time: 6 segments
Saving Throw: Neg.

Bigby’s Forceful Hand (Evocation)
Level: 6
Range: 1“/level
Duration: 1 round/level
Area of Effect: Special

Explanation/Description: This spell causes matter to vanish. It will affect evenmatter (or energy) of a magical nature, such as Bigby’s forceful hand, but not a
globe of invulnerability or an anti-magic shell. Disintegration is instantaneous,and its effects are permanent. Any living thing can be affected, even undead,and non-living matter up to 1” cubic volume can be obliterated by the spell.
Creatures, and magical material with a saving throw, which successfully saveversus the spell are not affected. Only 1 creature or object can be the target ofthe spell. Its material components are a lodestone and a pinch of dust.

Components: V, S, M
Casting Time: 6 segments
Saving Throw: None

Explanation/Description: Bigby’s forceful hand is a more powerful version of
Bigby’s interposing hand (q.v.). It exerts a force in addition to interposing itself, andthis force is sufficient to push a creature away from the spell caster if the creature
weighs 500 pounds or less, to push so as to slow movement to 1” per round if thecreature weighs between 500 and 2,000 pounds, and to slow movement by 50%
of creatures weighing up to 8,000 pounds. It takes as many hit points to destroy as
its creator has. Its material component is a glove.

Enchant An Item (Conjuration/Summoning)
Level: 6
Range: Touch
Duration: Special
Area of Effect: One item

Control Weather (Alteration)
Level: 6
Range: 0
Duration: 4-24 hours
Area of Effect: 4-16 square miles

Components: V, S, M
Casting Time: 1 turn
Saving Throw: None

Explanation/Description: This is a spell which must be used by a magic-user
planning to create a magic item. The enchant an item spell prepares the object
to accept the magic to be placed upon or within it. The item to be magicked
must meet the following tests: 1) it must be in sound and undamaged condition;2) the item must be the finest possible, considering its nature, i.e. crafted of thehighest quality material and with the finest workmanship; and 3) its cost or
value must reflect the second test, and in most cases the item must have a raw
materials cost in excess of 100 g.p. With respect to requirement 3), it is notpossible to apply this test to items such as ropes, leather goods, cloth, andpottery not normally embroidered, bejeweled, tooled, carved, and/or engraved;
however, if such work or materials can be added to an item without weakeningor harming its normal functions, these are required for the item to be magicked.

Explanation/Description: Except as noted above, and for the differing material
components, this spell is the same as the seventh level cleric control weather
spell (q.v.). The material components of this spell are burning incense, and bitsof earth and wood mixed in water.
Death Spell (Conjuration/Summoning)
Level: 6
Range: 1“/level
Duration: Instantaneous
Area of Effect: ½” square/level

Components: V, S. M
Casting Time: Special
Saving Throw: Neg.

Components: V, S, M
Casting Time: 6 segments
Saving Throw: None

Explanation/Description: When a death spell is cast, it slays creatures in thearea of effect instantly and irrevocably. The number of creatures which can beso slain is a function of their hit dice:
Maximum Number of Creatures
Affected

Victim’s Hit Diceless than 2
2 to 44 + 1 to 6 + 3
6 + 4 to 8 + 3

4-80
3-30
2-8
1-4

(4d20)(3d10)(2d4)(1d4)

The item to be prepared must be touched manually by the spell caster. This
touching must be constant and continual during the casting time which is a base
16 hours plus an additional 8-64 hours (as the magic-user may never work over
8 hours per day, and haste or any other spells will not alter time required in any
way, this effectively means that casting time for this spell is 2 days + 1-8 days). All
work must be uninterrupted, and during rest periods the item being enchanted
must never be more than 1’ distant from the spell caster, for if it is, the whole spellis spoiled and must be begun again. (Note that during rest periods absolutely noother form of magic may be performed, and the magic-user must remain quiet
and in isolation.) At the end of the spell, the caster will “know” that the item isready for the final test. He or she will then pronounce the final magical syllable,
and if the item makes a saving throw (which is exactly the same as that of themagic-user who magicked it) versus magic, the spell is completed. (Note that thespell caster’s saving throw bonuses also apply to the item, up to but notexceeding +3.) A result of 1 on the die (d20) always results in failure, regardlessof modifications. Once the spell is finished, the magic-user may begin to place thedesired dweomer upon the item, and the spell he or she plans to place on orwithin the item must be cast within 24 hours or the preparatory spell fades, andthe item must again be enchanted.

If a mixed group of creatures is attacked with a death spell, use the following
conversion:
Equals Creatures with Hit Dice of:Creature’s Hit Dice less than 2
6 + 4 to 8 + 3
4 + 1 to 6 + 3
2 to 4108
4

2 to 45
3-

4+1 to 6+3 6+4 to 8+3
2
.125

.5
.05

First, simply roll the dice to see how many creatures of less than 2 hit dice areaffected, kill all these, then use the conversion to kill all 2 to 4 hit dice monsters,
etc. If not enough of the number remains to kill the higher levels, they remain.
This system can be reversed by applying it to higher hit dice victims first.
Example: The 4d20 when rolled indicate a total of 53, 20 of this is used to killone 6 + 4 to 8 + 3 die creature (20 × .05 = 1), 16 are used to kill two 4 + 1 to
6 + 3 hit dice creatures (16 × .125 = 2), 12 are used to kill three 2 to 4 diecreatures (3 × 4 = 12), and 5 remainder can be used to kill off 5 lessthan-2 dice creatures (5 × 1 = 5), i.e. 20 + 16 + 12 + 5 = 53. A death spell
does not affect lycanthropes, undead creatures, or creatures from other than thePrime Material Plane. The material component of this spell is a crushed black
pearl with a minimum value of 1,000 g.p.

Each spell subsequently cast upon an object bearing an enchant an item spell
requires 4 hours + 4-8 additional hours per spell level of the magic being cast.
Again, during casting the item must be touched by the magic-user, and during rest
periods it must always be within 1 of his or her person. This procedure holds true
for any additional spells placed upon the item, and each successive dweomer must
be begun within 24 hours of the last, even if any prior spell failed.

83

MAGIC-USER SPELLS (6TH LEVEL)MAGIC-USER SPELLS (6TH LEVEL)

No magic placed on or into an item is permanent unless a permanency spell isused as a finishing touch, and this always runs a risk of draining a point ofconstitution from the magic-user casting the spell. It is also necessary to pointout that while it is possible to tell when the basic (enchant an item) spell
succeeds, it is not possible to tell if successive castings actually take, for eachmust make the same sort of saving throw as the item itself made. Naturally,
items that are charged — rods, staves, wands, javelins of lightning, ring ofwishes, etc. — can never be made permanent. Scrolls or magic devices cannever be used to enchant an item or cast magic upon an object so prepared.

Explanation/Description: This spell is the same as the fourth level minor globe
of invulnerability (q.v.), except as regards casting time and for the fact that it
prevents the functioning of first through fourth level spells affecting the magicuser within the globe, while he or she can cast spells through it, of course.
Guards And Wards (Evocation, Alteration, Enchantment/Charm)
Level: 6
Range: 0
Duration: 6 turns/level
Area of Effect: 1” radius/level,
extending from 2” diameter
sphereThe material component(s) for this spell vary according to both the nature of theitem being magicked and successive magicks to be cast upon it. For example, acloak of displacement might require the hides of 1 or more displacer beasts, asword meant to slay dragons could require the blood and some other part of thetype(s) of dragon(s) it will be effective against, and a ring of shooting stars might
require pieces of meteorites and the horn of a ki-rin. These specifics, as well asother information pertaining to this spell, are known by your Dungeon Master.

Explanation/Description: This special and powerful spell is primarily used todefend the magic-user’s stronghold. The following take place in the area ofeffect upon casting of the spell:

Extension III (Alteration)
Level: 6
Range: 0
Duration: Special
Area of Effect: Special

1. All corridors become misty, and visibility is reduced to 10’.
Components: V
Casting Time: 5 segments
Saving Throw: None

2. All doors are wizard locked.
3. One door per level of experience of the magic-user is covered by an
illusion as if it were a plain wall.

Explanation/Description: This spell is the same as the fourth level extension I
except that it will extend first through third level spells to double duration and will
extend the duration of fourth or fifth level spells by 50% of the indicated duration.

4. Stairs are filled with webs from top to bottom.
5. 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 will believe they are going in the exact opposite direction.

Geas (Enchantment/Charm)
Level: 6
Range: 0
Duration: Special
Area of Effect: Creature touchedComponents: V, S, M
Casting Time: 3 turns
Saving Throw: None

Components: V
Casting Time: 5 segments
Saving Throw: None

6. The whole area radiates magic.
7.

The magic-user can place one of the following additional magics:
A. Dancing lights in four corridors, orExplanation/Description: A geas spell places a magical command upon thecreature (usually human or humanoid) to carry out some service, or refrain fromsome action or course of activity, as desired by the spell caster. The creature must
be intelligent, conscious, and under its own volition. While a geas cannot compel
a creature to kill itself, or to perform acts which are likely to result in certain
death, it can cause almost any other course of action. The spell causes the geased
creature to follow the instructions until the geas is completed. Failure to do so willcause the creature to grow sick and die within 1 to 4 weeks. Deviation from ortwisting of the instructions causes corresponding loss of strength points until thedeviation ceases. A geas can be done away with by a wish spell, but a dispel
magic or remove curse will not negate it. Your referee will instruct you as to any
additional details of a geas, for its casting and fulfillment are tricky, and an
improperly cast geas is null and void immediately (cf. wish).

B. Magic mouths in two places, or
C. Stinking clouds in two places, or
D. Gust of wind in one corridor or room, or
E. Suggestion in one place.
Note that items 3 and 7 function only when the magic-user is totally familiar withthe area of the spell’s effect. Dispel magic can remove one effect, at random, percasting of a dispel. A remove curse will not work. The material components of thespell are burning incense, a small measure of sulphur and oil, a knotted string, asmall amount of umber hulk blood, and a small silver rod.

Glassee (Alteration)
Invisible Stalker (Conjuration/Summoning)
Level: 6
Range: Touch
Duration: 1 round/level
Area of Effect: Special

Components: V, S, M
Casting Time: 1 round
Saving Throw: None

Level: 6
Range: 1”
Duration: Special
Area of Effect: Special

Components: V, S, M
Casting Time: 1 round
Saving Throw: None

Explanation/Description: By means of this spell the magic-user is able to make asection of metal, stone or wood as transparent as glass to his gaze, or even makeit into transparent material as explained hereafter. Normally, up to four inches ofmetal can be seen through, stone up to 6’ thick can be made transparent, and20’ of wood can be affected by the glassee spell. The spell will not work on lead,gold or platinum. The magic-user can opt to make the glassee apply to himself or
herself only, and apply it up to once per round while spell duration lasts; or the
caster can actually make a transparent area, a one-way window, in the material
affected. Either case gives a viewing area 3’ wide by 2’ high. The material
component of the spell is a small piece of crystal or glass.

Explanation/Description: This spell summons an invisible stalker from the Elemental
Plane of Air. This 8 hit die monster will obey and serve the spell caster inperformance of whatever tasks are set before it. However, the creature is bound toserve; it does not do so from loyalty or desire. Therefore, it will resent prolonged
missions or complex tasks, and it will attempt to pervert instructions accordingly (forcomplete details of the invisible stalker, consult ADVANCED DUNGEONS &DRAGONS, MONSTER MANUAL). The invisible stalker will follow instructions
even at hundreds or thousands of miles distance. The material components of thisspell are burning incense and a piece of horn carved into a crescent shape.

Globe Of Invulnerability (Abjuration)

Legend Lore (Divination)

Level: 6
Range: 0
Duration: 1 round/level
Area of Effect: 1” diameter sphere

Level: 6
Range: 0
Duration: Special
Area of Effect: Special

Components: V, S, M
Casting Time: 1 round
Saving Throw: None

84

Components: V, S, M
Casting Time: Special
Saving Throw: NoneMAGIC-USER SPELLS (6TH LEVEL)MAGIC-USER SPELLS (6TH LEVEL)

Explanation/Description: The legend lore spell is used to determine information
available regarding a known person, place or thing. If the person or thing is at
hand, or if the magic-user is in the place in question, the likelihood of the spell
producing results is far greater and the casting time is only 1 to 4 turns. If
detailed information on the person, place or thing is known, casting time is 1 to
10 days. If only rumors are known, casting time is 2 to 12 weeks. During thecasting, the magic-user cannot engage in other activities other than routine:
eating, sleeping, etc. When completed, the divination will reveal if legendary
material is available. It will often reveal where this material is — by place
name, rhyme, or riddle. It will sometimes give certain information regarding theperson, place or thing (when the object of the legend lore is at hand), but thisdata will always be in some cryptic form (rhyme, riddle, anagram, cipher, sign,etc.). The spell is cast with incense and strips of ivory formed into a rectangle,
but some item must be sacrificed in addition — a potion, magic scroll, magic
item, creature, etc. Naturally, legend lore will reveal information only if theperson, place or thing is noteworthy or legendary.

throw versus magic applicable, and all damage negated if it is successful (asthe ray is so narrow a save indicates it missed), but the path of the ray being
plotted to its full distance, as anything else in its path must save (if applicable)or take appropriate damage. Finally, Otiluke’s freezing sphere can be cast so as
to create a small globe about the size of a sling stone, cool to the touch, but notharmful. This globe can be cast, and it will shatter upon impact, inflicting 4-24
hit points of cold damage upon all creatures within a 10, radius (one-halfdamage if saving throw versus magic is made). Note that if the globe is not
thrown or slung within a time period equal to 1 round times the level of thespell caster, it automatically shatters and causes cold damage as stated above.
This timed effect can be employed against pursuers, although it can also prove
hazardous to the spell caster and/or his or her associates as well. The material
components of the spell depend upon in which form it is to be cast. A thin sheetof crystal about an inch square is needed for the first application of the spell, awhite sapphire of not less than 1,000 g.p. value for the second application of
the spell, and a 1,000 g.p. diamond is minimum for the third application of thespell. All components are lost when the spell is cast.

Lower Water (Alteration) Reversible
Part Water (Alteration)
Level: 6
Range: 8”
Duration: 5 rounds/level
Area of Effect: ½” × ½” squarearea/level

Components: V, S, M
Casting Time: 1 turn
Saving Throw: None

Level: 6
Range: 1”/level
Duration: 5 rounds/level
Area of Effect: Special

Explanation/Description: Except as noted above, and for the facts that thereverse spell raises water only ½’/level of experience of the spell caster, and thematerial components for the spell are a small vial of water and a small vial ofdust, it is the same as the fourth level cleric spell, lower water (q.v.).

Components: V, S, M
Casting Time: 1 turn
Saving Throw: None

Explanation/Description: Except as shown above, and also that the material
components for this spell are two small sheets of crystal or glass, this spell is thesame as the sixth level cleric spell, part water (q.v.).
Project Image (Alteration, Illusion/Phantasm)

Monster Summoning IV (Conjuration/Summoning)
Level: 6
Range: 6”
Duration: 5 rounds + 1 round/level
Area of Effect: Special

Level: 6
Range: 1”/level
Duration: 1 round/level
Area of Effect: Special

Components: V, S, M
Casting Time: 6 segments
Saving Throw: None

Explanation/Description: By means of this spell, the magic-user creates a nonmaterial duplicate of himself or herself, projecting it to any spot within spell
range which is desired. This image performs actions identical to the magicuser — walking, speaking, spell-casting — as the magic-user determines. A
special channel exists between the image of the magic-user and the actual
magic-user, so spells cast actually originate from the image. The image can bedispelled only by means of a dispel magic spell (or upon command from thespell caster), and attacks do not affect it. The image must be within view ofthe magic-user projecting it at all times, and if his or her sight is obstructed,
the spell is broken. The material component of this spell is a small replica(doll) of the magic-user.

Explanation/Description: This spell summons 1 to 3 fourth level monsters, andthey appear within 1 to 3 rounds. See monster summoning I for other details.
Move Earth (Alteration)
Level: 6
Range: 1”/level
Duration: Permanent
Area of Effect: Special

Components: V, S, M
Casting Time: Special
Saving Throw: None

Explanation/Description: When cast, the move earth spell moves dirt (clay,
loam, sand) and its other components. Thus, embankments can be collapsed,
hillocks moved, dunes shifted, etc. The area to be affected will dictate thecasting time; for every 4” square area, 1 turn of casting time is required. If
terrain features are to be moved — as compared to simply caving in banks orwalls of earth — it is necessary that an earth elemental be subsequently
summoned to assist. All spell casting and/or summoning must be completed
before any effects occur. In no event can rock prominences be collapsed or
moved. The material components for this spell are a mixture of soils (clay, loam,sand) in a small bag, and an iron blade.

Reincarnation (Necromantic)
Level: 6
Range: Touch
Duration: Permanent
Area of Effect: Person touchedComponents: V, S, M
Casting Time: 1 turn
Saving Throw: None

Explanation/Description: This spell is similar to the seventh level druid spell of
the same name (q.v.). It does not require any saving throw for system shock orresurrection survival. The corpse is touched, and a new incarnation of theperson will appear in the area in 1 to 6 turns, providing the person has notbeen dead for longer than 1 day per level of experience of the magic-user. The
new incarnation will be:

Otiluke’s Freezing Sphere (Alteration-Evocation)
Level: 6
Range: Special
Duration: Special
Area of Effect: Special

Components: V, S, M
Casting Time: 6 segments
Saving Throw: None

Components: V, S, M
Casting Time: 6 segments
Saving Throw: Special

Die Roll
01-05
06-11
12-18
19-23
24-28
29-33
34-40
41-47
48-54
55-59
60-73

Explanation/Description: Otiluke’s freezing sphere is a multi-purpose dweomerof considerable power. If the caster opts, he or she may create a globe ofmatter at absolute zero temperature which spreads upon contact with water or
liquid which is principally composed of water, so as to freeze it to a depth of 6
inches over an area equal to 100 square feet per level of the magic-user
casting the spell. The ice so formed lasts for 1 round per level of the caster. The
spell can also be used as a thin ray of cold which springs from the caster’s
hand to a distance of 1” per level of the magic-user; this ray will inflict 4 hit
points of damage per level of the caster upon the creature struck, with a saving

85

Incarnation
bugbear
dwarf
elf
gnoll
gnome
goblinhalf-elf
halfling
haIf-orc
hobgoblin
human

MAGIC-USER SPELLS (6TH LEVEL)
74-79
80-85
86-90
91-95
96-00

MAGIC-USER SPELLS (7TH LEVEL)
koboldorc
ogreogre magetroll

Duration: Permanent
Area of Effect: One creature

Explanation/Description: The stone to flesh spell turns any sort of stone into
flesh — if the recipient stone object was formerly living, it will restore life(and goods), although the survival of the creature is subject to the usual
system shock survival dice roll. Any formerly living creature, regardless of
size, can be thus returned to flesh. Ordinary stone can be likewise turned toflesh at a volume of 9 cubic feet per level of experience of the spell caster.
The reverse will turn flesh of any sort to stone, just as the stone to flesh spellfunctions. All possessions on the person of the creature likewise turn tostone. This reverse of the spell will require a saving throw be allowed theintended victim. The material components of the spell are a pinch of earth
and a drop of blood; lime and water and earth are used for the reverse.

Note: Very good or very evil persons will not be reincarnated as creatures
whose general alignment is the opposite. The material components of the spell
are a small drum and a drop of blood.
Repulsion (Abjuration)
Level: 6
Range: 1“/level
Duration: 1 round/2 levels
Area of Effect: 1” path

Components: V, S, M
Casting Time: 6 segments
Saving Throw: None

Tenser’s Transformation (Alteration-Evocation)

Explanation/Description: When this spell is cast, the magic-user is able to cause
all creatures in the path of the area of effect to move away from his or her
person. Repulsion is at 3” per round, or at the motive speed of the creatureattempting to move towards the spell caster. The repelled creature will continue
to move away for the balance of a complete move even though this takes it
beyond spell range. The material component of this spell is a pair of small
magnetized iron bars attached to two small canine statuettes, one ivory andone ebony.

Level: 6
Range: 0
Duration: 1 round/level
Area of Effect: Personal

Components: V, S, M
Casting Time: 6 segments
Saving Throw: None

Explanation/Description: Tenser’s transformation is a sight guaranteed toastound any creature not aware of its power, for when the magic-user casts
the dweomer, he or she undergoes a startling transformation. The size andstrength of the magic-user increase to heroic proportions, so he or she
becomes a formidable fighting machine, for the spell causes the caster tobecome a berserk fighter! The magic-user’s hit points double, and all
damage he or she sustains comes first from the magical points gained; so if
damage does not exceed original hit points, none is actually taken, but if
damage beyond the additional amount is sustained, each point counts as 2
(double damage). The armor class of the magic-user is a full 4 factors better
than that he or she possessed prior to casting the spell (AC 10 goes to 6,
AC 9 to 5, AC 8 to 4, etc.), all attacks are at a level equal to those of afighter of the same level as the magic-user (i.e., the spell caster uses the
combat table normally restricted to fighters), and although he or she can
employ a dagger only in attacking, damage inflicted by the weapon is at +2
additional hit points, and 2 such attacks per round are made by the magicuser. However, it is worth noting that this spell must run its full course, andthe magic-user will continue attacking until all opponents are slain, he or
she is killed, the magic is dispelled, or the transformation duration expires.
The material component for casting this dweomer is a potion of heroism (orsuperheroism) which the magic-user must consume during the course ofuttering the spell.

Spiritwrack (Evocation/Abjuration)
Level: 6
Range: 1” + 1’/level
Duration: Special
Area of Effect: Special

Saving Throw: Special

Components: V, M
Casting Time: Special
Saving Throw: Special

Explanation/Description: A spiritwrack spell is a very strong protection/
punishment spell against the powerful creatures of the nether planes (Abyssal,
Hades, Hell, etc.), but to employ the magic, the spell caster must know the nameof the being at whom he or she will direct the energy. Prior to actual utteranceof a spiritwrack spell the magic-user must prepare an illuminated sheet ofvellum, carefully inscribed in special inks made from powdered rubies and theichor of a slain demon of type I, II, or III and covered with gold leaf in acontinuous border. The spell caster must personally prepare this document,
including the being’s name thereon. (This will require from 8-32 hours of timeand cost 1,000 g.p. for vellum, special pens, gold leaf, and other miscellaneousmaterials alone; the cost of the powdered rubies is a minimum of 5,000 g.p. foreach document.) If the demon, devil, or other powerful being from a nether
outer plane is present in some form (and not possessing another creature’s bodyinstead), the magic-user can then begin actual spell incantation.

Seventh Level Spells:
Bigby’s Grasping Hand (Evocation)

Immediately upon beginning the reading of the document, the being named will
be rooted to the spot unless it makes its magic resistance percentage (adjusted forthe level of the magic-user) as a saving throw; and even if such a saving throw is
made, the monster feels greatly uncomfortable, and if it has not been magicallyforced to the locale and so held there, it is 90% likely to retreat to its own (oranother) plane, as the named being is powerless to attack the magic-user while
he or she is reading the spell document. This first part of the document continues
for 1 full round, with the discomfort to the named being becoming greater at theend. During the second minute of the incantation, the being named undergoes
acute pain and loses 1 hit point per hit die it possesses. At the end of this roundof reading, the being is in wracking pain. The third and final round of utteranceof the condemnation will cause a loss to the being of 50% of its existing hit points,
horrible pain, and at the end consign it to some confined space on its own plane— there to remain in torture for a number of years equal to the level of themagic-user who prepared the document.

Level: 7
Range: 1”/level
Duration: 1 round/level
Area of Effect: Special

Explanation/Description: Bigby’s grasping hand is a superior version of the sixth
level Bigby’s forceful hand spell (q.v.), being like it in many ways. The grasping
hand can actually hold motionless a creature or object of up to 1,000 pounds
weight, or move creatures as a double strength forceful hand. The material
component is a leather glove.
Cacodemon (Conjuration/Summoning)
Level: 7
Range: 1”
Duration: Special
Area of Effect: Creature summoned

Obviously, the being so dealt with will be the sworn foe of the magic-user
forever afterwards, so the magic-user will be loath to finish the spell but rather
use it as a threat to force submission of the being. Each round of reading willcause the being forced to listen to be a cumulative 25% likely to concede even
without any other offerings or payment.

Components: V, S, M
Casting Time: Special
Saving Throw: Special

Explanation/Description: This perilous exercise in dweomercraeft summons
up a powerful demon of type IV, V, or VI, depending upon the demon’s
name being known to the magic-user. Note that this spell is not of sufficient
power to bring a demon of greater power, and lesser sorts are not called asthey have no known names. In any event, the spell caster must know thename of the type IV, V, or VI demon he or she is summoning. As the spellname implies, the demon so summoned is most angry and evilly disposed.

Stone To Flesh (Alteration) Reversible
Level: 6
Range: 1”/level

Components: V, S, M
Casting Time: 7 segments
Saving Throw: None

Components: V, S, M
Casting Time: 6 segments

86

MAGIC-USER SPELLS (7TH LEVEL)MAGIC-USER SPELLS (7TH LEVEL)

The spell caster must be within a circle of protection (or a thaumaturgic
triangle with protection from evil) and the demon confined within apentagram (circled pentacle) if he or she is to avoid being slain or carriedoff by the summoned cacodemon. The summoned demon can be treatedwith as follows:
1)

2)

3)

Charm Plants (Enchantment/Charm)
Level: 7
Range: 3”
Duration: Permanent
Area of Effect: Special

The magic-user can require the monster to perform a desired courseof action by force of threat and pain of a spiritwrack spell (q.v.),
allowing freedom whenever the demon performs the full extent of theservice, and forcing the demon to pledge word upon it. This is
exceedingly dangerous, as a minor error in such a bargain will be
seized upon by the monster to reverse the desired outcome or simply
to kill and devour the summoner. Furthermore, the demon will bear
great enmity for the magic-user forever after such forced obedience,
so the spell caster had better be most powerful and capable.

Components: V, S, M
Casting Time: 1 turn
Saving Throw: Neg.

Explanation/Description: The charm plants spell allows the spell caster to bringunder command vegetable life forms, communicate with them, and these plants
will obey instructions to the best of their ability. The spell will charm plants in a3” × 1” area. While the spell does not endow the vegetation with new abilities,
it does allow the magic-user to command the plants to use whatever they havein order to fulfill his or her instructions, and if the plants in the area of effect dohave special or unusual abilities, these will be used as commanded by the
magic-user. The saving throw applies only to intelligent plants, and it is made at-4 on the die roll. The material components of the spell are a pinch of humus, adrop of water and a twig or leaf.

By tribute of fresh human blood and the promise of 1 or more humansacrifices, the summoner can bargain with the demon for willing
service. Again, the spell caster is well advised to have ample
protection and power to defend himself or herself, as the demon might
decide the offer is insufficient — or it is easier to enjoy thesummoner’s slow death — and decide not to accept the bargain as
offered. Although the demon will have to abide by a pledge, as his
name is known, he will have to hold only to the exact word of thearrangement, not to the spirit of the agreement. On the other hand,
only highly evil magic-users are likely to attempt to strike such abargain, and the summoned cacodemon might be favorably disposed
towards such a character, especially if he or she is also chaotic.

Delayed Blast Fireball (Evocation)
Level: 7
Range: 10” + 1”/level
Duration: Special
Area of Effect: 2” radius globe

Components: V, S, M
Casting Time: 7 segments
Saving Throw: ½

Explanation/Description: This spell creates a fireball with +1 on each of its diceof damage, and it will not release its blast for from 1 to 50 segments (1/10 to 5
rounds), according to the command upon casting by the magic-user. In otherrespects, the spell is the same as the third level fireball spell (q.v.).

The summoned demon can be the object of a trap the soul spell (q.v.). In
this case, the magic-user will not speak with or bargain for the demon’s
services, although the cacodemon might be eager to reach an accord
with the dweomercraefter before he is forced into imprisonment. The
trapping of the demon is risky only if proper precautions have not beentaken, for failure to confine the monster usually means only that it is able
to escape to its own plane. Once trapped, the demon must remain
imprisoned until the possessor of his object of confinement breaks it andfrees him, and this requires one service from the now loosed monster. If
the individual(s) freeing the demon fails to demand a service when themonster asks what is required of him, the demon is under no constraint
not to slay the liberator(s) on the spot, but if a service is required, thecreature must first do his best to perform it and then return to the Abyss.

Drawmij’s Instant Summons (Conjuration/Summoning)
Level: 7
Range: Infinite + special
Duration: Instantaneous
Area of Effect: One small object

Components: V, S, M
Casting Time: 1 segment
Saving Throw: None

Explanation/Description: When this spell is cast, the magic-user teleports somedesired item from virtually any location directly to his or her hand. The object mustbe singular, can be no larger than a sword is long, have no more mass andweight than a shield (about 75 g.p. weight), and it must be non-living. To prepare
this spell, the magic-user must hold a gem of not less than 5,000 g.p. value in his
or her hand and utter all but the final word of the conjuration. He or she then musthave this same gem available to cast the spell. All that is then required is that themagic-user utter the final word while crushing the gem, and the desired item istransported instantly into the spell caster’s right or left hand as he or she desires.
The item must, of course, have been previously touched during the initial
incantation and specifically named, and only that particular item will besummoned by the spell. If the item is in the possession of another creature, thespell will not work, but the caster will know who the possessor is and roughly
where he, she, or it is located when the summons is cast. Items can be summonedfrom other planes of existence, but only if such items are not in the possession (notnecessarily physical grasp) of another creature. For each level of experience above
the 14th, the magic-user is able to summon a desired item from 1 plane further
removed from the plane he or she is upon at the time the spell is cast, i.e. 1 planeat 14th level, but 2 at 15th, 3 at 16th, etc. Thus, a magic-user of 16th level could
effect the spell even if the item desired was on the second layer of one of the outerplanes, but at 14th level the magic-user would be able to summon the item only if
it were on one of the Elemental Planes or the Astral or the Ethereal Plane.

The duration of service of any demon must be limited unless the demon iswilling to serve for an extended period. Any required course of action orservice which effectively requires an inordinate period of time to perform, or
is impossible to perform, is 50% likely to free the demon from his obligations
and enable him to be unconstrained in his vengeance upon the spell caster
if he or she is not thereafter continually protected, for a demon so freed canremain on the plane it was summoned to for as long as 666 days.
The demon summoned will be exceptionally strong, i.e. 8 hit points per hit
die.
Casting time is 1 hour per type (numeric) of the demon to be summoned. If
there is any interruption during this period, the spell fails. If there is aninterruption while the cacodemon is summoned, it is 10% probable that it
will be able to escape its boundaries and attack the magic-user, thispercentage rising cumulatively each round of continued interruption.
Each demon is entitled to a saving throw versus this summoning spell. If ascore higher than the level of the magic-user summoning is rolled with 3d6(2d10 with respect to type VI demons), that particular spell failed to bring
the desired demon. When this occurs, it is certain that the named demon isimprisoned or destroyed or the name used was not perfectly correct, so thespell caster will have to call upon another name to bring forth acacodemon.

Duo-Dimension (Alteration)
Level: 7
Range: 0
Duration: 3 rounds + 1 round/level
Area of Effect: Personal

Components: V, S, M
Casting Time: 7 segments
Saving Throw: None

Explanation/Description: A duo-dimension spell causes the caster to have only
two dimensions, height and width but no depth. He or she is thus invisible whena sideways turn is made, and this invisibility can only be detected by means ofa true seeing spell or similar means. In addition, the duo-dimensional magicuser can pass through the thinnest of spaces as long as they have the proper
height according to his or her actual length — going through the space
between a door and its frame is a simple matter. The magic-user can perform

The components of this spell are 5 flaming black candles; a brazier of hotcoals upon which must be burned sulphur, bat hairs, lard, soot, mercuricnitric acid crystals, mandrake root, alcohol, and a piece of parchment withthe demon’s name inscribed in runes inside a pentacle; and a dish of bloodfrom some mammal (preferably a human, of course) placed inside the area
where the cacodemon is to be held.

87

MAGIC-USER SPELLS (7TH LEVEL)MAGIC-USER SPELLS (7TH LEVEL)

all actions on a normal basis. He or she can turn and become invisible, move inthis state, and appear again next round and cast a spell, disappearing on thefollowing round. Note that when turned the magic-user cannot be affected byany form of attack, but when visible he or she is subject to triple the amount ofdamage normal for an attack form, i.e. a dagger thrust would inflict 3-12 hit
points of damage if it struck a duo-dimensional magic-user. Furthermore, themagic-user has a portion of his or her existence on the Astral Plane when thespell is in effect, and he or she is subject to possible notice from creatures
thereupon. If noticed, it is 25% probable that the magic-user will be entirely
brought to the Astral Plane by attack from the astral creature.

fighter. The sword has no magical “to hit” bonuses, but it can hit any sort of
opponent, even those normally struck only by +3 weapons or astral, ethereal orout of phase; and it will hit any armor class on a roll of 19 or 20. It inflicts 5-20 hit
points on opponents of man-size or smaller, and 5-30 on opponents larger than
man-sized. It can be used to subdue. It lasts until the spell duration expires, adispel 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 ofcopper and zinc which costs 500 g.p. to construct, and which disappears after thespell’s completion.
Phase Door (Alteration)

The material components of this spell are a thin, flat ivory likeness of the spell
caster (which must be of finest workmanship, gold filigreed, and enameled andgem-studded at an average cost of 5,000 to 10,000 g.p.) and a strip ofparchment. As the spell is uttered, the parchment is given a half twist andjoined at the ends. The figurine is then passed through the parchment loop, andboth disappear forever.

Level: 7
Range: Touch
Duration: 1 usage/2 levels
Area of Effect: Special

Explanation/Description: When this spell is cast, the magic-user attunes his or
her body, and a section of wall is affected as if by a passwall spell (q.v.). The
phase door is invisible to all creatures save the spell caster, and only he or she
can use the space or passage the spell creates, disappearing when the phase
door is entered, and appearing when it is exited. The phase door lasts for 1
usage for every 2 levels of experience of the spell caster. It can be dispelled
only by a casting of dispel magic from a higher level magic-user, or by several
lower level magic-users, casting in concert, whose combined levels of
experience are more than double that of the magic-user who cast the spell.

Limited Wish (Conjuration/Summoning)
Level: 7
Range: Unlimited
Duration: Special
Area of Effect: Special

Components: V
Casting Time: Special
Saving Throw: Special

Explanation/Description: A limited wish is a very potent but difficult spell. It will
fulfill literally, but only partially or for a limited duration, the utterance of the spell
caster. Thus, the actuality of the past, present or future might be altered (butpossibly only for the magic-user unless the wording of the limited wish is mostcarefully 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 alimited duration) lost by the magic-user. It can reduce opponent hit probabilities ordamage, it can increase duration of some magical effect, it can cause a creature
to be favorably disposed to the spell caster, and so on (cf. wish). The limited wish
can possibly give a minor clue to some treasure or magic item. Greedy desires willusually end in disaster for the wisher. Casting time is the actual number of seconds— at six per segment — to phrase the limited wish.

Power Word, Stun (Conjuration/Summoning)
Level: 7
Range: ½”/level
Duration: Special
Area of Effect: One creature

Components: V
Casting Time: 1 segment
Saving Throw: None

Explanation/Description: When a power word, stun is uttered, any creature of
the magic-user’s choice will be stunned — reeling and unable to thinkcoherently or act — for 2 to 8 (2d4) melee rounds. Of course, the magic-usermust be facing the creature, and it must be within the spell caster’s range of ½”
per level of experience. Creatures with 1 to 30 hit points will be stunned for
4-16 (4d4) rounds, those with 31 to 60 hit points will be stunned for 2 to 8(2d4) rounds, those with 61 to 90 hit points will be stunned for 1 to 4 (d4)rounds, and creatures with over 90 hit points will not be affected. Note that if acreature is weakened due to any cause so that its hit points are below the usualmaximum, the current number of hit points possessed will be used.

Mass Invisibility (Illusion/Phantasm)
Level: 7
Range: 1”/level
Duration: Special
Area of Effect: Special

Components: V
Casting Time: 7 segments
Saving Throw: None

Components: V, S, M
Casting Time: 7 segments
Saving Throw: None

Reverse Gravity (Alteration)
Explanation/Description: This is the same as an invisibility spell (q.v.) except thatit can hide creatures in a 3” × 3” area, up to 300 to 400 man-sized creatures,
30 to 40 giants, or 6 to 8 large dragons.

Level: 7
Range: ½”/level
Duration: 1 segment
Area of Effect: 3” × 3” square area

Monster Summoning V (Conjuration/Summoning)
Level: 7
Range: 7”
Duration: 6 rounds + 1 round/level
Area of Effect: Special

Components: V, S, M
Casting Time: 6 segments
Saving Throw: None

Components: V, S, M
Casting Time: 7 segments
Saving Throw: None

Explanation/Description: This spell reverses gravity in the area of effect, causing
all unfixed objects and creatures within it to “fall” upwards. The reverse gravity
lasts for 1 second (1/6 segment) during which time the objects and creatures
will “fall” 16’ up. If some solid object is encountered in this “fall”, the object
strikes it in the same manner as a normal downward fall. At the end of the spell
duration, the affected objects and creatures fall downwards. As the spell affects
an area, objects tens, hundreds or even thousands of feet in the air can beaffected. The material components of this spell are a lodestone and iron filings.

Explanation/Description: This spell summons 1-2 fifth level monsters, and they
will appear in 1-3 rounds. See monster summoning I for other details.
Mordenkainen’s Sword (Evocation)

Simulacrum (Illusion/Phantasm)
Level: 7
Range: 3”
Duration: 1 round/level
Area of Effect: Special

Components: V, S, M
Casting Time: 7 segments
Saving Throw: None

Level: 7
Range: Touch
Duration: Permanent
Area of Effect: One creature

Explanation/Description: Upon casting this spell, the magic-user brings into beinga shimmering sword-like plane of force. The spell caster is able to mentally wield
this weapon (to the exclusion of activities other than movement), causing it to moveand strike as if it were being used by a fighter. The basic chance for
Mordenkainen’s sword to hit is the same as the chance for a sword wielded by afighter of one-half the level of the spell caster, i.e. if cast by a 14th level magicuser, the weapon has the same hit probability as a sword wielded by a 7th level

Components: V, S, M
Casting Time: Special
Saving Throw: None

Explanation/Description: By means of this spell the magic-user is able to create
a duplicate of any creature. The duplicate appears exactly the same as the real.
There are differences: the simulacrum will have only 51% to 60% (50% + 1% to10%) of the hit points of the real creature, there will be personality differences,
there will be areas of knowledge which the duplicate does not have, and a
detect magic spell will instantly reveal it as a simulacrum, as will a true seeing

88

MAGIC-USER SPELLS (7TH LEVEL)MAGIC-USER SPELLS (8TH LEVEL)

spell. At all times the simulacrum remains under the absolute command of themagic-user who created it, although no special telepathic link exists, so
command must be exercised in the normal manner. The spell creates the form of
the creature, but it is only a zombie-like creature. A reincarnation spell must be
used to give the duplicate a vital force, and a limited wish spell must be used toempower the duplicate with 40% to 65% (35% + 5% to 30%) of the knowledge
and personality of the original. The level, if any, of the simulacrum, will be from
20% to 50% of the original creature. The duplicate creature is formed from iceor snow. The spell is cast over the rough form, and some piece of the creature
to be duplicated must be placed inside the snow or ice. Additionally, the spell
requires powdered ruby. The simulacrum has no ability to become more
powerful, i.e. it cannot increase its levels or abilities.

Antipathy: This dweomer causes the affected creature or alignment type to feel an
overpowering urge to leave the area or not touch the affected item. If a saving
throw versus magic is successful, the creature may stay/touch the item, but thecreature will feel very uncomfortable, and a persistent itching will cause it to suffer
the loss of 1 point of dexterity per round the area or item is remained in or
touched, subject to a maximum of 4 points. Failure to save versus magic forces thecreature/alignment type to abandon the magicked area or item, shunning it
permanently and never willingly enter/touch it until the spell is removed or expires.
The material component for this application of the spell is a lump of alum soakedin vinegar.
Sympathy: By casting the sympathy application of the spell, the magic-user cancause a particular type of creature or alignment of character to feel elated andpleased to be in an area or with the prospect of touching or possessing an object
or item. The desire to stay in the area or touch/possess the magicked object/item
will be overpowering, and unless a saving throw versus magic is made, thecreature or character will stay or refuse to release the object. If the saving throwis successful, the creature or character is released from the enchantment, but a
subsequent saving throw must be made from 1-6 turns later, and if this one fails,
the affected creature will return to the area or object. The material components ofthis spell are 1,000 g.p. worth of crushed pearls and a drop of honey.

Statue (Alteration)
Level: 7
Range: Touch
Duration: 6 turns/level
Area of Effect: Creature touchedComponents: V, S, M
Casting Time: 7 segments
Saving Throw: Special

Explanation/Description: When a statue dweomer is cast, the magic-user or othercreature is apparently turned to solid stone, along with any garments andequipment worn or carried. The initial transformation from flesh to stone requires 1
full round after the spell is cast. Thereafter the creature can withstand any
inspection and appear to be a stone statue, although a faint magic will be
detected from the stone if it is checked for. Despite being in this condition, thepetrified individual can see, hear, and smell normally. Feeling is only as acute asthat which will actually affect the granite-hard substance of the individual’s body,i.e. chipping is equal to a slight wound, but breaking off one of the statue’s arms isanother matter. The individual under the magic of a statue spell can return tonormal state in 1/6 of a segment, and then return to statue state in the same
period if he or she so desires, as long as the spell duration is in effect. During theinitial transformation from flesh to stone, the creature must make a saving throw of
82% or less, with -1 deducted from the dice roll score for each point of his or her
constitution score, so an 18 constitution indicates certain success. Failure indicatessystem shock and resultant death. The material components of this spell are lime,
sand, and a drop of water stirred by an iron bar such as a nail or spike.

Note that the particular kind of creature to be affected must be named
specifically, i.e. red dragons, hill giants, wererats, lammasu, catoblepas,
vampires, etc. Likewise, the specific alignment type for characters must be
named, i.e. chaotic evil, chaotic good, lawful neutral, neutral, etc.
If this spell is cast upon an area, a 10’ per side cube can be magicked per levelof experience of the magic-user. If an object or item is magicked, only thatsingle thing can be enchanted, but affected creatures/characters save versus themagic thereon at -2.
Bigby’s Clenched Fist (Evocation)
Level: 8
Range: ½’’/level
Duration: 1 round/level
Area of Effect: Special

Components: V, S, M
Casting Time: 8 segments
Saving Throw: None

Vanish (Alteration)
Level: 7
Range: Touch
Duration: Special
Area of Effect: Special

Explanation/Description: Bigby’s clenched fist spell brings forth a huge,
disembodied hand which is balled into a fist. This magical member is under themental control of the spell caster, and he or she can cause it to strike an
opponent each round. No other spell casting or magical activity may beundertaken for the duration of the spell. The clenched fist never misses, but theeffectiveness of its blow varies from round to round.

Components: V
Casting Time: 2 segments
Saving Throw: None

Explanation/Description: When the magic-user employs this spell, he or she
causes an object to vanish. The magic-user can cause the object to be
teleported (see teleport spell) if it weighs up to a maximum of 500 g.p. per levelof experience of the spell caster, i.e. a 14th level magic-user can vanish andcause to reappear at his or her desired location 7,000 g.p. weight. Greater
objects can be made to vanish, but they are simply placed into the ethereal
plane and replaced with stone. Thus, a door can be made to disappear, and it
will be replaced by a stone wall of 1’ thickness, or equal in thickness to thedoor, whichever is greater. The maximum volume of material which can beaffected is 3 cubic feet per level of experience. Thus, both weight and volume
limit the spell. A dispel magic which is successful will bring back vanished items
from the ethereal plane.

Die Roll
1-12
13-16
17-19
20

Note: Any stunned opponent allows the magic-user to add +4 to his or her die
roll to determine how well the fist strikes, as the opponent is not capable ofdodging or defending against the attack effectively. (This spell can be used withany of the other hand spells of the Archmage Bigby.) The material component of
this spell is a leather glove and a small device 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 whole fashioned of an alloyed metal of copper and zinc. The fist isdestroyed by damage equal to the hit points of its caster being inflicted upon it.

Eighth Level Spells:
Antipathy/Sympathy (Enchantment/Charm)
Level: 8
Range: 3”
Duration: 12 turns/level
Area of Effect: Special

Resultglancing blow — 1 to 6 hit points
solid punch — 2 to 12 hit points
hard punch — 3 to 18 hit points andopponent is stunned next roundcrushing blow — 4 to 24 hit points
and opponent is stunned for next 3 round

Components: V, S, M
Casting Time: 6 turns
Saving Throw: Special

Clone (Necromantic)
Level: 8
Range: Touch
Duration: Permanent
Area of Effect: Special

Explanation/Description: This spell allows the magic-user to set up certain
vibrations which will tend to either repel or attract a specific type of living,intelligent creature or characters of a particular alignment. The magic-user must
decide which effect is desired with regard to what creature or alignment type
before beginning the dweomercraefting, for the components of each applicationdiffer. The spell cannot be cast upon living creatures.

Components: V, S, M
Casting Time: 1 turn
Saving Throw: None

Explanation/Description: This spell creates a duplicate of a person. This clone is in
all respects the duplicate of the individual, complete to the level of experience,
memories, etc. However, the duplicate is the person, so that if the original and a
duplicate exist at the same time, each knows of the other’s existence; and the89

MAGIC-USER SPELLS (8TH LEVEL)MAGIC-USER SPELLS (8TH LEVEL)

original person and the clone will each desire to do away with the other, for suchan alter-ego is unbearable to both. If one cannot destroy the other, one (95%) will
go insane {75% likely to be the clone) and destroy itself, or possibly (5%) both will
become mad and commit suicide. These probabilities will occur within 1 week ofthe dual existence. The material component of the spell is a small piece of theflesh of the person to be duplicated. Note that the clone will become the person
as he or she existed at the time at which the flesh was taken, and all subsequent
knowledge, experience, etc. will be totally unknown to the clone. Also, the clone
will be a physical duplicate, and possessions of the original are another matter
entirely. Note that a clone takes from 2-8 months to grow, and only after thattime is dual existence established.

labyrinth of force planes for a period of time which is totally dependent upon
its intelligence. (Note: Minotaurs are not affected by this spell.)Intelligence ofMazed Creature
under 33 to 56 to 89 to 11
12 to 14
15 to 17
18 and up

Time Trapped In Maze
2 to 8 turns
1 to 4 turns
5 to 20 rounds
4 to 16 rounds
3 to 12 rounds
2 to 8 rounds
1 to 4 rounds

Glassteel (Alteration)
Level: 8
Range: Touch
Duration: Permanent
Area of Effect: Object touchedComponents: V, S, M
Casting Time: 8 segments
Saving Throw: None

Mind Blank (Abjuration)
Level: 8
Range: 3”
Duration: 1 day
Area of Effect: One creature

Explanation/Description: The glassteel spell turns crystal or glass into atransparent substance which has the tensile strength and unbreakability ofactual steel. Only a relatively small volume of material can be affected, amaximum weight of 10 pounds per level of experience of the spell caster, and it
must form one whole object. The material components of this spell are a small
piece of glass and a small piece of steel.

Explanation/Description: When the very powerful mind blank spell is cast, therecipient is totally protected from all devices and/or spells which detect,influence, or read emotions and/or thoughts. Protection includes augury, charm,command, confusion, divination, empathy (all forms), ESP, fear, feeblemind,
mass suggestion, phantasmal killer, possession, rulership, soul trapping,suggestion, and telepathy. Cloaking protection also extends to prevention of
discovery or information gathering by crystal balls or other scrying devices,clairaudience, clairvoyance, communing, contacting other planes, or wishrelated methods (wishing, limited wish, alter reality). Of course, exceedingly
powerful deities would be able to penetrate the spell’s powers. Note that thisspell also protects from psionic-related detection and/or influence such as
domination (or mass domination), hypnosis, invisibility (the psionic sort is mind
related), and precognition, plus those powers which are already covered asspells.

Incendiary Cloud (Alteration-Evocation)
Level: 8
Range: 3”
Duration: 4 rounds + 1-6 rounds
Area of Effect: Special

Components: V, S
Casting Time: 1 segment
Saving Throw: None

Components: V, S, M
Casting Time: 2 segments
Saving Throw: ½

Explanation/Description: An incendiary cloud spell exactly resembles thesmoke effects of a pyrotechnics spell (q.v.), except that its minimum
dimensions are a cloud of 10’ height by 20’ length and breadth. This dense
vapor cloud billows forth, and on the 3rd round of its existence it begins toflame, causing ½ hit point per level of the magic-user who cast it. On the
4th round it does 1 hit point of damage per level of the caster, and on the
5th round it again drops to ½ h.p. of damage per level of the magic-user as
its flames burn out. Any successive rounds of existence are simply harmlesssmoke which obscures vision within its confines. Creatures within the cloudneed make only 1 saving throw if it is successful, but if they fail the first,
they roll again on the 4th and 5th rounds (if necessary) to attempt to reduce
damage sustained by one-half. In order to cast this spell the magic-user musthave an available fire source (just as with a pyrotechnics spell), scrapingsfrom beneath a dung pile, and a pinch of dust.

Monster Summoning VI (Conjuration/Summoning)
Level: 8
Range: 8”
Duration: 7 rounds + 1 round/level
Area of Effect: Special

Components: V, S, M
Casting Time: 8 segments
Saving Throw: None

Explanation/Description: This spell summons 1 or 2 sixth level monsters, thecreature(s) appearing in 1 to 3 rounds. See monster summoning I for otherdetails.
Otto’s Irresistible Dance (Enchantment/Charm)

Mass Charm (Enchantment/Charm)
Level: 8
Range: ½”/level
Duration: Special
Area of Effect: Special

Level: 8
Range: Touch
Duration: 2-5 rounds
Area of Effect: Creature touchedComponents: V
Casting Time: 8 segments
Saving Throw: Neg.

Explanation/Description: When Otto’s irresistible dance is placed upon acreature, the spell causes the recipient to begin dancing, feet shuffling andtapping. This dance makes it impossible for the victim to do anything other thancaper and prance, this cavorting lowering the armor class of the creature by -4,
making saving throws impossible, and negating any consideration of a shield.
Note that the creature must be touched — possibly as if melee combat weretaking place and the spell caster were striking to do damage.

Explanation/Description: A mass charm spell affects either persons ormonsters just as a charm person spell or a charm monster spell (qq.v.) does.
The mass charm, however, will affect a number of creatures whose combinedlevels of experience and/or hit dice does not exceed twice the level ofexperience of the spell caster. All affected creatures must be within the spell
range and within a maximum area of 3” by 3”. Note that the creatures’saving throws are unaffected by the number of recipients (cf. charm person
and charm monster), but all target creatures are subject to a penalty of -2 on
the saving throw because of the efficiency and power of a mass charm spell.
Maze (Conjuration/Summoning)
Level: 8
Range: ½”/level
Duration: Special
Area of Effect: One creature

Components: V
Casting Time: 5 segments
Saving Throw: None

Components: V, S
Casting Time: 3 segments
Saving Throw: None

Explanation/Description: An extra-dimensional space is brought into being
upon utterance of a maze spell. The recipient will wander in the shifting

90

MAGIC-USER SPELLS (8TH LEVEL)MAGIC-USER SPELLS (8TH LEVEL)

Permanency (Alteration)
Level: 8
Range: Special
Duration: Permanent
Area of Effect: Special

Duration: Special
Area of Effect: 3” diameter
Components: V, S, M
Casting Time: 2 rounds
Saving Throw: None

Explanation/Description: When a power word, blind is cast, one or more creatures
within spell range and area of effect will become temporarily sightless. The spellaffects up to 100 hit points of creatures, but the duration is dependent upon how
many hit points of creatures are affected. If 50 or less points are affected,
blindness lasts for 2 to 5 (d4 + 1) turns, if 51 or more hit points of creatures areaffected, the spell duration is but 2 to 5 rounds. Note that the spell caster must
indicate which creatures he or she desires to affect with the spell, noting one astarget center, prior to determining results. Creatures with over 100 hit points are
not affected. Blindness can be removed by cure blindness or dispel magic.

Explanation/Description: This spell affects the duration of certain other spells,
making the duration permanent. The spells upon which a personal permanency
will be effective are:comprehend languages
detect evil
detect invisibility
detect magic
infravision

protection from evil
protection from normal missiles
read magic
tongues
unseen servant

Serten’s Spell Immunity (Abjuration)
Level: 8
Range: Touch
Duration: 1 turn/level
Area of Effect: Creature(s) touched

The magic-user casts the desired spell and then follows with the permanency
spell. Each permanency spell lowers the magic-user’s constitution by 1 point.
The magic-user cannot cast these spells upon other creatures. In addition topersonal use, the permanency spell can be used to make the following object/creature or area effect spells lasting:enlargefear
gust of windinvisibility
magic mouth

prismatic spherestinking cloudwall of firewall of force
web

Beguiling, Charm, Suggestion
Command, Domination, Fear, Hold, Scare
Geas, Quest

+9
+7
+5

The material component of this spell is a diamond which must be crushed
and sprinkled over the spell recipients, and each such creature must also
have in its possession a diamond of any size, intact and carried on its
person.

Polymorph Any Object (Alteration)
Components: V, S, M
Casting Time: 1 round
Saving Throw: Special

Symbol (Conjuration/Summoning)
Level: 8
Range: Touch
Duration: Special
Area of Effect: Special

Explanation/Description: This spell changes one object (living or otherwise) intoanother. When used as a polymorph other or stone to flesh, simply treat the spell
as a more powerful version, with saving throws made at -4 on the die. When it iscast in order to change other objects, the duration of the spell will depend on
how radically removed the original was from its magicked state, as well as how
different in size. This will be determined by your Dungeon Master by comparing:

Components: V, S, M
Casting Time: 8 segments
Saving Throw: Special

Explanation/Description: A symbol spell causes the creation of magical runes
which affect creatures which pass over, touch, read, or pass through a portal uponwhich the symbol is inscribed. Upon casting the spell, the magic-user inscribes the
symbol upon whatever surface he or she desires. Likewise, the spell caster is able
to place the symbol of his or her choice, using any one of the following:

kingdom — animal, vegetable, mineralclass — mammals, bipeds, fungi, metals, spheres, etc.
relationship— twig is to tree, sand is to beach, etc.
size — smaller, equal, larger
shape — comparative resemblance of the original to thepolymorphed state
intelligence — particularly with regard to a change in which
the end product is more intelligent
Change in kingdom makes the spell work for hours or turns, i.e. hours if one
removed, turns if two removed. 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 of only hours duration; turning a tusk into anelephant would be permanent, but turning a twig into a sword would be only achange of several turns duration. All polymorphed objects radiate a strong magic,
and if a dispel magic spell is used upon them, they will return to their naturalform. Note that a stone to flesh, or its reverse, will affect objects under this spell.
The material components of this spell are mercury, gum arabic, and smoke. N.B.:
System shock applies to living creatures, as do the restrictions noted regarding
polymorph others and stone to flesh (qq.v.).
Power Word, Blind (Conjuration/Summoning)
Level: 8
Range: ½”/level

Components: V, S, M
Casting Time: 1 round/recipient
Saving Throw: None

Explanation/Description: By use of this spell the magic-user is able to confer
virtual immunity to certain spells and magical attack forms upon those he or
she touches and magicks. For every 4 levels of experience of the magic-user,
1 creature can be protected by the Serten’s spell immunity spell, but the
duration of the protection is similarly disbursed upon these additional
figures. (Example: A 16th level magic-user can cast the dweomer upon 1
creature and it will last 16 turns, or he or she can place it upon 2 creatures
for an 8 turn duration, or upon 4 creatures for but 4 turns duration.) The
protection gives a bonus to saving throws as follows:

The former application of permanency can be dispelled only by a magic-user ofgreater level than the spell caster was when he or she initially cast it. The
permanency application to other spells allows it to be cast simultaneously withany of the latter when no living creature is the target, but the permanency canbe dispelled normally, and thus the entire spell negated.

Level: 8
Range: ½”/level
Duration: Variable
Area of Effect: Special

Saving Throw: None

Components: V
Casting Time: 1 segment

91

Death —

One or more creatures whose total hit points do not
exceed 80 are slain.

Discord —All creatures are affected and immediately fall to
loudly bickering and arguing; furthermore, there is a
50% probability that creatures of different alignment
will attack each other. The bickering lasts for 5-20
rounds; the fighting for 2-8 rounds.

Fear —

This symbol operates as an extra-strong fear spell,causing all creatures to save vs. the spell at -4 on thedie or panic and flee as if affected by a fear spell

Hopelessness —All creatures are affected and must turn back indejection unless they save versus magic. Affected
creatures will submit to the demands of any opponent,
i.e. surrender, get out, etc.; the hopelessness lasts for 3
to 12 (3d4) turns, and during this period it is 25%
probable that affected creatures will take no action
during any round, and 25% likely that those taking
action will turn back or retire from battle, as applicable.

MAGIC-USER SPELLS (8TH LEVEL)
Insanity —Pain —

Sleep —

Stunning —MAGIC-USER SPELLS (9TH LEVEL)

One or more creatures whose total hit points do not
exceed 120 will become insane and remain so, acting
as if a confusion spell (q.v.) had been placed uponthem until a heal, restoration, or wish spell is used toremove the madness.

Duration: 1 round/level
Area of Effect: Special

Explanation/Description: Bigby’s crushing hand causes the appearance of ahuge disembodied hand which is similar to Bigby’s forceful hand and Bigby’s
clenched fist (qq.v.). The crushing hand is under the mental control of the spell
caster, and he or she can cause it to grasp and squeeze an opponent. Damage
from this constriction depends on the number of rounds it acts upon the victim:

All creatures are affected, having wracking pains
shooting through their bodies, which causes them tohave -2 on dexterity and -4 on attack dice for from
2-20 turns.

1st round
2nd & 3rd rounds
4th & beyond

All creatures under 8 + 1 hit dice will immediately fall
into a catatonic slumber and cannot be awakened for
5 to 16 (d12 + 4) turns.

1-10 hit points
2-20 hit points
4-40 hit points

The hand can sustain hit points equal to those of the magic-user who created it
before being dispelled. The material components of the spell are a glove ofsnake skin and the shell of an egg.

One or more creatures whose total hit points do not
exceed 160 will be stunned and reeling for 3-12 (3d4)rounds, dropping anything it or they hold inmanipulative members.

Gate (Conjuration/Summoning)
Level: 9
Range: 3”
Duration: Special
Area of Effect: Special

The type of symbol cannot be recognized without it 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 g.p. each.
Trap The Soul (Conjuration/Summoning)
Level: 8
Range: 1”
Duration: Permanent until broken
Area of Effect: One creature

Saving Throw: None

Components: V, S
Casting Time: 9 segments
Saving Throw: None

Explanation/Description: Except as noted above, this spell is the same as theseventh level cleric spell, gate (q.v.).

Components: V, S, M
Casting Time: Special + 1 segment
Saving Throw: Neg.

Explanation/Description: This spell is similar to the magic jar, except that the trap
the soul spell forces the subject creature’s life force (and its material body, if any)
into a special prison magicked by the spell caster. The subject of the spell must be
seen by the caster, and the magic-user must know the subject’s true name as wellwhen the final word is uttered. Preparatory to the actual casting of the trap the soul,the magic-user must prepare the soul prison, a gem of 1,000 g.p. value for every
hit die or level of experience the creature whose soul is to be trapped possesses, i.e.
it requires a gem of 10,000 g.p. value to trap a 10 hit dice (or 10th level) creatureby placing an enchant an item spell upon it and then placing a maze spell into thegem, thereby forming the prison for the soul to be trapped. There are 2 manners inwhich the soul of the victim can be imprisoned. The final word of the spell can be
spoken when the creature is within spell range, but this entitles it to exercise its
magic resistance (if any) and a saving throw versus magic as well, and if the latteris successful, the gem shatters. The second method of soul trapping is far moreinsidious, for it tricks the victim into accepting a trigger object inscribed with thefinal spell word which will automatically place the creature’s soul into the trap. If thismethod is used, it will be necessary to name the triggering item when the prison
gem is magicked. A sympathy spell may be placed on the trigger item. As soon as
the subject creature picks up or accepts the trigger item, its soul is automaticallytransferred to the gem. The gem prison will hold the soul trapped until timeindefinite, or until it is broken and the soul is released, allowing the material bodyto reform. If the creature trapped is a powerful creature from another plane (andthis could actually mean a character trapped by some inhabitant of another planeof existence when the character is not on the Prime Material Plane), it can berequired to perform a service immediately upon being freed. Otherwise, thecreature can go totally free once the gem imprisoning it is broken.

Imprisonment (Abjuration) Reversible
Level: 9
Range: Touch
Duration: Permanent
Area of Effect: 1 creature

Components: V, S
Casting Time: 9 segments
Saving Throw: None

Explanation/Description: When an imprisonment spell is cast and the victim is
touched, the recipient is entombed in a state of suspended animation (cf. temporal
stasis) in a small sphere far below the surface of the earth. The victim remains
there unless a reverse of the spell, with the creature’s name and background, iscast. Magical search by crystal ball, a locate objects spell or similar means will
not reveal the fact that a creature is imprisoned. The reverse (freedom) spell willcause the appearance of the victim at the spot he, she or it was entombed andsunk into the earth. There is a 10% chance that 1 to 100 other creatures will be
freed from imprisonment at the same time if the magic-user does not perfectly get
the name and background of the creature to be freed. The spell only works if thename and background of the victim are known.
Meteor Swarm (Evocation)

Ninth Level Spells:
Level: 9
Range: 4” + 1“/level
Duration: Instantaneous
Area of Effect: Special

Astral Spell (Evocation)
Level: 9
Range: Touch
Duration: Special
Area of Effect: Special

Components: V, S
Casting Time: 9 segments
Saving Throw: None

Explanation/Description: A meteor swarm is a very powerful and spectacular spellwhich is similar to a fireball in many aspects. When it is cast, either four spheres of
2’ diameter or eight spheres of 1’ diameter spring from the outstretched hand of
the magic-user and streak in a straight line up to the distance demanded by thespell caster, up to the maximum range. Any creature in the straight line path ofthese missiles will receive the full effect of the missile, or missiles, without benefit ofa saving throw. The “meteor” missiles leave a fiery trail of sparks, and each bursts
as a fireball (q.v.). The large spheres each do 10 to 40 hit points of damage, thefour bursting in a diamond or box pattern. Each has a 3” diameter area of effect,and each sphere will be 2” apart, along the sides of the pattern, so that there are

Explanation/Description: Except as noted above, this spell is the same as theseventh level cleric spell, astral spell (q.v.).
Bigby’s Crushing Hand (Evocation)
Level: 9
Range: ½”/level

Components: V, S
Casting Time: 9 segments
Saving Throw: ½

Components: V, S, M
Casting Time: 9 segments

92

MAGIC-USER SPELLS (9TH LEVEL)MAGIC-USER SPELLS (9TH LEVEL)

overlapping areas of effect, and the center will be exposed to all four blasts. The
eight small spheres have one-half the diameter (1½”) and one-half the damage
potential (5-20). They burst in a pattern of a box within a diamond or vice versa,
each of the outer sides 2” long, and the inner sides being 1” long. Note that thecenter will have 4 areas of overlapping effect, and there are numerous peripheral
areas which have two overlapping areas of effect. A saving throw for each areaof effect will indicate whether full hit points of damage, or half the indicatedamount of damage, will be sustained by creatures within each area, except as
already stated with regard to the missiles impacting.

Components: V, S, M
Casting Time: 9 segments
Saving Throw: None

Components: V
Casting Time: 1 segment
Saving Throw: None

Prismatic Sphere (Abjuration, Conjuration/Summoning)
Components: V
Casting Time: 7 segments
Saving Throw: Special

Explanation/Description: This spell enables the magic-user to conjure up an
opaque globe of shimmering, multi-colored spheres of light to surround him or
her which give protection from all forms of attack. This scintillating sphere flashes
all the seven colors of the visible spectrum, and each of these spheres of color has
a different power and purpose. Any creature with fewer than eight hit dice will beblinded for from 2 to 8 turns by the colors of the sphere. This phenomenon isimmobile and only the spell caster can pass in and out the prismatic spherewithout harm. Note that typically the upper hemisphere of the globe will bevisible, as the spell caster is at the center of the sphere, so the lower half is usuallyhidden by the floor surface he or she is standing upon. The colors and effects ofthe prismatic sphere, as well as what will negate each globe, are:
Order
of
Globe
1st

Effects of Globe
prevents all non-magical missiles— inflicts 10 hit points ofdamage2nd

prevents all magical missiles —inflicts 20 hit points of damage

gust of windyellow

3rd

prevents poisons, gasses, andpetrification — inflicts 40 hit
points of damage

disintegrate

green

4th

prevents all breath weapons —save vs. poison or deadpasswallprevents location/detection andpsionics — save vs. petrificationor turned to stone

magic missile

7thforce field protection — save vs.
magic or sent to another planedispel magic

Components: V, S, M
Casting Time: 9 segments
Saving Throw: None

Temporal Stasis (Alteration) Reversible
Level: 9
Range: 1”
Duration: Permanent
Area of Effect: One creature

Spell
NegatedBy
cone of coldorangevioletExplanation/Description: With this spell, the magic-user is able to assume theform of any creature short of a demi-god, greater devil, demon prince, singulardragon type, greater demon or the like. The spell caster becomes the creature
he or she wishes, and has all of the abilities save those dependent upon
intelligence, for the mind of the creature is that of the spell caster. Thus, he or
she can change into a griffon, thence to an efreet, and then to a titan, etc.
These creatures have whatever hit points the magic-user has at the time of the
shape change. Each alteration in form requires 1 segment. No system shock is
incurred. Example: A wizard is in combat and assumes the form of a will o’wisp, and 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 ofa flea, which hides upon a horse until it can hop off and become a bush. If
detected as the latter, the magic-user can become a dragon, pool of water, orjust about anything else. The material component of the spell is a jade circlet
worth no less than 5,000 g.p. which will shatter at the expiration of the magic’s
duration. In the meantime, it is left in the wake of the shape change, andpremature shattering will cause the magic to be dispelled.

Explanation/Description: When a power word, kill is uttered, one or morecreatures within the spell range and area of effect will be slain. The power
word will destroy a creature with up to 60 hit points, or it will kill 2 or morecreatures with 10 or fewer hit points, up to a maximum of 120 hit points. The
option to attack a single creature, or multiple creatures, must be stated alongwith the spell range and area of effect center.

Color
of
Globe
red

continual light

Level: 9
Range: 0
Duration: 1 turn/level
Area of Effect: The spell caster

Power Word, Kill (Conjuration/Summoning)

Level: 9
Range: 0
Duration: 1 turn/level
Area of Effect: 2” diameter sphereprevents all magical spells —save vs. wand or insane

Shape Change (Alteration)

Explanation/Description: This spell summons 1 or 2 seventh level monsters whichappear 1 round after the spell is cast, or 1 8th level monster which will appear 2
rounds after the spell is cast. See monster summoning I for other details.

Level: 9
Range: ¼”/level
Duration: Permanent
Area of Effect: 2” diameter

6th

Note that a rod of cancellation will destroy a prismatic sphere. Otherwise,
anything entering the sphere will be destroyed, any creature subject to theeffects of each and every globe as indicated, i.e. 70 hit points of damage plus
death, petrification, insanity and/or instantaneous transportation to anotherplane, and only the four latter effects are subject to saving throws. The
individual globes may be destroyed by appropriate magical attacks inconsecutive order, the 1st globe destroyed before any others, then the 2nd, etc.

Monster Summoning VII (Conjuration/Summoning)
Level: 9
Range: 9”
Duration: 8 rounds + 1 round/level
Area of Effect: Special

indigoComponents: V, S, M
Casting Time: 9 segments
Saving Throw: None

Explanation/Description: Upon casting this spell, the magic-user places therecipient creature into a state of suspended animation. This cessation of timemeans that the creature does not grow older. Its body functions virtually cease.
This state persists until the magic is removed by a dispel magic spell or thereverse of the spell (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, one stone of each type being required.
Time Stop (Alteration)

blue

5th

Level: 9
Range: 0
Duration: ½ segment/level+ 1-8 segments
Area of Effect: 3” diameter sphere

93

Components: V
Casting Time: 9 segments
Saving Throw: NoneMAGIC-USER SPELLS (9TH LEVEL)

ILLUSIONIST SPELLS (1ST LEVEL)

Explanation/Description: Upon casting a time stop spell, the magic-user causes
the flow of time to stop in the area of effect, and outside this area the sphere
simply seems to shimmer for an instant. During the period of spell duration, themagic-user can move and act freely within the area where time is stopped, but
all other creatures there are frozen in their actions, for they are literally
between ticks of the time clock, and the spell duration is subjective to the caster.
No creature can enter the area of effect without being stopped in time also,
and if the magic-user leaves it, he or she immediately negates the spell. Whenspell duration ceases, the magic-user will again be operating in normal time.

Color Spray (Alteration)
Level: 1
Components: V, S, M
Range: 1“/level
Casting Time: 1 segment
Duration: 1 segment
Saving Throw: Special
Area of Effect: ½” × 2” × 2” wedge
Explanation/Description: Upon casting this spell, the illusionist causes a vivid fanshaped spray of clashing colors to spring forth from his or her hand. From 1 to 6
creatures within the area of effect can be affected. The spell caster is able to affect
1 level or hit die of creatures for each of his or her levels of experience. Affected
creatures are struck unconscious for 2 to 8 rounds if their level is less than or equal
to that of the spell caster; they are blinded for 1 to 4 rounds if their level or numberof hit dice is 1 or 2 greater than the illusionist; and they are stunned (cf. power
word, stun, seventh level magic-user spell) for 2 to 8 segments if their level ornumber of hit dice is 3 or more greater than the spell caster. All creatures above
the level of the spell caster and all creatures of 6th level or 6 hit dice are entitled toa saving throw versus the color spray spell. The material components of this spell
are a pinch each of powder or sand colored red, yellow and blue.

Wish (Conjuration/Summoning)
Level: 9
Range: Unlimited
Duration: Special
Area of Effect: Special

Components: V
Casting Time: Special
Saving Throw: Special

Explanation/Description: The wish spell is a more potent version of a limited
wish (q.v.). If it is used to alter reality with respect to hit points sustained by aparty, to bring a dead character to life, or to escape from a difficult situation bylifting the spell caster (and his or her party) from one place to another, it will
not cause the magic-user any disability. Other forms of wishes, however, willcause the spell caster to be weak (-3 on strength) and require 2 to 8 days of
bed rest due to the stresses the wish places upon time, space, and his or her
body. Regardless of what is wished for, the exact terminology of the wish spell
is likely to be carried through. (This discretionary power of the referee isnecessary in order to maintain game balance. As wishing another characterdead would be grossly unfair, for example, your DM might well advance thespell caster to a future period where the object is no longer alive, i.e. putting
the wishing character out of the campaign.)

Dancing Lights (Alteration)
Level: 1
Range: 4” + 1”/level
Duration: 2 rounds/level
Area of Effect: Special

Components: V, S, M
Casting Time: 1 segment
Saving Throw: None

Explanation/Description: This spell is the same as the first level magic-user spell,dancing lights (q.v.).
Darkness (Alteration)

ILLUSIONIST SPELLS

Level: 1
Range: 1”/level
Duration: 2-8 rounds + 1
round/level
Area of Effect: 15’ radius globe

Notes Regarding Illusionist (Magic-User) Spells:
There are fewer illusionist spells than there are magic-user spells, and there issome duplication; at seventh level the list includes all first level magic-user spells,
several of which are taken as if they were but one spell of seventh level. The
illusions of this class grow progressively more powerful as levels increase; thephantasms take on some actual substance, and even other sorts of spells usedby illusionists are potent (cf. phantasmal killer, shades, prismatic spray).

Explanation/Description: Except as noted above, this spell is the same as thesecond level magic-user spell, darkness (q.v.).
Detect Illusion (Divination)

There are some illusionist spells which have no verbal (V) component. Also, thesespells typically need fewer material components than do those of other classes. A
notable exception is the vision spell which needs great material outlay.

Level: 1
Range: Touch
Duration: 3 rounds + 2 rounds/
level
Area of Effect: Line of sight 1” wide,
1“/level longFirst Level Spells:
Audible Glamer (Illusion/Phantasm)
Level: 1
Range: 6” + 1“/level
Duration: 3 rounds/level
Area of Effect: Hearing range

Components: V, S
Casting Time: 1 segment
Saving Throw: None

Components: V, S, M
Casting Time: 1 segment
Saving Throw: None

Explanation/Description: By means of this spell the illusionist is able to see anillusion and know it for exactly that. Note that it can be used to enable others to
see illusions as unreal if the spell caster touches the creature with both hands andthe creature looks at the illusion while so touched. The material component is apiece of yellow tinted crystal, glass, or mica.

Components: V, S
Casting Time: 5 segments
Saving Throw: Special

Detect Invisibility (Divination)
Explanation/Description: Except as noted above, this spell is the same as thesecond level magic-user spell, audible glamer (q.v.).

Level: 1
Range: 1“/level
Duration: 5 rounds/level
Area of Effect: 1” path

Change Self (Illusion/Phantasm)
Level: 1
Range: 0
Duration: 2-12 rounds + 2
rounds/level
Area of Effect: The illusionist

Components: V, S
Casting Time: 1 segment
Saving Throw: None

Components: V, S, M
Casting Time: 1 segment
Saving Throw: None

Explanation/Description: Except as noted above, this spell is the same as thesecond level magic-user spell, detect invisibility (q.v.).
Gaze Reflection (Alteration)

Explanation/Description: This spell enables the illusionist to alter the appearanceof his or her form — including clothing and equipment — to appear 1’ shorteror taller; thin, fat, or in between; human, humanoid, or any other generally
man-shaped bipedal creature. The duration of the spell is 2 to 12 (2d6) roundsbase plus 2 additional rounds per level of experience of the spell caster.

Level: 1
Range: 0
Duration: 1 round
Area of Effect: Special

Components: V, S
Casting Time: 1 segment
Saving Throw: None

Explanation/Description: The gaze reflection spell creates a mirror-like area of94

ILLUSIONIST SPELLS (1ST LEVEL)

ILLUSIONIST SPELLS (2ND LEVEL)

air before the illusionist. Any gaze attack, such as that of a basilisk or amedusa, will be reflected back upon the gazer if it looks upon the spell caster.

Explanation/Description: When a blur spell is cast, the illusionist causes the outlineof his or her form to become blurred, shifting and wavery. This distortion causes all
missile and melee combat attacks to be made at -4 on the first attempt and -2 on
all successive attacks. It also allows a +1 on the saving throw die roll for any direct
magical attack.

Hypnotism (Enchantment/Charm)
Level: 1
Range: 3”
Duration: 1 round + 1 round/level
Area of Effect: One to six creatures

Components: V, S
Casting Time: 1 segment
Saving Throw: Neg.

Deafness (Illusion/Phantasm)
Level: 2
Range: 6”
Duration: Special
Area of Effect: One creature

Explanation/Description: The gestures of the illusionist, along with his or her droning
incantation, cause from 1 to 6 creatures to become susceptible to suggestion (seethe third level magic-user suggestion spell). The suggestion must be given after the
hypnotism spell is cast, and until that time the success of the spell is unknown. Notethat the subsequent suggestion is not a spell, but simply a vocalized urging.
Creatures which make their saving throw are not under hypnotic influence.

Components: V, S, M
Casting Time: 2 segments
Saving Throw: Neg.

Explanation/Description: The deafness spell causes the recipient creature to become
totally deaf and unable to hear any sounds (cf. blindness). This deafness can bedone away with only by means of a dispel magic or by the spell caster. The victim
is allowed a saving throw. The material component of the spell is beeswax.

Light (Alteration)
Detect Magic (Divination)
Level: 1
Range: 6”
Duration: 1 turn/level
Area of Effect: 2” radius globe

Components: V, S
Casting Time: 1 segment
Saving Throw: None

Level: 2
Range: 0
Duration: 2 rounds/level
Area of Effect: 1” path, 6” long

Explanation/Description: This spell is the same as the first level magic-user lightspell (q.v.) (cf. first level cleric light spell).

Components: V, S
Casting Time: 2 segments
Saving Throw: None

Explanation/Description: This spell is similar to the first level cleric and the firstlevel magic-user spell, detect magic (qq.v.).

Phantasmal Force (Illusion/Phantasm)
Fog Cloud (Alteration)
Level: 1
Range: 6” + 1”/level
Duration: Special
Area of Effect: 4 square ” + 1”
square/level

Components: V, S, M
Casting Time: 1 segment
Saving Throw: Special

Level: 2
Range: 1”
Duration: 4 rounds + 1 round/level
Area of Effect: 4” wide, 2” high, 2”
deep cloud

Explanation/Description: Except as noted above, this spell is the same as thethird level magic-user spell, phantasmal force (q.v.).

Explanation/Description: The fog cloud is a billowing mass of misty vapors which
is of similar appearance to a cloudkill (q.v.), the fog being greenish. The spell
caster creates the fog cloud and it moves away from him or her at a 1” perround rate. Although it behaves in most respects just as if it were a cloudkill, theonly effect of the fog is to obscure vision, just as a wall of fog does.

Wall Of Fog (Alteration)
Level: 1
Range: 3”
Duration: 2-8 rounds + 1
round/level
Area of Effect: Special

Components: V, S, M
Casting Time: 1 segment
Saving Throw: None

Hypnotic Pattern (Illusion/Phantasm)
Level: 2
Range: 0
Duration: Special
Area of Effect: 3” × 3” square area

Explanation/Description: By casting this spell, the illusionist creates a wall of
misty vapors in whatever area within the spell range he or she desires. The wallof fog obscures all sight, normal and/or infravisual, beyond 2’. The area ofeffect is a cube of 2” per side per level of experience of the spell caster. The
misty vapors persist for 3 or more rounds unless blown away by a strong
breeze (cf. gust of wind). The material component is a pinch of split dried peas.

Blindness (Illusion/Phantasm)
Components: V
Casting Time: 2 segments
Saving Throw: Neg.

Improved Phantasmal Force (Illusion/Phantasm)
Level: 2
Range: 6” + 1”/level
Duration: Special
Area of Effect: 4 square “ + 1”
square/level

Explanation/Description: The blindness spell causes the recipient creature to
become blind and able to see only a grayness before its eyes. Various cure spells
will not remove this effect, and only a dispel magic or the spell caster can doaway with the blindness if the creature fails its initial saving throw versus the spell.
Blur (Illusion/Phantasm)
Level: 2
Range: 0
Duration: 3 rounds + 1 round/level
Area of Effect: The illusionist

Components: S, M
Casting Time: 2 segments
Saving Throw: Neg.

Explanation/Description: When this spell is cast the illusionist creates a weaving,turning pattern of subtle colors in the air. This hypnotic pattern will cause any
creature looking at it to become fascinated and stand gazing at it as long as thespell caster continues to maintain the shifting interplay of glowing lines. Note thatthe spell can captivate a maximum of 24 levels, or hit dice, of creatures, i.e. 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. The illusionist
need not utter a sound, but he or she must gesture appropriately while holding a
glowing stick of incense or a crystal rod filled with phosphorescent material.

Second Level Spells:

Level: 2
Range: 3”
Duration: Special
Area of Effect: One creature

Components: V, S
Casting Time: 2 segments
Saving Throw: None

Components: V, S, M
Casting Time: 2 segments
Saving Throw: Special

Explanation/Description: Except as noted above, and as detailed hereafter, thisspell is the same as the third level magic-user phantasmal force spell (q.v.). The spell
caster can maintain the illusion with minimal concentration, i.e. he or she can moveat half normal speed (but not cast other spells). Some minor sounds are included in
the effects of the spell, but not understandable speech. Also, by concentration on
the form of the phantasm, the improved phantasmal force will continue for 2 rounds
after the illusionist ceases to concentrate upon the spell.

Components: V, S
Casting Time: 2 segments
Saving Throw: None95

ILLUSIONIST SPELLS (2ND LEVEL)

ILLUSIONIST SPELLS (3RD LEVEL)

Invisibility (Illusion/Phantasm)
Level: 2
Range: Touch
Duration: Special
Area of Effect: Creature touched

Explanation/Description: This spell is the same as the second level clericcontinual light spell (q.v.), except as noted above.
Components: V, S
Casting Time: 2 segments
Saving Throw: None

Dispel Illusion (Abjuration)
Level: 3
Range: 1“/level
Duration: Permanent
Area of Effect: Special

Explanation/Description: Except as noted above, this spell is the same as thesecond level magic-user spell, invisibility (q.v.).
Magic Mouth (Alteration)
Level: 2
Range: Special
Duration: Special
Area of Effect: One object

Explanation/Description: By means of this spell, the spell caster can dispel any
phantasmal force — with or without audible glamer — cast by a non-illusionist; andthe spell has the same chance of dispelling any illusion/phantasm spells of anotherillusionist as a dispel magic spell (q.v.) does, i.e. 50% base chance adjusted by 2%
downward, or 5% upward, for each level of experience lesser/greater of the illusionist
casting the dispel illusion compared to the illusionist casting the spell to be dispelled.

Components: V, S, M
Casting Time: 2 segments
Saving Throw: None

Explanation/Description: This spell is the same as the second level magic-user
magic mouth spell (q.v.).

Fear (Illusion/Phantasm)
Level: 3
Range: 0
Duration: Special
Area of Effect: 6” long cone, 3”
diameter at end, ½” at base

Mirror Image (Illusion/Phantasm)
Level: 2
Components: V, S
Range: 0
Casting Time: 2 segments
Duration: 3 rounds/level
Saving Throw: None
Area of Effect: 6’ radius of spell caster

Components: V, S
Casting Time: 3 segments
Saving Throw: Neg.

Explanation/Description: Except as noted above, this spell is the same as the
fourth level magic-user spell, fear (q.v.).

Explanation/Description: Except as noted above, and except for the fact that there
are 2-5 (d4 + 1) mirror images created, this spell is the same as the second level
magic-user spell, mirror image (q.v.).

Hallucinatory Terrain (Illusion/Phantasm)
Level: 3
Range: 2” + 2”/level
Duration: Special
Area of Effect: 4” × 4” square area+ 1” × 1” square area/leveI

Misdirection (Illusion/Phantasm)
Level: 2
Range: 3”
Duration: 1 round/level
Area of Effect: Special

Components: V, S
Casting Time: 3 segments
Saving Throw: None

Components: V, S
Casting Time: 2 segments
Saving Throw: Neg.

Components: V, S, M
Casting Time: 5 rounds
Saving Throw: None

Explanation/Description: Except as noted above, this spell is the same as the
fourth level magic-user hallucinatory terrain spell (q.v.).

Explanation/Description: By means of this spell the illusionist misdirects theinformation from a detection-type spell, i.e. detect charm, detect evil, detect invisibility,
detect lie, detect magic, and detect snares & pits. While the detection spell functions,the information it reveals will indicate the wrong area, creature, or the opposite of
the truth with respect to detect evil or detect lie. The illusionist directs the spell effectupon the creature or item which is the object of the detection spell. If the caster of thedetection-type spell fails his or her saving throw, the misdirection takes place.

Illusionary Script (Illusion/Phantasm)
Level: 3
Range: Special
Duration: Permanent
Area of Effect: Creature reading thescriptComponents: V, S, M
Casting Time: Special
Saving Throw: None

Ventriloquism (Illusion/Phantasm)
Level: 2
Range: 1“/level, maximum 9”
Duration: 4 rounds + 1 round/level
Area of Effect: One object

Explanation/Description: This spell enables the illusionist to write instructions or otherinformation on parchment, paper, skin, etc. The illusionary script appears to besome form of foreign or magical writing. Only the person (or class of persons orwhatever) whom the illusionist desires to read the writing will be able to do so,
although another illusionist will recognize it for illusionary script. Others attempting
to read it will become confused as from a confusion spell (q.v.) for 5 to 20 turns,
minus 1 turn for each level of experience he or she has attained. The material
component of the spell is a lead-based ink which requires special manufacture byan alchemist.

Components: V, M
Casting Time: 2 segments
Saving Throw: None

Explanation/Description: Except as noted above, this spell is the same as thefirst level magic-user spell, ventriloquism (q.v.)
Third Level Spells:

Invisibility, 10’ Radius (Illusion/Phantasm)
Continual Darkness (Alteration)
Level: 3
Range: 6”
Duration: Permanent
Area of Effect: 3” radius globe

Level: 3
Components: V, S
Range: Touch
Casting Time: 3 segments
Duration: Special
Saving Throw: None
Area of Effect: 10’ radius of creature
touchedComponents: V, M
Casting Time: 3 segments
Saving Throw: None

Explanation/Description: When this spell is cast, a globe of impenetrable darkness iscreated. The effects of this darkness, as well as the material component of the spell, arethe same as the second level magic-user spell, darkness, 15’ radius (cf. continual light).

Explanation/Description: Except as noted above, this spell is the same as the thirdlevel magic-user spell, invisibility, 10’ radius (q.v.). See also the second level
magic-user spell, invisibility.

Continual Light (Alteration)

Non-detection (Abjuration)

Level: 3
Range: 6”
Duration: Permanent
Area of Effect: 6” radius globe

Components: V, S
Casting Time: 3 segments
Saving Throw: None

Level: 3
Components: V, S, M
Range: 0
Casting Time: 3 segments
Duration: 1 turn/level
Saving Throw: None
Area of Effect: 5’ radius of spell caster96

ILLUSIONIST SPELLS (3RD LEVEL)

ILLUSIONIST SPELLS (4TH LEVEL)

Explanation/Description: By casting this spell, the illusionist makes himself or herself
invisible to divination spells such as clairaudience, clairvoyance, “detects”, and ESP.
It also prevents location by such magic items as crystal balls and medallions of ESP.
The material component of the spell is a pinch of diamond dust.

strength. The spell will allow recipients to move at double speed for 1 round every
turn (cf. haste spell).

Paralyzation (Illusion/Phantasm)

Level: 4
Range: 1“/level
Duration: Special
Area of Effect: 4” × 4” area

Level: 3
Range: 1“/level
Duration: Special
Area of Effect: 2” × 2” area

Emotion (Enchantment/Charm)

Components: V, S
Casting Time: 3 segments
Saving Throw: Neg.

Explanation/Description: When this spell is cast, the illusionist can project his or
her choice of 1 of the following 4 emotions:

Explanation/Description: The paralyzation spell enables the spell caster to create
illusionary muscle slowdown in creatures whose combined hit dice do not exceed twice
the total level of experience of the illusionist. If the recipient creatures fail their saving
throws, they become paralyzed, and a dispel illusion or dispel magic spell must be
used to remove the effect, or the illusionist may dispel it at any time he or she desires.

1. Fear:This is the same as the spell of the same name, but as it is
not illusionary, the saving throw is made at -2. It counters/is
countered by rage.

2. Hate:

The effect of hate is to raise morale, saving throw dice, “tohit” dice, and damage done by +2. It counters/is counteredby hopelessness.

3. Hopelessness:

This has the same effect as the symbol of hopelessness (q.v.).
It counters/is countered by hate.

4. Rage:

The rage emotion causes the recipient to become berserk,
attack at a +1 on the “to hit” dice, do +3 hit points ofdamage, and gives a temporary +5 hit points to theenraged creature. The recipient will fight without shield, andregardless of life as well. It counters/is countered by fear.

Rope Trick (Alteration)
Level: 3
Range: Touch
Duration: 2 turns/level
Area of Effect: Special

Components: V, S, M
Casting Time: 3 segments
Saving Throw: None

Explanation/Description: This spell is the same as the second level magic-userspell, rope trick (q.v.).
Spectral Force (Illusion/Phantasm)
Level: 3
Range: 6” + 1“/level
Duration: Special
Area of Effect: 4 square ” + 1
square/level

Components: V, S, M
Casting Time: 3 segments
Saving Throw: Special

The spell lasts as long as the illusionist continues to concentrate on projecting thechosen emotion.
Improved Invisibility (Illusion/Phantasm)
Level: 4
Range: Touch
Duration: 4 rounds + 1 round/level
Area of Effect: Creature touched

Explanation/Description: The spectral force spell creates an illusion in which sound, smell
and thermal illusions are included. It is otherwise similar to the second level improved
phantasmal force spell (q.v.). The spell will last for 3 rounds after concentration.
Suggestion (Enchantment/Charm)
Level: 3
Range: 3”
Duration: 4 turns + 4 turns/level
Area of Effect: One creature

Components: V, S
Casting Time: 4 segments
Saving Throw: Neg.

Components: V, S
Casting Time: 4 segments
Saving Throw: None

Explanation/Description: This spell is similar to invisibility, but the recipient is able toattack, either by missile discharge, melee combat, or spell casting and remain
unseen. Note, however, that there are sometimes telltale traces, a shimmering, sothat an observant opponent can attack the invisible spell recipient. Such attacks are
at -4 on the “to hit” dice, and all saving throws are made at +4.

Components: V, M
Casting Time: 3 segments
Saving Throw: Neg.

Massmorph (Illusion/Phantasm)
Explanation/Description: Except as noted above, this spell is the same as thethird level magic-user spell, suggestion (q.v.).

Level: 4
Range: 1“/level
Duration: Special
Area of Effect: 1” × 1” square/level

Fourth Level Spells:

Components: V, S
Casting Time: 4 segments
Saving Throw: None

Confusion (Enchantment/Charm)
Level: 4
Range: 8”
Duration: 1 round/level
Area of Effect: Up to 4” × 4”

Explanation/Description: Except as noted above, this spell is the same as the
fourth level magic-user spell, massmorph (q.v.).

Components: V, S, M
Casting Time: 4 segments
Saving Throw: Special

Explanation/Description: Except as noted above, this spell is the same as the fourthlevel magic-user confusion spell (q.v.). See also the seventh level druid confusion spell.
Dispel Exhaustion (Illusion/Phantasm)
Level: 4
Range: Touch
Duration: 3 turns/level
Area of Effect: 1 to 4 persons

Components: V, S
Casting Time: 4 segments
Saving Throw: None

Explanation/Description: By means of this spell, the illusionist is able to restore 50% of
lost hit points to all persons (humans, demi-humans and humanoids) he or she touches
during the round it is cast, subject to a maximum of four persons. The spell gives theillusion to the person touched that he or she is fresh and well. Stamina is renewed,
but when the spell duration expires, the recipient drops back to their actual hit point

97

ILLUSIONIST SPELLS (4TH LEVEL)

ILLUSIONIST SPELLS (5TH LEVEL)

Minor Creation (Alteration)
Level: 4
Range: Touch
Duration: 6 turns/level
Area of Effect: Special

creatures viewing the shadow monsters fail their saving throw and believe theillusion, the shadow monsters perform as normal with respect to armor classand attack forms. If the viewer or viewers make their saving throws, the shadow
monsters are armor class 10 and do only 20% of normal melee damage (biting,clawing, weapon, etc.), dropping fractional damage less than .4 as done withhit points. Example: A shadow monster dragonne attacks a person knowing it is
only quasi-real. The monster strikes with 2 claw attacks and 1 bite, hitting as a
9 die monster. All 3 attacks hit, and the normal damage dice are rolled: d8
scored 5, d8 scores 8, 3d6 scores 11 and each total is multiplied by .2 (.2 × 5= 1, .2 × 8 = 1.6 = 2, .2 × 11 = 2.2 = 2) and 5 hit points of real damage arescored upon the victim.

Components: V, S, M
Casting Time: 1 turn
Saving Throw: None

Explanation/Description: This spell enables the illusionist to create an item of
non-living, vegetable nature, i.e. soft goods, rope, wood, etc. The item createdcannot exceed 1 cubic foot per level of the spell caster in volume. (Cf.
ADVANCED DUNGEONS & DRAGONS, MONSTER MANUAL, Djinni.)
Note the limits of the spell’s duration. The spell caster must have at least a tiny
piece of matter of the same type of item he or she plans to create by means of
the minor creation spell, i.e. a bit of twisted hemp to create rope, a splinter ofwood to create a door, and so forth.

Fifth Level Spells:
Chaos (Enchantment/Charm)

Phantasmal Killer (Illusion/Phantasm)
Level: 4
Range: ½”/level
Duration: 1 round/level
Area of Effect: One creature

Level: 5
Range: ½”/level
Duration: 1 round/level
Area of Effect: up to 4” × 4”

Components: V, S
Casting Time: 4 segments
Saving Throw: Special

Explanation/Description: This spell is similar to the seventh level druid confusion
spell (q.v.), but all creatures in the area of effect are confused for the duration of
the spell. Only fighters other than paladins or rangers and illusionists are able
to combat the spell effects and are thus allowed a saving throw. Similarly,
monsters which do not employ magic and have intelligences of 4 (semiintelligent) or less are entitled to saving throws. The material component for thisspell is a small disc of bronze and a small rod of iron.

Explanation/Description: When this spell is cast, the illusionist creates the illusionof the most fearsome thing imagined, simply by forming the fears of the subject
creature’s subconscious mind into something which its conscious mind canvisualize — the most horrible beast. Only the spell caster and the spell recipient
can see the phantasmal killer, but if it succeeds in scoring a hit, the victim dies(from fright). The beast attacks as a 4 hit dice monster with respect to its victim. It
is invulnerable to all attacks, and it can pass through any barriers, for it exists
only in the beholder’s mind. The only defense against a phantasmal killer is anattempt to disbelieve, which can be tried but once, or slaying or rendering
unconscious the illusionist who cast the spell. Note that the saving throw against
this spell is not standard. The subject must roll three six-sided dice (3d6) and scorea sum equal to or less than its intelligence ability score in order to disbelieve theapparition. The dice score is modified as follows:
Condition
Complete surprise
Surprise
Subject previously attacked by thisspell
Subject is an illusionist
Subject is wearing a helm of
telepathy

Components: V, S, M
Casting Time: 5 segments
Saving Throw: Special

Demi-Shadow Monsters (Illusion/Phantasm)
Level: 5
Range: 3”
Duration: 1 round/level
Area of Effect: 2” × 2”

Components: V, S
Casting Time: 5 segments
Saving Throw: Special

Explanation/Description: This spell is similar to the fourth level spell, shadow
monsters, except that the monsters created are of 40% hit points. Damage
potential is 40% of normal, and they are armor class 8.

Modifier*+2+1-1 per previous attack-2-3 plus the ability to turn the phantasmal
killer upon its creator if disbelieved*Note that magic resistance and wisdom factors also apply, magic resistancebeing checked first to determine spell operation (or -1 to -5 on dice if spell
resistance is as that of a dwarf, gnome, etc.), and then wisdom bonus applies
as a minus to the dice roll to match or score less than intelligence.
If the subject of the attack by a phantasmal killer succeeds in disbelieving and iswearing a helm of telepathy, the beast can be turned upon the illusionist, andthen he or she must disbelieve it or be subject to its attack and possible effects.

Major Creation (Alteration)
Level: 5
Range: 1”
Duration: 6 turns/level
Area of Effect: Special

Shadow Monsters (Illusion/Phantasm)
Level: 4
Range: 3”
Duration: 1 round/level
Area of Effect: 2” × 2”

Components: V, S
Casting Time: 4 segments
Saving Throw: Special

Components: V, S, M
Casting Time: 1 turn
Saving Throw: None

Explanation/Description: This spell is comparable to a minor creation spell (q.v.)
except that it allows the illusionist to create mineral objects. If vegetable objects
are created, they have a duration of 12 turns per level of experience of thespell caster.

Explanation/Description: The shadow monsters spell enables the illusionist to
create semi-real phantasms of one or more monsters. The total hit dice of the
shadow monster or monsters thus created cannot exceed the level of experienceof the illusionist; thus a 10th level illusionist can create one creature which has
10 hit dice (in normal circumstances), two which have 5 hit dice (normally), etc.
All shadow monsters created by one spell must be of the same sort, i.e.
hobgoblins, orcs, spectres, etc. They have 20% of the hit points they would
normally have. To determine this, roll the appropriate hit dice and multiply by.20, any score less than .4 is dropped — in the case of monsters with one (orfewer) hit dice, this indicates the monster was not successfully created — andscores of .4 or greater are rounded up to one hit point. If the creature orMaze (Conjuration/Summoning)
Level: 5
Range: ½”/level
Duration: Special
Area of Effect: One creature

Components: V, S
Casting Time: 5 segments
Saving Throw: None

Explanation/Description: This spell, except as noted above, is the same as theeighth level magic-user maze spell (q.v.).

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ILLUSIONIST SPELLS (5TH LEVEL)

ILLUSIONIST SPELLS (6TH LEVEL)

Projected Image (Alteration, Illusion/Phantasm)
Level: 5
Range: ½”/level
Duration: 1 round/level
Area of Effect: Special

to cast a quasi-real wall of fire, wall of ice, or cloudkill. If recognized as demishadow magic (the victim makes its saving throw), the magic missile, fireball, et al.
do 2 hit points of damage per level of experience of the spell caster, the wall spells
cause 1-4 hit points of damage per level, and the cloudkill will slay only creatureswith fewer than 2 hit dice.

Components: V, S, M
Casting Time: 5 segments
Saving Throw: None

Mass Suggestion (Enchantment/Charm)
Explanation/Description: Except as shown above, this spell is the same as thesixth level magic-user spell, project image (q.v.).

Level: 6
Range: 3”
Duration: 4 turns + 4 turns/level
Area of Effect: One creature/level

Shadow Door (Illusion/Phantasm)
Level: 5
Range: 1”
Duration: 1 round/level
Area of Effect: Special

Components: S
Casting Time: 2 segments
Saving Throw: None

Explanation/Description: This spell is the same as the third level suggestion spell,
except that the illusionist is able to cast the spell upon more than one subject,provided the prospective recipients of the suggestion are within the 3” range. One
creature per level of experience the spell caster has attained can be affected. If only
one creature is the subject, its saving throw is at -2. The suggestion must be thesame for all hearing it.

Explanation/Description: By means of this spell, the illusionist creates the illusion ofa door. The illusion also permits the illusionist to appear to step through this “door”
and disappear, when in reality he or she has darted aside, and can then flee
totally invisible for the spell duration. Creatures viewing this are deluded into
seeing/entering an empty 10’ × 10’ room if they open the “door”. Only a true
seeing spell, a gem of seeing, or similar magical means will discover the illusionist.

Permanent Illusion (Illusion/Phantasm)
Level: 6
Range: 1“/level
Duration: Permanent
Area of Effect: 4 square “ + 1
square/level

Shadow Magic (Illusion/Phantasm)
Level: 5
Range: 5” + 1”/level
Duration: Special
Area of Effect: Special

Components: V, M
Casting Time: 6 segments
Saving Throw: Neg.

Components: V, S
Casting Time: 5 segments
Saving Throw: Special

Components: V, S, M
Casting Time: 6 segments
Saving Throw: Special

Explanation/Description: This spell creates a lasting spectral force (q.v.) which
requires no concentration. It is subject to dispel magic, of course.

Explanation/Description: The shadow magic spell allows the illusionist to cast aquasi-real magic-user spell. This spell can be magic missile, fireball, lightning bolt,
or cone of cold and will have normal effects upon creatures in the area of effectif they fail to make their saving throws. If saving throws are made, the shadow
magic spell will inflict but 1 hit point of damage per level of experience of theillusionist casting it, regardless of which quasi-real spell was cast.

Programmed Illusion (Illusion/Phantasm)
Level: 6
Range: 1“/level
Duration: Special
Area of Effect: 4 square “ + 1
square/level

Components: V, S, M
Casting Time: 6 segments
Saving Throw: Special

Summon Shadow (Conjuration/Summoning)
Level: 5
Range: 1”
Duration: 1 round + 1 round/level
Area of Effect: 1” × 1”

Explanation/Description: By means of this spell, the illusionist sets up a spectral force
spell (q.v.) which will activate upon command or when a specified condition occurs(cf. mogic mouth). The illusion will last for a maximum of 1 round per level of thespell caster.

Components: V, S, M
Casting Time: 5 segments
Saving Throw: None

Shades (Illusion/Phantasm)
Explanation/Description: When this spell is cast, the illusionist conjures up 1
shadow (see ADVANCED DUNGEONS & DRAGONS, MONSTERMANUAL) for every three levels of experience he or she has attained. These
monsters are under the control of the spell caster and will attack his or herenemies on command. The shadows will remain until slain or turned or the spell
duration expires. The material component for this spell is a bit of smoky quartz.

Level: 6
Range: 3”
Duration: 1 round/level
Area of Effect: 2” × 2”

Components: V, S
Casting Time: 6 segments
Saving Throw: Special

Sixth Level Spells:

Explanation/Description: This spell is related to shadow monsters and demi-shadow
monsters (qq.v.), but the monsters created are of 60% hit points and damage
potential and are of armor class 6.

Conjure Animals (Conjuration/Summoning)

True Sight (Divination)

Level: 6
Range: 3”
Duration: 1 round/level
Area of Effect: Special

Level: 6
Range: Touch
Duration: 1 round/level
Area of Effect: 6” light range

Components: V, S
Casting Time: 6 segments
Saving Throw: None

Explanation/Description: Except as shown above, this spell is the same as thesixth level cleric spell, conjure animals (q.v.).

Components: V, S
Casting Time: 1 round
Saving Throw: None

Explanation/Description: This spell is very like the fifth level cleric spell, true
seeing (q.v.). However, while the true sight spell allows the illusionist to see its
actual or former form, it does not allow determination of alignment.

Demi-Shadow Magic (Illusion/Phantasm)
Veil (Illusion/Phantasm)
Level: 6
Range: 6” + 1”/level
Duration: Special
Area of Effect: Special

Components: V, S
Casting Time: 6 segments
Saving Throw: Special

Level: 6
Range: 1“/level
Duration: 1 turn/level
Area of Effect: 2” × 2”/level

Explanation/Description: This spell is similar to the fifth level shadow magic spell(q.v.), but in addition to the quasi-real spells listed thereunder it enables the illusionist

Components: V, S
Casting Time: 3 segments
Saving Throw: None

Explanation/Description: The veil spell enables the illusionist to instantly change

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ILLUSIONIST SPELLS (7TH LEVEL)SPELL CASTING

the appearance of his or her surroundings and/or party or create hallucinatory
terrain (q.v.) so as to fool even the most clever creatures unless they have true
seeing/sight, a gem of seeing, or similar magical aid. The veil can make a
sumptuous room seem a filthy den and even touch will conform to the visual
illusion. If hallucinatory terrain is created, touch will not cause it to vanish.

desires aid from, and asking the question for which a vision is to be given to answer.
Two six-sided dice are rolled. If they total 2 to 6, the power is annoyed and willcause the illusionist, by ultra-powerful geas or quest, to do some service, and noquestion will be answered. If the dice total 7 to 9, the power is indifferent, and someminor vision, possibly unrelated to the question, will be given. A score of 10 or better
indicates the vision is granted. Note that the material component of the spell is thesacrifice of something valued by the spell caster and/or by the power supplicated.
The more precious the sacrifice, the better the chance of spell success, for a very
precious item will give a bonus of +1 on the dice, one that is extremely precious will
add +2, and a priceless/nonesuch will add +3.

Seventh Level Spells:
Alter Reality (Illusion/Phantasm, Conjuration/Summoning)
Level: 7
Range: Unlimited
Duration: Special
Area of Effect: Special

Components: Special
Casting Time: Special
Saving Throw: Special

First Level Magic-user Spells
Level: 7
Range: *Duration: *Area of Effect: *Explanation/Description: The alter reality spell is similar to the seventh level magicuser limited wish spell (q.v.). In order to effect the magic fully, the illusionist must
depict the enactment of the alteration of reality through the casting of a phantasmal
force, as well as verbalization in a limited form, before the spell goes into action.

*As appropriate to the spell in question

Astral Spell (Alteration)
Level: 7
Range: Touch
Duration: Special
Area of Effect: Special

Explanation/Description: The illusionist gains four of the following first level
magic-user spells at the 14th level of experience and an additional one as each
additional level of experience is gained. The spells are:

Components: V, S
Casting Time: 3 turns
Saving Throw: None

Affect Normal Fires
Burning Hands
Charm Person
Comprehend Languages
Enlarge
Erase
Feather Fall
Friends
Hold Portal
Magic Missile

Explanation/Description: This spell is the same as the seventh level cleric spell,
astral spell (q.v.).
Prismatic Spray (Abjuration, Conjuration/Summoning)
Level: 7
Range: 0
Duration: Instantaneous
Area of Effect: 7” long plane, 1½”
wide at end, ½” wide at baseComponents: V, S
Casting Time: 7 segments
Saving Throw: Special

SPELL CASTING
The casting of spells during the course of an adventure will be discussed at
length hereafter in the section of this book which deals with all aspects of an
expedition into underground or outdoors settings.

5 = blue
6 = indigo
7 = violet
8 = struck by 2 rays, roll again
twice ignoring any 8’s

Each character able to cast spells can remember only a certain number at any
given level. (This number can be modified by magical means.) Once a spell iscast, that particular spell is wiped from the mind, forgotten, but another spell of
the same type can still be remembered, i.e. the spell caster can have several of
the same spell memorized and prepared for, within the number limits for his or
her particular class and level.

Saving throws apply only with respect to those prismatic color rays which call for
such.

Most spells can be cast during the course of a single melee round, althoughsome — particularly high level ones — require more time. Casting a spell
requires certain actions, and if these are interrupted, the spell cannot be castand it is lost from memory. A good example of this is a magic-user about tocast a fireball spell being struck by an arrow when in the midst of the spell.
Magical silence or physical gagging will prevent verbal (V) spell completion.
Magical immobility prevents any spell casting. Physical restraint, including
grappling, grasping, binding, etc. prevents proper somatic (S) spell completion,
for gestures must be exact and movements free and as prescribed. Despite
these restrictions, there is no doubt that spells in general are potent offensive
and defensive weapons, providing the caster does not hesitate, i.e. he or she
must know which spell is being cast when the melee round begins.

Prismatic Wall (Abjuration, Conjuration/Summoning)
Level: 7
Range: 1”
Duration: 1 turn/level
Area of Effect: Special

Mending
MessageNystul’s Magic Aura
Protection from Evil
Read Magic
ShieldShocking Grasp
Sleep
Tenser’s Floating Disc
Unseen Servant

The illusionist may learn any spell or spells from the preceding list. He or she mustseek the spells in the same manner as a magic-user. If the illusionist chooses to takethis “spell”, he or she actually takes four or more first level magic-user spells as aseventh level spell.

Explanation/Description: When this spell is cast, the illusionist causes 7 rays ofthe prismatic sphere spell (q.v.) to spring from his or her hand. Any creature in
the area of effect will be touched by 1 or more of the rays. To determine which
ray strikes the concerned creature, roll an eight-sided die:
1 = red
2 = orange
3 = yellow
4 = green

Components: *Casting Time: *Saving Throw: *Components: V, S
Casting Time: 7 segments
Saving Throw: Special

Explanation/Description: The prismatic wall spell is similar to the prismatic
sphere spell (q.v.). It differs only in that the spell creates a wall, or curtain, of
scintillating colors. The wall is of maximum proportions of 4’ wide per level ofexperience of the spell caster and 2’ high per level of experience.
Vision (Divination)
Level: 7
Range: 0
Duration: Special
Area of Effect: The illusionist

As each spell is cast, it is crossed off the character’s list of spells memorized forthat particular expedition. The same is true for any material components which
are required for the spell cast; the component(s) must be ready and then crossed
off as expended.

Components: V, S, M
Casting Time: 7 segments
Saving Throw: None

Scroll Spells: Use of scroll spells is similar to the casting of normal (memorized)
spells. They too disappear when read off the scroll, for their magical properties
and energies are bound up in the characters, runes, signs, sigils, and words written

Explanation/Description: At such time as the illusionist wishes to gain supernatural
guidance, he or she casts a vision spell, calling upon whatever power he or she

100

SPELL CASTING

ENCUMBRANCE

for the particular spell. Being written, the scroll spell requires no somatic or material
components. The time required to cast (read) a scroll spell is exactly that shown forthe memorized spell. Of course, this assumes the scroll is in hand and ready toread. In general, scroll spells will be 12th level as regards range and duration andarea of effect. Notable variations occur in projectile attack spells (magic missile,fireball, lightning bolt) which have variable strength. Other information regarding
scroll spells will be given by your Dungeon Master as the need arises.

some ruins which are the site of a dungeon or to find a friendly clan of dwarves,etc. Mounts are necessary, of course, as well as supplies, missile weapons, and thestandard map-making equipment. Travel will be at a slow rate in unknown areas,for your party will be exploring, looking for foes to overcome, and searching for
new finds of lost temples, dungeons, and the like. If the expedition continues forseveral days, there will be a need to hunt for game to provide food, unless someinhabited area is found — a thorp, hamlet, village, or town — in which case yourparty will then be able to have another short adventure.

THE ADVENTURE

Town Adventures: Cities, towns, and sometimes even large villages provide thesetting for highly interesting, informative, and often hazardous affairs and incidents.
Even becoming an active character in a campaign typically requires interaction
with the populace of the habitation, locating quarters, buying supplies andequipment, seeking information. These same activities in a completely strange town
require forethought and skill. Care must be taken in all one says and does.
Questions about rank, profession, god and alignment are perilous, and use of analignment tongue is socially repulsive in most places. There are usually beggars,
bandits, and drunks to be dealt with; greedy and grasping merchants andWhen you go on an adventure, you, and in all probability one or more othercharacters, will go to explore some underground labyrinth or area of land outdoors.
Your Dungeon Master will have carefully prepared a map of the place you and yourparty are to enter, a map showing all outstanding features of the place, withnumbers and/or letters to key encounter/special interest areas. Your DM will giveyou certain information prior to the adventure — you might have to ask questions of
the local populace, or you might have heard rumors or know of legends — so yourparty can properly equip itself for the expedition, hire men-at-arms, and obtain

mounts or whatever in order to have the best possible chance for success indungeon or wilderness setting. Of course, going about a city or town might in itself
be interesting, informative, and dangerous, so a third sort of adventure can occur at
any time, the city or town adventure. These three major types of adventures haveelements in common and differences; so each will be described separately. The
various elements of all sorts of adventures are given thereafter. Your campaign
referee has detailed information, including charts, tables, and matrices, so he or she
will be completely equipped for conducting any sort of adventure.

informants to do business with; inquiring officials or suspicious guards to beanswered. The taverns house many potential helpful or useful characters, but theyalso contain clever and dangerous adversaries. Then there are the unlit streets andalleys of the city after dark . . . And what lies in wait in the deserted ruins of somelost ancient city? Meat and drink for the doughty ADVANCED D&Der!
Preparation for one of these adventures is highly important, and one can leaddirectly into another sort altogether. Here are the basic considerations you willneed to know to prepare your character for success.

Dungeon Expeditions: Adventures into the underworld mazes are the mostpopular. The party equips itself and then sets off to enter and explore the dungeonsof some castle, temple or whatever. Light sources, poles for probing, rope, spikes,
and like equipment are the main tools for such activity. And, since none of theparty will know the dungeon’s twists and turns, one or more of the adventurers will
have to keep a record, a map, of where the party has been. Thus you will be able
to find your way out and return for yet more adventuring. As your party is
exploring and mapping, movement will be slow, and it is wise to have both front
and rear guards. In the dungeon will be chambers and rooms — some inhabited,some empty; there will be traps to catch those unaware, tricks to fool the unwise,monsters lurking to devour the unwary. The rewards, however, are great — gold,gems, and magic items. Obtaining these will make you better able to prepare forfurther expeditions, more adept in your chosen profession, more powerful in all
respects. All that is necessary is to find your way in and out, to meet and defeat theguardians of the treasures, to carry out the wealth . . .

ENCUMBRANCE
Whatever you select to carry will have both weight and volume (or bulk).
Equipment for adventuring is necessary, but too much is deadly. In order to be able
to move with reasonable rapidity and freedom, the number of items carried andapparel worn must suit encumbrance restrictions. (Remember that the volume ofsomething can be as critical as its weight, i.e. 20 pounds of feathers in a sack arecumbersome.) To be useful, items generally must be readily accessible, so thisconsideration must also be borne in mind. Lastly, as the main purpose ofadventuring is to bring back treasure, provision for carrying out a considerable
amount of material must also be made. The table below gives you a guideline
respecting weight and bulk carried and how movement is affected:

Outdoor Exploration: Adventuring into unknown lands or howling wilderness
is extremely perilous at best, for large bands of men, and worse, might roam thearea; there are dens of monsters, and trackless wastes to contend with. Protracted
expeditions are, therefore, normally undertaken by higher level characters. Foraysof limited duration are possible even for characters new to adventuring, and yourDM might suggest that your party do some local exploration — perhaps to find101

Encumbrance
normal gear — about
35# and no great bulk
bulk

Movement
12” — subject canrun quickly

Reaction and Initiative
normal or better

heavy gear — armor
and/or equipment of
about 70# or fairly bulky

9” — subject canmake a lumbering run

normal, no bonuses

ENCUMBRANCESURPRISE

very heavy gear —armor and/or equipmentof 105# and bulky(such as plate armor)

6” — subject can trot
for short distances

encumbered — armor
and/or equipment over
105# weight
and/or (very) bulky

3” to 4” — no trotting
possibleslowedLIGHT

slowed greatly

Infravision, the ability to see radiation in the infra-red spectrum, is an ability
possessed by most of the creatures dwelling below ground and nocturnal
animals. Some characters have this ability due to race or by magical means.
However, as many characters can only see in light which is normal to thehuman visual spectrum, and mapping requires light also, some form of light
generating device is necessary for activities in dungeons or at night. The
table below gives the properties of the usual light sources:

Strength penalties or bonuses will modify these guidelines. Weight is usuallystated in gold pieces, 10 gold pieces equalling 1# (pound). Volume can only becalculated from known comparisons, as the size and shape of objects varies
from individual to individual, i.e. how big is a tapestry?

Light Source
Torch
Lantern
Bullseye Lantern
Magic Dagger
Magic Short Sword
Magic Long Sword

MOVEMENT — TIME AND DISTANCE FACTORS
Movement rate is always shown by a numeral followed by the sign for inches
thus, 9”. The number of inches moved is scaled to circumstances and time bymodifying either the distance represented or the time period or both.

INFRAVISIONAs previously mentioned, infravision is the ability to see into the infrared
spectrum. Thus heat radiation becomes visible and differences intemperature allow infrared sight. Warm things are bright, cool things grey,
very cold things are black. Most infravision extends to 60’ distance.
Dungeon-dwelling monsters have infravision to 120’. All infravision is spoiled
if a light source is shedding illumination upon the creature possessing theinfrared sight capability. Similarly, great heat will spoil the capability.

Distance Traveled In One
Round (1 minute)

Segment (6 seconds)

6”
9”
12”
15”
18”

60’
90’
120’
150’
180’

6’
9’
12’
15’
18’

BurningTime
6 turns (1 hour)
24 turns*
24 turns*
infinite
infinite
infinite*Illumination is from burning 1 pot (pint) of fine oil**Illumination is 1” wide only and can be masked by shutter.

Movement in the Dungeon: The movement distance in the dungeon is 1”
to 10’ over a turn of 10 minutes duration while exploration and mapping are in
progress. If the party is following a known route or map, the movement rate is
5 times greater, so each move takes 1/5 of a turn (2 rounds). If the party is
fleeing, all movement — excluding encumbered movement, is 10 times faster, so
each move takes only 1/10 of a turn, or 1 round. This same movement rateapplies to combat situations, so by converting each 1” movement rate to 10’,and then taking 1/10 of the round (using segments), the distance a character ormonster can travel during the course of combat is easily found:

Movement Rate

Radius ofIllumination
40’
30’
80’**
10’
15’
20’

Thieves hiding in shadows are successful with respect to infravision only if there
is a heat/light source nearby to mask their body heat, or a very cold object orradiation to provide similar cover.

ULTRAVISION
Ultravision is the ability to see radiation in the ultraviolet spectrum — gamma
rays, x-rays, etc. Creatures with this ability can see in normal nighttime
darkness; that is, they see at night as well as a human can see at dusk becauseof the continual bombardment of ultraviolet radiation upon the earth.

If moving but 12’ in 6 seconds seems slow, consider the conditions — whether
prolonged physical exertion or the threat of hostile counter to the movement.
Movement Outdoors: The major difference in outdoor movement isdistance and time. Each 1” equals the number of miles a character or creature
can travel in one-half day’s trekking. Terrain will vary the movement rate. Whenan encounter occurs, the movement rate is handled in the same manner ascombat movement in the dungeon.

SILENT MOVEMENT
Characters typically make a certain amount of noise, and thus alert
opponents of their presence. But thieves, as well as characters able to movequietly because of a magical device such as boots of elvenkind have achance to be absolutely silent when moving. This chance to be absolutely
silent is given as a percentage, +/− modifiers, and the character must rollpercentile dice to score less than or equal to the percentage chance he or
she has to move without sound. Success indicates silent movement and an
improved chance to surprise an opponent or slip past it.

Movement in Cities: When your party is in an inhabited area, movement
turns are at the same rate as when combat in the dungeon takes place, i.e. 6”= 60’ and each move is 1 minute long. This assumes that no map is being
made. Mapping takes 10 times as long, so movement when mapping is thesame as in a dungeon.

INVISIBLE MOVEMENT

Note: No mapping is possible when a party is moving at fast speed such as
when pursued or pursuing. Light must be available to make or read a map;
infravision is not suitable in such circumstances. Marks, dropped objects, or a
trailing string or line are typically useless devices in dungeons, as they will beobliterated, moved, or destroyed by passing creatures.

By various magical means it is possible to become invisible and move about.
Invisibility bestowed by a cloak of elvenkind extends to what it covers. A
ring or spell of invisibility offers superior invisibility. Note that none mask
light, so the invisible character cannot move about with a light source andbe unseen, for the light will be noticed even though its bearer and possibly
its source are not.

SURPRISE
Surprise is simply the unexpected, unprepared for. Characters can be surprised
just as creatures they encounter can. Noise and light can negate chances forsurprise with respect to characters or creatures they encounter. Surprise is usually
expressed as a 2 in 6 chance for all parties concerned, i.e. a six-sided die isrolled with a 1 or 2 indicating surprise. Some monsters are more capable ofsurprising foes than the normal 2 in 6 probability, and some cannot be surprised
as easily, so they have a reduced probability — 1 in 6, 1 in 8, etc. Each 1 of102

SURPRISE

TRAPS, TRICKS, AND ENCOUNTERS

surprise equals 1 segment (six seconds) of time lost to the surprised party, andduring the lost time the surprising party can freely act to escape or attack orwhatever. If both parties are surprised, then the effect is negated or reduced:
Surprise Dice
Difference0
1 (2-1, 3-2, etc.)
2 (3-1, 4-2, etc.)
3 (4-1, 5-2, etc.)

party into a pool of acid or before an angry red dragon, ten ton blocks whichfall from the ceiling, or locked rooms which flood are examples of killingareas. Again, observation and safety measures (poles, spikes thrown ahead,rope, etc.) will be of some help, and luck will have to serve as well.

Lost
Segments01
2
3

In summation, any trap can be bad and many can mean a character’s or theentire party’s demise. Having proper equipment with the party, a cleric forhealing, a dwarf for trap detection, and a magic-user to knock open doors andlocks go a long way towards reducing the hazard. Observation and cleverdeduction, as well as proper caution, should negate a significant portion of traps.

Assume the party of characters, moving silently and invisibly, comes upon amonster. They have 4 of 6 chances to surprise, and the monster has 2 in 6. A
six-sided die is rolled for the party, another for the monster. Both sides could be
surprised, neither could be surprised, or either could be surprised. This is shownon the table below:
Party’sDie
3 to 61
2
1 or 23 to 6
1
2

Monster’sDie
5 or 61
2
5 or 6
1 to 42 to 4
1

Tricks: So many tricks can be used that it is quite impossible to thoroughly
detail any reasonable cross-section here. As imagination is the only boundary
for what sort of tricks can be placed in a dungeon, it is incumbent upon theplayers to use their own guile. Many tricks are irksome only; others are irksome
and misleading. Assume that there are several rooms with a buzzing sounddiscernible to those who listen at the doors and/or enter them. Does this cause
the party to prepare for battle only to find nothing? Or is there some trick ofacoustics which allows sound from a nearby hive of giant wasps to permeate
the rooms? If the latter, the party might grow careless and enter yet another“buzzing” room unprepared so as to be surprised by angry wasps. Illusions canannoy, delay, mislead or kill a party. There can be illusionary creatures, pits,
fires, walls and so on. But consider an illusion of a pile of gold cast upon a pitof vipers. Slanting (or sloping) passages, space distortion areas, and teleporters
are meant to confuse or strand the party. They foul maps, take the group to
areas they do not wish to enter, and so on. The same is true of sinking/rising(elevator) rooms, sliding rooms, and chutes. As an example of the latter,
consider a chute at the bottom of a pit, or one at the end of a corridor whichslopes upwards — so that the effect is to deposit the party on the original levelbut seemingly on one deeper. Rooms can turn so as to make directions wrong,
secret doors can open into two areas if they are properly manipulated, andseemingly harmless things can spell death.

Surprise
Effectnone
both surprised
both surprised
party surprised
monster surprised
monster surprised
party surprised

Noise or light can negate the chance of surprising a monster. Similarly, if the party
is aware of a monster, the party cannot be surprised by it unless it is also aware ofthem — in the latter case, it might be able to hide and ambush the party.
If surprise exists, the surprising party can use the time segments to flee/escape,close, or attack. Distance of 10’ or less can usually be closed and an attack
made in 1 segment. Physical attacks during surprise situations are also possible
on a 1 per segment basis, whether the form is by weapon, projectile, or
method intrinsic to the creature (claws, fangs, etc.), even a breath weapon use;
magic spells require the proper number of segments of casting time, regardlessof surprise.

Tricks are best countered by forethought and discernment. They can be dealt
with by the prepared and careful party, but rashness can lead to real trouble.
Your DM will be using his imagination and wit to trick you, and you must use
your faculties to see through or at least partially counter such tricks.
Encounters: A “monster” can be a kindly wizard or a crazed dwarf, afriendly brass dragon or a malicious manticore. Such are the possibilities ofencounters in dungeon, wilderness, or town. Chance meetings are known as
encounters with wandering monsters. Finding a creature where it has beenplaced by the referee is usually referred to as a set encounter.

See also INITIATIVE hereafter.

TRAPS, TRICKS, AND ENCOUNTERS
During the course of an adventure, you will undoubtedly come across various
forms of traps and tricks, as well as encounter monsters of one sort or another.
While your DM will spend considerable time and effort to make all suchoccurrences effective, you and your fellow players must do everything within yourcollective power to make them harmless, unsuccessful or profitable. On the other
hand, you must never allow preparedness and caution to slow your party andmake it ineffective in adventuring. By dealing with each category here, the best
approach to negating the threat of a trap, trick, or encounter can be developed.

Wandering monsters can be totally random or pre-planned. A party wanderingin the woods outdoors or on a deserted maze in the dungeon might run intonearly any sort of monster. If the woods were the home of a tribe of centaurs, orthe dungeon level one constructed by a band of orcs, certain prescribedencounters would randomly occur, however. At prescribed intervals, your DM will
generate a random number to find if any meeting with a wandering monster
occurs. Avoiding or fleeing such encounters is often wise, for combat wears down
party strength, and wandering monsters seldom have any worthwhile treasure. If
monsters pursue, you can consider hurling down food or treasure behind. Thus,
the pursuing monsters may be lured into stopping to eat or gather coins or gems.
When confrontation is unavoidable, be wary of tricks, finish off hostile creatures
quickly, and get on with the business of the expedition. As determination ofchance encounters is usually a factor of time, do not waste it — and your party— endlessly checking walls for secret doors, listening at every door, etc. As noise
is a factor your DM will consider in the attraction of additional monsters, neverargue or discuss what course of action your party is to follow in an open place orfor long periods. A fight will take time and cause plenty of noise, so move onquickly after combat with wandering monsters. Pre-planning and organization are
essential to all successful play, no less here than elsewhere.

Traps: Traps are aimed at confining, channeling, injuring, or killingcharacters. Confining traps are typified by areas which are closed by bars orstone blocks, although some might be pits with valves which close and canthen only be opened by weight above. Most confinement areas will haveanother entrance by which a capturing or killing creature(s) will enter later. It is
usually impossible to avoid such areas, as continual minute scrutiny makes
exploration impossible and assures encounters with wandering/patrollingmonsters. When confined, prepare for attack, search for ways out, andbeware of being channeled. Channeling traps are often related to confining
ones. Walls that shift and doors which allow entry but not egress are typical.
While they cannot be avoided, such traps can be reacted to much as aconfining trap is. However, they also pose the problem of finding a way back.
Careful mapping is a good remedy. Injuring traps, traps which wear thestrength of the party away prior to the attaining of their goal, are serious.
Typical injuring traps are blades which scythe across a corridor when a stone
in the floor is stepped on, arrows which fire when a trip rope is yanked, or
spears released when a door is opened. Use of a pole or spear as a prodahead might help with these, and likewise such a prod could discover pits inthe floor. The safest remedy is to have some healing at hand — potions orspells — so as to arrive relatively undamaged. Killing traps are typical ofimportant areas or deep dungeon levels. Deep pits with spikes, poisoned
missiles, poisoned spikes, chutes to fire pits, floors which tilt to deposit the

Set encounters are meetings with monsters placed by your DM. All suchencounters will be in, or near, the monster’s (or monsters’) lair; so, unlike
encounters with wandering monsters, these incidents promise a fair chance forgain if the monster or monsters are successfully dealt with. A successful expedition
usually is aimed at a particular monster or group of lairs discovered during
previous excursions. Note: a lair is wherever the monster dwells — even suchplaces as a castle, guard house, temple or other construction.
All encounters have the elements of movement and surprise (previously
discussed), as well as initiative, communication, negotiation, and/or combat.

103

TRAPS, TRICKS, AND ENCOUNTERSCOMBAT

These aspects of adventuring, as well as damage, healing, saving throws,
obedience, and morale must now be considered.

of his or her religion; or in the case of evil clerics, destroy or command to service
such undead if they are of the same alignment as the cleric, or neutral such as
skeletons or zombies. Success also depends on opportunity, of course. The clericmust be in a position to step before the undead, and he or she must have time tospeak and hold forth the religious symbol in order to turn (or command) undead,and this of course precludes other spell activity.

INITIATIVE
The initiative factor affects who can do what and when during the course of an
encounter of any sort. Surprise, already covered heretofore, obviates the needfor initiative checks, as the surprising party has complete freedom of action fora time. However, surprise eventually wanes, and then, just as in othercircumstances, the relative weight of action must be determined. Initiative allows
one group, the party or the monster(s), to begin some course of action prior tothe other group.

Magical Control:
Magical control is given over certain creatures by means of potions, scrolls,
rings and similar magical means. A potion ingested will allow a character achance to control the actions of a dragon, a scroll read will prevent elementals
from attacking, a ring will allow its wearer to command mammals. All suchactions affect monsters encountered and are part of combat. Opportunity toemploy the magical means of control must be available, so surprise, initiative,
and melee situations must be considered. A potion cannot be found, opened
and swallowed while a giant is beating upon the character with a club. A scroll
cannot be read in the whirlwind of an air elemental’s attack. And it is too lateto command a hungry weasel not to attack when it is already feasting on prey!

Actions affected by initiative are many and include slamming a door, fleeing,
moving to grapple or melee, a call for a truce or surrender, firing wands,
discharging missiles, beginning a spell, and so on.
The initiative check is typically made with 2 six-sided dice, 1d6 for the party,
and another of a different size or color for the creatures encountered. This
check is made each round of play where first action is a factor. Because around is a full minute long, dexterity seldom is a factor in the determination ofwhich side acts first. However, if one group is slowed or hasted, or one or moremembers of the group are, the initiative will always go to the non-slowed or
hasted side. In most other cases, the group with the higher die score will always
act first. For effects of initiative in fighting, see COMBAT hereafter.

Spell Combat:
Unless combat is spell versus spell, many such attacks will happen near theend of a melee round. This is because the spell requires a relatively lengthy
time to cast, generally longer as spell level increases, so high level spells may
take over a full melee round to cast. Furthermore, if the spell caster is struck,
grabbed, or magically attacked (and fails to make the requisite saving throw— explained later), the spell will be spoiled and fail. Spell combat includes
cleric and magic-user, as well as monster-oriented spells. Curative spells arehandled likewise.

COMMUNICATION
In order to determine the intent of a possibly friendly or neutral monster or topass along your intentions or desires, some form of communication is necessary.
Speech might do for human-types, as the common tongue is known by most.
But what of an encounter with a giant, blink dogs, or dozens of similar
creatures? An open and raised right hand is possible, and simply refraining
from hostile moves will possibly allow for further exchange. Remember though,that you cannot bribe a band of ogres to allow you to pass through unless you
can communicate clearly.

Breath Weapon Attacks:
Some creatures have breath weapons — notably dragons, gorgons, winterwolves, etc. — and some have gaze weapons — notably umber hulks, basilisks,
medusae, catoblepas, etc. These attack forms will affect those in the area ofbreath effect or those upon whom the gaze falls. Precautions can be taken to
avoid or minimize breath and gaze weapons’ effects. Most allow the victim asaving throw which will reduce or negate the weapon effect if successful. These
attack forms are speedy, and they will usually be unpreventable if the creature
which generates them is alive when its action during a melee round occurs.

NEGOTIATION
Most DMs love communication and negotiations, for this allows them to assume
an active role in actual play. Your referee will assume the persona proper to thecreature your party is dealing with — be it shy and hostile, stupid, greedy,
helpful, misinformed, or whatever. Intelligent monsters will always balance theoffer versus the expectation. A lone ogre is likely, even with his rather dim wit,
to recognize that a strong party will kill him if he attacks or demands too much,so a small bribe is better than a risky combat to get flesh to eat and pretty
baubles to have. On the other hand, weakness will be exploited by any
basically hostile monster unless it seems certain that more can be gained byother action. Be resigned to pay amounts in excess of the actual value received.
As a player, you must earn what you gain. Negotiation usually gives you achance to get on with the earning process, or live to come back and fightanother day. Always be wary and use your wits, look at all facets of thesituation, and then use your best judgment accordingly. In many cases a
payment, bribe, toll, share or ransom fee will enable success or survival, andnegotiation is a useful tool to the expert adventurer.

Magical Device Attacks:
Magical device attacks include rods, staves, wands, some rings, and a few
other miscellaneous items. These devices are similar to breath and gaze attacks
in that their area of effect is usually large and affects multiple creatures, saving
throws apply, and the attack is quickly accomplished by pointing the device anddischarging it.
Missile Discharge:
This aspect of combat includes catapult missiles, giant-hurled rocks, thedischarge of spikes from a manticore’s tail, throwing such things as flasks of oil,torches, vials of holy water, bottles of poison, magic weapons (javelins oflightning, fireball missiles from a necklace, etc.), poison spitting, the hurling ofaxes, hammers, javelins, spears, etc., and shooting sling missiles, arrows, bolts
and so forth from slings and bows.

COMBAT
This broad heading covers all forms of attack and fighting. It includes clericalturning undead, magical control, spell attacks, breath and gaze weapon attacks,
magical device attacks, missile discharge, and melee (hand-to-hand combat).
Combat occurs when communication and negotiation are undesired or
unsuccessful. The clever character does not attack first and ask questions (of self
or monster) later, but every adventure will be likely to have combat for him or
her at some point.

Melee Combat:
This form of fighting includes the use of hand-held weapons, natural weaponry(claws, horns, teeth, etc.), grappling, and special or magical touch attacks, i.e.
poison, petrification, paralysis, energy level loss, etc. As with most other combat
forms, the first “blow” will be struck by the side gaining initiative during theround. Surviving opponents will then be allowed their attacks. Note that hasteand slow spells will have the effects heretofore mentioned. Fighters able to strike
more than once during a round will attack once before opponents not able to doso, regardless of initiative, but if fighter and fighter melee, initiative tells. Position
and weapon length will sometimes affect the order of attack in melee combat.

Turning Undead:Clerics are empowered with the ability to turn away undead creatures, as well as
certain lesser demons, devils, godlings and paladins through the power of theirprofession and holy/unholy symbols. The cleric’s level of experience dictates thelevel of success he or she can expect to achieve in this action. As level ofexperience increases, the cleric is actually able to destroy undead by the power

Participants in a melee can opt to attack, parry, fall back, or flee. Attack can
be by weapon, bare hands, or grappling. Parrying disallows any return attack
that round, but the strength “to hit” bonus is then subtracted from the104

COMBATHEALING

opponent’s “to hit” dice roll(s), so the character is less likely to be hit. Fallingback is a retrograde move facing the opponent(s) and can be used inconjunction with a parry, and opponent creatures are able to follow if nototherwise engaged. Fleeing means as rapid a withdrawal from combat as
possible; while it exposes the character to rear attack at the time, subsequentattacks can only be made if the opponent is able to follow the fleeing
character at equal or greater speed.

becomes 3, but suppose it is a magical +1 shield; then armor class becomes 2.
Now assume that the character has a displacer cloak, so the armor classbecomes 0, and furthermore, because the character has a 16 dexterity, a final
bonus of +2 is given, and the armor class of this character is -2. If the characteris a dwarf, a giant attempting to hit him or her would have to hit AC -6,
because of the size differential penalty.
Now let us take this character through a few attacks. First the dwarf is engaged
in melee against a band of 7 hobgoblins. His shield bonus is good only against
a maximum of 3 opponents, so 4 hobgoblins would attack at armor class 0.
Furthermore, as the dwarf can only see and react to opponents before him,these same 4 hobgoblins would also attack the dwarf without the latter getting
dexterity bonuses, so their attacks would be against armor class 2. Similarly, if
giants hurled boulders at the dwarf, rather than struck at him with their
weapons, his dexterity and size bonuses would not accrue to him, so instead of
AC -6, the boulders would attack a target with AC 0.

Example of Combat:
A party of 5 characters — a magic-user, a cleric, a thief, a human fighter,and a dwarf fighter surprise an illusionist with 20 orcs. The opponents are 30’
distant, and the magic-user immediately begins casting a sleep spell. The
cleric also prepares to cast a spell, silence, 15’ radius. Meanwhile, the thief
darts to the rear of the party to attempt to hide in the shadows and attackfrom behind when opportunity presents itself; the human fighter nocks anarrow and shoots it at the illusionist; and the dwarf hurls an axe. The surprisesegment is over, and initiative is determined. The illusionist/orcs win initiative,
and while the former begins a spell of his own, the latter rush to attack,hurling spears as they come. A spear hits the magic-user, so the sleep spell is
spoiled. The orcs are attacked by the fighters, the cleric casts his spell upon
the illusionist, and the magical silence both spoils his prismatic spray spell andenhances the chances for the thief’s attack, for he is successfully slinking andsliding around in the shadows. Thus, after surprise and 1 melee round, theparty has inflicted 2 hits upon the illusionist, spoiled his spell attack, andfelled one orc and wounded another. They have taken 3 spear hits and had
one of their spell attacks ruined.

First Strike:The 1 minute melee round assumes much activity — rushes, retreats, feints,
parries, checks, and so on. Once during this period each combatant has theopportunity to get a real blow in. Usually this is indicated by initiative, butsometimes other circumstances will prevail. High level fighters get multiple blows
per round, so they will usually strike first and last in a round. Slowed creatures
always strike last. Hasted/speeded creatures strike first. A solid formation ofcreatures with long weapons will strike opponents with shorter weapons first, arushing opponent will be struck first by a pole arm/spear set in its path. Your
DM will adjudicate such matters with common sense. When important single
combats occur, then dexterities and weapons factors will be used to determine
the order and number of strikes in a round.

Initiative is now checked for the second round. The illusionist/orcs again win
initiative and attack first, 5 orcs going after each fighter to grapple, 6 rushing
the magic-user, and 3 heading for the cleric. The fighters are pulled down, as is
the magic-user, but the cleric avoids their grasp. The illusionist begins casting
another spell, one which requires no verbal component; he does not hear thethief behind him. It is now the party’s turn in the round. The cleric smites 1 ofthe onrushing orcs and kills it, and the thief stabs the illusionist from behind withhis sword, killing him; the fighters and magic-user are held fast by orcs, so they
can do nothing. Round 2 is over.

Weapon Factors:
You have already seen information regarding the damage each type of
weapon does, how heavy each is, how long and how much space each needs,
and each weapon’s relative speed factor. The same charts also give relative
efficiency against armor types. Your referee will use these factors indetermination of melee combats by relating them to his Attack Matrices.

The initiative roll in the third round goes to the party. The cleric kills anotherorc, while the thief rushes at the orcs holding the nearest fighter. It is now theorcs’ turn, and as their leader is dead and they still face 2 powerful opponents,
they will check morale. It is probable that they will kill the pinned characterswith dagger thrusts if their morale does not break, or that they will release thepinned characters and run away if their morale is bad.

Monster Attack Damage:
Monsters with weapons will generally attack much as characters do. Those withnatural weaponry such as claws, talons, teeth, fangs, tusks, horns, etc. will use
the matrix for monster attacks. There are exceptions to both cases.

COMBAT PROCEDURES

Attack and Saving Throw Matrices:

Most magical combat and breath weapons do not require the attacker todetermine if the weapon hits, but the target creatures are allowed saving throws
to see if they avoided the attack or at least partially negated it. Other attacks
require a “to hit” dice roll by the attackers, and damage is always scored if the
hit is made. A further saving throw might be required if the hit scored has otherpossible effects such as death due to poison, paralyzation, etc. Whether or nota hit is scored depends on the power of the attacker and the armor class of the
defender. Each of these topics is discussed below:

Your DM has matrices for each class of character by level groups, showing thescores required to hit the various sorts of armor and armor classifications. Normal
men such as men-at-arms are always considered at level 0. Monsters are classedby their hit dice. All creatures use the same saving throw matrices; the modifier isrelative class, i.e. fighter, thief, etc. Items save on a special matrix.

DAMAGE
Damage is meted out in hit points. If any creature reaches 0 or negative hit
points, it is dead. Certain magical means will prevent actual death, particularly
a ring of regeneration (cf. MONSTER MANUAL, Troll).

Saving Throw:
The chance to avoid or partially negate magical and breath attack forms is
known as the save. (Note that magic items and even normal items andweapons must be saved for due to such attacks, falls or blows. Consider thefate of a cloak when exposed to dragon fire, a suit of magic armor struck by alightning bolt, or a magic hammer flying through a cone of cold prior to striking
its target.) Your Dungeon Master has tables which show the saving throw scoresfor these attack forms, by class of character, by level of experience in class.
These base numbers are modified by the power of the attack, and by magicalprotections and character class and race.

FALLING DAMAGE
Falling into pits, from ledges, down shafts, and so forth will certainly cause
damage unless the fall is broken. While such falls could break limbs and otherbones, it is probable that your referee will simply use a hit points damage
computation based on 1d6 for each 10’ of distance fallen to a maximum of
20d6, plus or minus adjustments for the surface fallen upon. This treatment
gives characters a better survival chance, although it is not as “realistic” assystems to determine breaks, sprains, dislocations, internal organ damage, etc.

Armor Class:

HEALING

The type of armor worn, the inclusion of a shield, magical factors, and dexterity
are inclusions in overall armor class. The size ratio is also important at times,
i.e. a dwarf adds 4 factors to his armor class if his opponent is a giant. For
example, splint mail is armor class 4, and if a shield is added the armor class

There are numerous ways to restore lost hit points. The most mundane is byresting and allowing time to do the job. For each day of rest, 1 hit point ofdamage is restored. After 30 game days have passed, hit points accrue at the105

HEALING

EXPERIENCEORGANIZATION

rate of 5 per day thereafter. The “laying on of hands” by paladins, spells,
potions, and various magical devices will quickly restore many lost hit points.
A wish spell can be used to restore lost hit points to several characters at
once. Hit points can never exceed the total rolled for the character, plus
bonuses.

Organize your party by showing which characters are where. Show marchingorder for a 10’ passage, a 20’ passage, door openings, etc. Always prepare
for rear actions as well as frontal combats. Assign one individual as leader. This
character will “call”, i.e. tell the referee where the party will go and what they
will do. Miniature figures are a great aid here. The DM will usually require amarching order to be drawn on a piece of paper if figures are not at hand.

OBEDIENCE
This aspect of play has three facets. The leader and caller of a party mightorder one course of action while various players state that their characters dootherwise. Your DM will treat such situations as confused and muddled, being
certain to penalize the group accordingly.

EXPERIENCE
Experience is the measure of a character’s ability in his or her chosen
profession, the character’s class. Each player character begins the campaign at
1st level with no experience points accumulated. Thereafter, as he or she
completes adventures and returns to an established base of operations, theDungeon Master will award experience points to the character for treasure
gained and opponents captured or slain and for solving or overcoming
problems through professional means. Characters with high scores in theirmajor characteristic ability area might be entitled to an experience points bonus(see CHARACTER ABILITIES). When a sufficient number of experience points
have been gained, the character will gain an experience level (seeCHARACTER CLASSES). It is important to keep in mind that most humans
and demi-humans are “0 level”. They do not have the ability to gain experiencelevels. Player characters are unusual and superior.

Obedience also applies to hirelings and henchmen. Loyalty and morale arefactors here, as is the existing situation where obedience is called for. Finally,certain magic items, particularly magic swords, tend to be argumentative andmay refuse to obey uncertain, demanding, weak, or foolish masters.
If in doubt regarding obedience, the sure test is the one where you ask yourself
if your character would do it. This test applies only to creatures, not magicallyendowed items. If you ask a henchman to try on a cloak, it is probable that heand all of your other henchmen and hirelings will expect that the garment will
become his. Likewise, if a servitor is asked to sample the contents of a potion
bottle, the item is then regarded as the servitor’s property by all onlookers.
Obedience is based on such considerations, i.e. fairness, justness, rewards,
hazards, love, respect, fear, and similar repute and emotion.

Gaining experience points through the acquisition of gold pieces and by slaying
monsters might be questioned by some individuals as non-representative of how
an actual character would become more able in his or her class. Admittedly,
this is so, if the existence of spell casting clerics, druids, magic-users, andillusionists is (unrealistically) granted; likewise, dwarven superheroes, paladins,elven thieves, half-orc assassins, and the like might gain real experience fromaltogether different sorts of activities. This is a game, however, a fantasy game,and suspension of disbelief is required. If one can accept the existence of 12’
tall giants, why not the rewarding of experience points for treasure gained?
While praying and religious-oriented acts are more properly the activities forwhich a cleric would gain experience points, this is not the stuff of exciting
swords & sorcery adventure. So too, fighters need physical training andweapons practice, magic-users long hours of study in tomes of arcane lore, andthieves the repetition of their manual skills and discernitory prowess; but none ofthis is suitable to gaming. It is, therefore, discarded and subsumed as taking
place on a character’s “off hours”.

MORALE
Morale properly refers to the state of mind of “troops” during combat or stresssituations. Stupid creatures tend to fight to the death. So do creatures with a set
purpose in mind — elite, guards, and fanatical creatures. Your character will
never have to check morale status, nor will any other player character, for eachplayer provides this personally. Some are brave, some foolish, some cautious,
some cowardly. Your character’s henchmen will probably have to check morale,
so too will hirelings. Powerful monsters will never check morale, and even weakones will probably not do so as long as they have leadership.
When you require your henchmen and/or hirelings to take risks which yourcharacter is not personally taking, or when in hazardous situations with orwithout your character, or when faced with a defeated and fleeing enemy justovercome, or when given the prospect of rich loot, these are times when the
campaign referee will usually require morale checks. Obedience, actions,reactions, etc. will be decided by such morale checks.

As a rule, one point of experience will be awarded for one gold piece gained bya character, with copper pieces, silver pieces, electrum pieces, platinum pieces,gems, jewelry, and like treasure being converted to a gold piece value. Magic
items gained and retained have only a low experience point value, for they benefit
the character through their use. Magic items gained and sold immediately aretreated as gold pieces, the selling price bringing an award in experience on thestated one for one basis. Experience points awarded for treasure gained —monetary or magical — are modified downward if the guardian of the treasure(whether a monster, device, or obstacle, such as a secret door or maze) was
generally weaker than the character who overcame it. A 4th level character versus
a single orc is an overmatch, and only about 10% of the treasure value gained
could count towards experience points; but if nine or ten orcs were involved, theexperience points awarded would generally be on the one for one basis.

In addition to the influence your character’s charisma has, the loyalty rating of
henchmen and hirelings will be influenced by past treatment, current situation,and the behavior of any of their fellows nearby. Your lieutenants, if any, will
provide a steadying influence. Higher level characters are unlikely to have poor
morale unless they are faced with an obviously hopeless situation (at least as
far as they can see it) and/or when they are low in hit points.
If you treat your henchmen and hirelings fairly, pay them well, and give themarms and equipment which allow them to effectively engage in combat by
maximizing their protection and offensive potential, their morale base will be
good. Furthermore, if you do not require them to take risks which yourcharacter does not take, if their mortality is not high, and their “master” does
not abandon them to their fate as long as another course is possible, the“troops” will be likely to be firm in the face of nearly any threat. Lack of action,
setbacks, and similar things reduce morale. A good player pays strict attention
to these considerations.

Monsters captured or slain always bring a full experience point award.
Captured monsters ransomed or sold bring a gold piece: experience point ratio
award. Monsters slain gain a set point award. Low hit point/dice monsters havea low experience point amount. Monsters with high hit point/dice have large
experience point awards. Special abilities such as magic resistance, spell
capability, gaze or breath weapons, regeneration, and the like also increase
experience points amounts.

MAPPING
One player must keep a map of the expedition’s trek, and if two players makemaps the chances for the success of the expedition improve. Graph paper with
5 or 6 lines to the inch is suggested for underground map making. A sheet ofsmall size hex grid is usual for outdoors maps. Both sorts of paper should
always be on hand.

Finally, clerics’ major aims are to use their spell abilities to aid during any given
encounter, fighters aim to engage in combat, magic-users aim to cast spells,
thieves aim to make gain by stealth, and monks aim to use their unusual talents tocome to successful ends. If characters gain treasure by pursuit of their major aims,
then they are generally entitled to a full share of earned experience points
awarded by the DM.

Never become concerned if your map is not exact, if it is off 10’ here or 20’
there. As long as it gives your party an idea as to where they are and how to getback, it is serving its purpose. Always make notes on the map to show danger —traps, tricks, monsters.

Your DM will award your character(s) experience points as explained. He or she
has detailed information respecting this subject, and a chart of experience points

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to be given for monsters slain, with bonus points shown for special abilities ofmonsters. After being awarded points, you will be expected to add any bonus
due for high major characteristic ability, total the whole, and record the numberof experience points now possessed by the character. Remember, character
henchmen will gain only one-half of total experience. Your referee might require
you to inform him or her of new experience point totals in order to keep records.
This prevents any “fudging’’ on the part of over-zealous players.

SUCCESSFUL ADVENTURESPOISONThe most common form of ADVANCED DUNGEONS & DRAGONS playis the underground adventure, whether in dungeons, cave complexes, temple
mazes and labyrinths, or whatever. The main thrust of this section will logicallyaim at improving play in just those sorts of settings. The outdoor and cityadventure will be touched on thereafter. Now assume that a game is scheduled
tomorrow, and you are going to get ready for it well in advance so as to haveas much actual playing time as possible — no sense in spending precious
adventuring minutes with the mundane preparations common to the game.

Few players are so skillful at fantasy role playing games as to not benefit fromadvice. Also, many readers will be new to this form, if not totally uninitiated. So
what follows are some basic guidelines as to how good players approach thegame, and as continued success tends towards even more achievement, those
who play well might actually become great.

It is not generally possible to envenom a weapon. This is because the poison
will not readily adhere to the blade or head of the weapon (and for purposesof the game widespread use of poison is highly undesirable in any event).
However, let us suppose that your Dungeon Master will allow poisons asfollows:
1. Poison potions discovered in an adventure can be used as missiles to be
hurled into the maws of monsters or can be offered as “gift” potions tointelligent captors.

First get in touch with all those who will be included in the adventure, or if all
are not available, at least talk to the better players so that you will be able toset an objective for the adventure. Whether the purpose is so simple as todiscover a flight of stairs to the next lowest unexplored level or so difficult as tofind and destroy an altar to an alien god, some firm objective should beestablished and then adhered to as strongly as possible. Note, however, that
inflexibility or foolish stubbornness is often fatal. More about that a bit later.

2. Missiles — arrows, bolts, darts, javelins, and spears — can be envenomed
with a toxin sufficient to cause any creature hit by such a missile to make asaving throw versus poisoning or die. (Suppose that this poison is such thatsaving throws are made at +2 on the victim’s die roll.)
3. Blades can likewise be coated with a toxic resin or similarly viscous fluid so
as to make sword or axe strokes cause a poison saving throw to be madeby the first creature initially struck by such a weapon.

Once the objective has been established, consider how well the party playing
will suit the needs which it has engendered. Will the characters have the meansof accomplishing the goal? Is it well-balanced, so that it can cope with typicalproblems expected in the fulfillment of the objective? Will it be necessary to findmercenary non-player characters or hire men-at-arms in order to give the party
the necessary muscle? Is any special equipment needed? When agreement
regarding these and any similar questions has been reached, each participantmust ready his or her character, but preparations must be made with thewelfare of the whole group in mind.

With respect to the first case, the resolution of the matter is simply a checking of
the appropriate tables to find if the potion hit the mouth, if the reaction caused
the captor to taste the potion, etc.
The second and third cases, however, make it too easy for interesting play.
Imagine: Party sees red dragon, party discharges a volley of poisoned
missiles, monster dies, and party seizes dragon hoard. Therefore, the DM will
typically make every character employing poisoned weapons check to see ifthey nick themselves handling their weapons, to determine what happens to
missiles which fail to strike the opponent, etc. It is also likely that the DM will
establish sanctions regarding the use of poisons on a continuing basis, i.e.
characters of good alignment cannot use such toxic substances as it constitutes
foul and unfair practice; or characters found with poisoned weapons will be
immediately slain and their corpses burned and ashes scattered. In a similarvein, most communities view poisoning and poisons as highly undesirable dueto the difficulty of protecting against ingestion of such fatal substances. Any
individual (or group) making indiscriminate use of poison will have socialpressure and/or legal action brought against him or her. For example:

Co-operation amongst party members is a major key to success, particularly
when the characters are relatively low-level. Later, when players have charactersof 9th, 10th, or even higher level it will be a slightly different matter, for thensome adventures will be with but one or two player characters participating, andthe balance of the group will be made up of henchmen whose general
co-operation is relatively assured. But to gain the upper levels, it is essential that acharacter survive, and survival at lower levels is usually dependent upon group
action and team spirit. Co-operation must begin when the party prepares for theadventure and continue through safe return to base and division of spoils —including the special treatment required for any unfortunate characters cursed,
diseased, maimed, or killed.
Each character has a selection of equipment which he or she will carry on theadventure. Particulars should be given to the party if any equipment ispossibly redundant, newly conceived, or of possible special use considering
the established goal for the adventure. In like manner, spells must be selectedin co-operation with other spell-users in general, so that attack, defense, andassistance modes will be balanced properly and compliment the strengths andweaknesses of the party as a whole. Characters must know each other’s
strengths and weaknesses, physical and mental, in order to meet the problem
posed with the correct character or combination thereof. Does the group havesufficient equipment of the elementary sort to meet both expected andunexpected challenges (ropes, spikes, poles, torches, oil, etc.)? Are weburdening ourselves with too much because of simple duplication (too many
torches, everybody has a 10’ pole, and so on)? Do we have as broad aspectrum of spells as possible so as to be able to have a good chance against
the unexpected, considering the objective and what it requires in spells? Is
there some magic item which one of the party members possesses that will beof special help, or general assurance of survival, in this adventure? All thisshould be done before play begins, for it is time consuming, and the readyingof a party can require several hours if there are more than six characters
involved.

The Thieves Guild is an accepted part of communal society, and so long as they
contain their activities to cutting purses, picking pockets, burglarizing homes,
waylaying late-night revelers, all is well. Then the guild decides to poison awhole establishment, a large gold smithing and jewelry making firm, in order toloot the entire place. Such activity would arouse the ire of the citizens,tradesmen, and city officials. Furthermore, the Assassins Guild will probably
view the action as a threat to their existence and an infringement on theirprerogatives as well. The socially unsanctioned use of poison would call to mind
the use, usually accepted if not liked, of toxins by assassins. Premeditatedmurder, particularly on a grand scale, is likewise the exclusive precinct of theAssassins Guild. Taken in a lesser context, an individual employing anenvenomed sword is calling unfavorable attention to the use of poisons, possibly
confusing his or her role with that of a guild member, and so trespassing.
The upshot of this is to consult your DM with respect to the permissible usage of
poisons. Keep in mind the principal reason for restriction of the use of poison— the game must offer challenge. If poison is limited or specially treated, youwill understand and co-operate.

At the same time preparations for the upcoming expedition are under way,each player should see that his or her character has made proper preparations
as well. These preparations include the safety of henchmen and/or goods which
are to remain behind, wealth safely hidden or placed, instructions as to what to
do if the character fails to return left with a trusted person, and a “will” of some
sort written out so that the DM will not balk at the arrangements made to

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assure the smooth transition of goods to the devoted “relative” of the defunctcharacter if those sore straits should ever come to pass.

character is carried forth from the dungeon to be resurrected if at all possible.
All members of the expedition should be ready and willing to part with any
goods, money, and magic items in order to save lives. Failing that, each should
be willing to fight to the death to assure the survival and success of the party.
This will happen when mutual trust exists. What about evil alignment? selfish
neutrals? unco-operative players?

With everything just about all set to go, a few more touches will be of great
help. Assign formations for the group — 10’ corridor, 20’ corridor, door
opening, and any other formation which your party might commonly assume. It
is always a wise idea to have the very short characters in the front rank, elvesand dwarves to the flanks, and at least one sturdy fighter in the rear if theparty is sufficiently large. Draw these formations out on paper (possibly yourreferee will require copies for reference), identifying each character carefully.
The leader who is to make decisions and give directions for the party must bein the front rank, or in the second rank if he or she is tall compared to thecharacters before. The leader should keep a sketch or trailing map as theadventure gets underway, and another member of the expedition should keep acarefully drawn map as well.

Intelligent players of evil alignment will certainly be ready to help in order tofurther their own ends. This is not to say that they will be chummy with those ofgood alignment, but on a single expedition basis it is possible to arrange
situations where they are very likely to desire to be helpful in order to benefit
themselves and their cause. Generally evil characters, particularly chaotic evil
ones, are prone to be troublesome and hurtful to the party. They should
accordingly be shunned when possible. Selfish neutrals are similar to evil
characters, but their price is usually easier to meet, and it is therefore easier tointegrate them into an expedition which will depend on co-operation forsuccess. The character of good alignment who is basically unco-operative —often acting as an evil or (selfish) neutral would — is another matter, for suchplayers usually join under the pretense of being helpful and willing to act in thebest interest of the party. Undoubtedly the best way to take care of such players
is to expel them from the group as soon as circumstances permit. Do this asoften as is necessary to either change the player’s mind about co-operation, or
until he or she becomes tired of having their characters consigned to oblivion
because of their attitude.

A word about mapping is in order. A map is very important because it helps
assure that the party will be able to return to the surface. Minor mistakes are notvery important. It makes no difference if there is a 20’ error somewhere as longas the chart allows the group to find its way out! As it is possible that one copyof the party’s map might be destroyed by mishap or monster, the double map is
a good plan whenever possible — although some players have sufficiently
trained recall so as to be able to find their way back with but small difficulty,
and these individuals are a great boon to the group. If pursuit prevents
mapping, always go in a set escape pattern if possible — left-straight-rightstraight, etc. Such patterns are easy to reverse. In mazes always follow one wallor the other, left or right, and you will never get lost. If transported or otherwise
lost, begin mapping on a fresh sheet of paper, and check for familiar or similarplaces as you go along. Never become despondent; fight until the very end.

So much for the underworld adventure. Most of what was said regarding
successful expeditions there also applies to outdoor and city adventures as well.
Preparation and mutual aid are keys to these sorts of adventures also. It is not
usually possible to return to home base in the wilderness, but a place of refuge canbe found and used in order to rebuild a party’s strength. The party should avoid
confrontations with monsters which are obviously superior and always seek toengage monsters at an advantage. City adventures are the toughest of all, for they
are more difficult to plan and prepare for. Yet with care, and a careful adherence
to co-operative principles, they can be successfully handled with the guidelines
stated above. Setting out with an objective in mind, having sufficient force to gain
it, and not drawing undue attention to the party in the course of accomplishing thegoal should serve to bring such adventures to successful conclusion.

When everything is all set, it will take only a very few minutes to organize thegroup for the adventure once time for actual play begins. Your referee willcertainly appreciate this, for his or her enjoyment comes from adventuring, notfrom waiting for a party to get their act together. With your objective all set, it
will also be a relatively quick trek to the “jumping off” area, as the expedition
leader will be able to give clear and concise directions on how to get there to theDM, and that means there will be few monster dice, for the party is marchingalong quickly down known passages, not mapping or otherwise tarrying.

Superior play makes the game more enjoyable for all participants, DM andplayers alike. It allows more actual playing time. It makes play more interesting.
The DM will have to respond to superior play by extending himself or herself topose bigger and better problems for the party to solve. This in turn means moreenjoyment for the players. Successful play means long-lived characters,
characters who will steadily, if not rapidly, gain levels. You will find that suchcharacters become like old friends; they become almost real. Characters withstories related about their exploits — be they cleverly wrought gains or narrowescapes — bring a sense of pride and accomplishment to their players, andeach new success adds to the luster and fame thus engendered. The DM will
likewise revel in telling of such exploits . . . just as surely as he or she will not
enjoy stories which constantly relate the poor play of his or her group! Somecharacters will meet their doom, some will eventually retire in favor of a new
character of a different class and/or alignment; but playing well is a reward
unto itself, and old characters are often remembered with fondness and pride
as well. If you believe that ADVANCED DUNGEONS & DRAGONS is agame worth playing, you will certainly find it doubly so if you play well.

Avoid unnecessary encounters. This advice usually means the difference
between success and failure when it is followed intelligently. Your party has an
objective, and wandering monsters are something which stand between themand it. The easiest way to overcome such difficulties is to avoid the interposing
or trailing creature if at all possible. Wandering monsters typically weaken theparty through use of equipment and spells against them, and they also weaken
the group by inflicting damage. Very few are going to be helpful; fewer still will
have anything of any value to the party. Run first and ask questions later. In thesame vein, shun encounters with creatures found to be dwelling permanently inthe dungeon (as far as you can tell, that is) unless such creatures are part of theset objective or the monster stands between the group and the goal it has set
out to gain. Do not be sidetracked. A good referee will have many ways to
distract an expedition, many things to draw attention, but ignore them if at all
possible. The mappers must note all such things, and another expedition might
be in order another day to investigate or destroy something or some monster,
but always stay with what was planned if at all possible, and wait for anotherday to handle the other matters. This not to say that something hanging like aripe fruit ready to be plucked must be bypassed, but be relatively certain thatwhat appears to be the case actually is. Likewise, there are times when
objectives must be abandoned.
If the party becomes lost, the objective must immediately be changed to
discovery of a way out. If the group becomes low on vital equipment or spells, it
should turn back. The same is true if wounds and dead members have seriously
weakened the group’s strength. The old statement about running away to fightanother day holds true in the game. It is a wise rule to follow.
On the other hand, if the party gains its set goal and is still quite strong, someother objectives can be established, and pursuit of them can then be followed. It
is of utmost importance, however, to always carry slain members of the
expedition with the party if at all possible, so even if but a lone character islost, it is usually best to turn back and head for the surface.
Co-operation assumes mutual trust and confidence, and this is enhanced whenmembers are certain that the survivors will do their best to see that any slain

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PSIONICSAPPENDICESAPPENDIX I: PSIONICS

can affect non-psionic creatures. The attack is a cone-shaped wave of force ½”
diameter at its source and 2” diameter at its terminus (6” distance).

Psionics are various powers derived from the brain, and they enable charactersso endowed to perform in ways which resemble magical abilities. If your DM opts
to include psionic abilities in your campaign, they will be determined for humans(and possibly dwarves and halflings) as follows:

Mind Thrust is a stabbing attack which seeks to short the synapses of the
defender. The attack is individual.
Ego Whip attacks the ego, either by feelings of inferiority and worthlessness orby superiority and megalomania. The attack affects but a single creature.

Characters with one or more unmodified intelligence, wisdom or charisma ability
scores of 16 or higher might have psionic ability. Whether or not this ability ispossessed is then determined by a dice roll using percentile dice. Any score of 00(100%) indicates the ability exists. For each 1 point of intelligence above 16 add
2½ to the dice roll, for each 1 point of wisdom above 16 add 1½ to the dice roll,and for each 1 point of charisma above 16 add ½ to the dice roll (drop all
fractions).

Id Insinuation seeks to loose the uncontrolled subconscious mind of the defender,
pitting it against the super-ego. The attack affects all psionically aware
creatures in a 2” × 2” area within attack range.
Psychic Crush is a massive assault upon all neurons in the brain, attempting todestroy all by a massive overload of signals. This mode of attack affects but one
defender. If it is used the user may defend with only mode G, Thought Shield, or
have no defense at all.

Example: A character has intelligence of 17, wisdom of 12, and charisma of 17.
There are 2½ points to be added to the psionic potential roll because intelligenceis 1 above 16, and ½ point for charisma 1 above 16, total 2½ + ½ = +3. The
dice are rolled, and any score of 97 or greater indicates psionic ability exists inthe character.

Point Cost per Usage: This shows the number of psionic attack points ofstrength which the attacker must expend in using the attack mode.

If psionics are possessed, it is necessary to determine the ability (or strength) andthe number of powers the character has. Psionics in no way affect theperformance of the character in his or her chosen class, except as possible
behavioral modifiers.

Attack Range: This table shows the various distances at which the various attack
modes will function. Effects of attacks are reduced at medium and long ranges.
If all attack points are expended, or too few remain to use any attack mode
listed, the creature may defend only.

PSIONIC ABILITY
Defense Modes:
The psionically endowed character rolls percentile dice, adding 1 point to the total
for each unmodified point of intelligence, wisdom and charisma score above 12. In
addition, if 2 of these scores are above 16, the number of points is doubled, and if
all 3 scores are above 16, the number of points is quadrupled. The base score (0100 (100)) plus bonuses (1-72), if any, are added together. The total is the psionicstrength of the individual; it is the strength for attack and for defense. Psionicability is double psionic strength, i.e. 10 to 344. One-half of psionic ability is
attack strength, one-half is defense strength.

Roll percentile dice and consult the following table:
01-25
26-75
76-90
91-00

2 defense modes
3 defense modes
4 defense modes
5 defense modes

Defense Mode
Point Cost per Usage
F. Mind Blank
1
G. Thought Shield2
H. Mental Barrier
3
I. Intellect Fortress8
J. Tower of Iron Will
10

Strengths can be used up in attack and defense during psionic combat and in
employment of psionic powers. These expenditures are detailed later, as is how
they can be regained. Once psionic ability is determined it can never change
except due to brain injury (which will destroy it), or the acquisition of magicaldevices (which artificially alter it). Use of strength points, or regaining them,does not alter psionic ability.

Area Protected
Individual only
Individual only
Individual only
10’r. of individual
3’r. of individual

The individual must always have defense mode F. Others are optionallyselected.

PSIONIC POWERS
Psionic powers include attack modes, defense modes, and disciplines (the magiclike powers). The number of each power is determined by further dice rolls;
attack/defense modes are selected by choice, disciplines by random selection.

Mind Blank attempts to hide the mind from attack, making its parts
unidentifiable.
Thought Shield cloaks the mind so as to hide first one part, then another. This
defense can be kept up at all times, unlike the others.

Attack Modes:
Roll percentile dice, and consult the following table:
01-25
26-50
51-75
76-95
96-00

Mental Barrier is a carefully built thought repetition wall which exposes onlythat small area.

1 attack mode
2 attack modes
3 attack modes
4 attack modes
5 attack modes

Intellect Fortress is a defense which calls forth the powers of the ego and superego to stop attacks.
Tower of Iron Will relies only upon the super-ego to build an unassailable
haven for the brain.
Attack Range

Attack Mode

Point Cost per Usage

A. Psionic Blast
B. Mind Thrust
C. Ego Whip
D. Id Insinuation
E. Psychic Crush

20
4
7
10
14

Point Cost per Usage: This shows the number of psionic defense points ofstrength which the attacker must expend to use the defense mode when underpsionic attack.

Short Medium Long
2”
3”
4”
6”
5”

4”
6”
8”
12”
-

6”
9”
12’
18’
-

Area Protected: If the defense mode has an area of protection beyond theindividual, it offers its defense, or the defense used by any individual within its
radius, whichever is better. Suppose 3 psionics are defending in a group; the firstputs up defense mode F, another I, and the third puts up J. The first selects fromdefense modes F, I or J; the other two from either I or J, whichever does the mostefficient job of damage reduction. Non-psionics in the area are given +2 by anIntellect Fortress, +6 by a Tower of Iron Will, on saving throws versus Psionic Blast.

Psionic Blast is a wave of brain force, in effect much like “stunning news” to themind. It is costly in attack point expenditure, but it is the only psionic attack which

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PSIONICS
Area of Effect : 1” wide directionalpath

If all defense points are expended, the individual has NO defense and can be
attacked on a special combat table which offers the possibility of stunning, mental
wounding or crippling, and death as well as loss of psionic strength points.

Explanation/Description: This discipline allows the possessor to communicate withvarious forms of living things, the type of animal life and the range determined by
the level of mastery of the possessor. Animal telepathy allows clear
communication but no command or influence beyond the possessor’s own
persuasiveness. The discipline operates as follows:

PSIONIC DISCIPLINES
The psionically endowed character determines how many disciplines he or she
is able to exercise by use of the following table (one roll of percentile dice):
Once the number of disciplines possessed is known, the character determines byrandom die rolling which disciplines he or she knows. If the same one is indicated
Die
Score

Level
of Mastery
first
third
fifth
sixth
seventheighthtenthtwelfthfourteenth+

Number of Disciplines
Minor
Major

01-10
11-25
26-40
41-55
56-70
71-80
81-90
91-95
96-00

1
2
3
2
3
4
3
5
4

0
0
0
1
1
1
2
1
2

Body Equilibrium
Range: 0
Duration: Time of concentration
Area of Effect: Individual

Note that the employment of these powers costs psionic strength points, theequivalent of 1 point each of attack and defense points.

Major (Sciences) (d20)
Astral Projection
Aura Alteration
Body Control

15. Levitation
16. Mind Over Body
17. Molecular Agitation
18. Object Reading (excludes
thieves)
19. Precognition
20. Seduction (excludes clerics)
21. Sensitivity to Psychic
Impressions
22. Suspend Animation
23. Roll again (or select one*)
24. Roll again (or select one*)

Strength Point Cost: 1/round
Saving Throw: None

Explanation/Description: This discipline allows the user to adjust the weight of
his or her body to correspond with the surface upon which he or she is. Thus,
the possessor can walk upon water, quicksand, mud or whatever. With respect
to falling, this discipline has the effect of the magic-user spell, feather fall (q.v.).

TABLE OF PSIONIC DISCIPLINES
1. Animal Telepathy
2. Body Equilibrium
3. Body Weaponry (excludes
magic-users)
4. Cell Adjustment
5. Clairaudience
6. Clairvoyance
7. Detection of Good or Evil
8. Detection of Magic
9. Domination (excludes thieves)
10. Empathy (excludes ﬁghters)
11. ESP12. Expansion (excludes clerics)
13. Hypnosis
14. Invisibility

Type of Animal Life which
can be Communicated withmammals
marsupials, et. al.
aviansreptilesamphibians
fish and similar creatures
arachnids and myriapodae“monsters”
plantsSearch for creatures can be made at the rate of one path of area (1” width ×
range) per round.

a second time, simply re-roll until a different one is indicated. Only a few are
excluded to certain classes. Only one discipline (minor) can immediately be
gained, with one additional discipline (all minor first) gained with the acquisitionof each 2 additional levels of experience in the character’s profession.

Minor (Devotions) (d12, d6)

Range6” + 1“/level5” + 1“/level3” + 1“/level2” + 1“/level1” + 1“/level1“/level2” + 1”/2 levels
1” + 1”/2 levels
1“/2 levels

Body Weaponry
Range: 0
Duration: Time of concentration
Area of Effect: Individual

Dimension Door
Dimension Walk
Energy Control
Etherealness
Mass Domination (excludes thieves)
Mind Bar
Molecular Manipulation
Molecular Rearrangement
Probability Travel
Telekinesis
Telempathic Projection (excludes
ﬁghters)
Telepathy
Telepathic Projection
Teleportation
Shape Alteration

Strength Point Cost: 1/round
Saving Throw: None

Explanation/Description: The body weaponry discipline allows the possessor touse his or her body as both weapon and armor by altering the molecules in the
body as needed. The table below shows the equivalent armor class andweapon according to the level of mastery. Note the class distinctions:
Levelof Masteryﬁrstsecondthird
fourthﬁfth
sixth
seventheighthninth
tentheleventhtwelfth +Roll again (or select one*)
Roll again (or get two minor ones*)*Consult your referee for his rulingon this.

Cleric
9
8
7
6
5
4
3
3
2
2
1
1

Armor Class forFighter
Thief
9
9
8
8
7
7
6
7
5
6
4
5
3
5
2
4
1
4
1
3
0
3
0
2

WeaponEquivalent
club
daggeraxe, handmaceaxe, battle
morning star*sword, broad
sword, longsword, long +1*
sword, long +2
sword, long +3
sword, long +4*maximum weapon equivalent for a thief**maximum weapon equivalent for a clericIf the psionic wears armor and uses weapons, the body weaponry factors do
not apply during that period, but are not otherwise affected.

The level of mastery of any discipline equals the level of experience of thecharacter who possesses it unless otherwise specified.

Cell Adjustment
MINOR DEVOTIONS
Range: 0
Duration: Permanent
Area of Effect: Creature touchedAnimal Telepathy
Range: Special
Duration: Time of concentration

Strength Point Cost: 1/round
Saving Throw: None

Strength Point Cost: Special
Saving Throw: None

Explanation/Description: By means of psionic attunement to the cells of an injured

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creature, the possessor of this ability is able to heal wounds at a strength point costof 1 per hit point of wounds healed, or cure diseases at a strength point cost of 20
for a mild, early stage disease (and up to 70 for an advanced stage of plague or
leprosy). The maximum healing/curing ability depends upon the class of thepsionic and his or her level of mastery:forces the mind of another creature to accept signals from his or her own brain,thus causing the former to do his or her will. Contacting the mind to be
dominated costs 5 strength points, and the creature must then save versus
magic. If the saving throw is not made, the psionic must then expend additional
points equal to the dominated creature’s level/hit dice (treat + 1 to + 4 on thecreature’s hit dice as 1 additional hit die, + 5 or more as 2 additional hit dice,with respect only to races of creatures not classed as character races) for eachround the creature is controlled. Furthermore, if the creature dominated isforced to do something totally against its nature or self-destructive, theexpenditure of strength points is doubled or trebled accordingly.

Cleric — 5 points/level
Fighter — 4 points/level
Magic-User — 3 points/level
Thief — 2 points/level
Clairaudience

EmpathyRange: Special
Duration: Time of concentration
Area of Effect: Special

Strength Point Cost: 5/round
Saving Throw: None

Range: 1“/level of mastery
Duration: 1 turn/use
Area of Effect: 1“ wide path

Explanation/Description: This discipline is the same as the magic-user spell,clairaudience (q.v.), except that unknown areas up to 30’ distant can be scanned.

Explanation/Description: This discipline allows the basic needs, drives and/or
emotions generated by any unshielded sentient mind to be sensed by thepossessor of the psionic power. Thus, he or she can sense thirst, hunger, fear,
fatigue, pain, rage, hatred, uncertainty, curiosity, hostility, friendliness, love andlike emotions. The discipline functions in a directional path determined by the
direction in which the possessor is facing.

Clairvoyance
Range: Special
Duration: Time of concentration
Area of Effect: Special

Strength Point Cost: 3/use
Saving Throw: None

Strength Point Cost: 5/round
Saving Throw: None

ESP

Explanation/Description: This discipline is the same as the magic-user spell,clairvoyance (q.v.), except that unknown areas up to 20’ distant can be scanned.

Range: 9”
Duration: Time of concentration
Area of Effect: 1” wide path

Strength Point Cost: 2/round
Saving Throw: None

Detection of Good/Evil
Explanation/Description: This discipline allows the user to “tune in” to theunshielded thoughts of the minds of any creatures within range when the power is
employed. In most respects it is identical to the magic-user spell, ESP (q.v.).
Thoughts received in non-understood languages will be meaningless. Nonintelligent creatures will transmit “pictures” or raw drives.

Range: 3”
Strength Point Cost: 2/round
Duration: Time of concentration
Saving Throw: Special
Area of Effect: One creature or object
Explanation/Description: By means of this discipline the aura of creatures andobjects can be viewed. As level of mastery goes up, the aura of objects
becomes more visible. An unsuccessful attempt at reading an aura means it
cannot be discerned, and further attempts cannot be made until reaching thenext level of mastery. Note the chart below:
Level ofMastery

Creature

Chance for Aura Reading
Exact Alignment

Objectﬁrst
secondthird
fourthsixth
eighthtenthtwelfthfourteenth

30%
40%
50%
60%
70%
80%
90%
100%
100%

0%
5%
10%
15%
25%
35%
45%
55%
65%

5%
10%
15%
20%
35%
50%
65%
80%
95%

Expansion
Range: 0
Duration: 1 turn/level of mastery
Area of Effect: Individual

Explanation/Description: Expansion allows the psionic to cause his or her body to
become larger in size, with proportionate increase in mass and strength. This
increase is limited to a maximum of 1’ growth per level of mastery of thediscipline. With each 1’ growth the possessor gains +1 on hit points of damage.
Compare the table below:
Level
of Mastery
firstsecondthird
fourthfifth
sixth
seventheighthninth
tentheleventhtwelfthCreatures above 14th level/hit dice are entitled to a saving throw versus magicwith regard to determination of their exact alignment.
Detection of Magic
Range: 3”
Duration: Time of concentration
Area of Effect: ½” wide path

Strength Point Cost: 5/round
Saving Throw: None

Strength Point Cost: 3/round
Saving Throw: None

Maximum
Height Increase
1’
2’
3’
4’
5’
6’
7’
8’
9’
10’
11’
12’

Damage
Bonus
+1
+2
+3
+4
+5
+6
+7
+8
+9
+10
+11
+12

Strength
Equivalent
(17)
(18)
(18/51)(18/76)(18/91)(18/00) ogre
hill giantstone giant
frost giant
fire giant
cloud giant
storm giant

Explanation/Description: This discipline allows detection of the aural force ofmagic and also the type of spell (abjuration, conjuration/summoning, etc.) or
magic which has been detected. Determination of type of magic is 5% per levelof mastery of the psionic, i.e. at 5th mastery level there is a 25% chance.

If the possessor of this discipline already has strength equal to that gained by
growth, there is no bonus.

Domination

Note that apparel worn can be caused to expand with the body, as can weapons
used, but magical items so treated have a 5% chance of being destroyed (d20, 1
in 20).

Range: 3”
Duration: Time of concentration
Area of Effect: One creature

Strength Point Cost: Special
Saving Throw: Neg.

Hypnosis
Range: 3”
Duration: Special

Explanation/Description: By exercise of the discipline of domination, the psionic

112

Strength Point Cost: Special
Saving Throw: Special

PSIONICS

PSIONICS

Area of Effect: One level/hit die perlevel of mastery cumulative

Explanation/Description: The power of molecular agitation enables thepossessor to cause the molecules of an item to move more rapidly than isnormal. Although only a small number of molecules can be so moved,
continued exercise of the ability will have the following effects after 10 rounds:

Explanation/Description: This discipline is similar to suggestion and charm
person/charm monster spells (qq.v.) It affects only creatures with intelligencegreater than 7 and less than 17, i.e. the stupid and unusually bright are notsubject to hypnosis. By employing this discipline, the psionic is able to instruct
the creature as to a course of action which seems reasonable — no orders tokill self, friends, associates, etc. — and plant a post-hypnotic suggestion as well,
the latter having a 5% per day cumulative chance of wearing off and notaffecting the creature in whose mind it was implanted. Hypnosis affects 1 levelor hit die of creatures per level of mastery of the possessor. Thus at 1st level ofmastery but a single 1st level character or monster with up to 1 hit die can be
hypnotized; but at 2nd level 2 additional effect levels are added, so up to 3
levels/hit dice can be hypnotized:

Type of Material
paper, parchment, straw
dry wood, heavy clothwater, wine
flesh
metal

Molecular Agitation Effectaflame, burning brightly
scorching and smoulderingboiling (if a small amount)blistering*
hot to touch***each round thereafter the victim will sustain 1 hit point of damage, cumulative,
1 that round, 2 the next, 3 the next, etc.
**at this point the effect is the same as the druid spell, heat metal (q.v.).

Level of Mastery
firstsecondthird
fourthfifth...etc.

Levels/Hit Dice Affected
1=1
1+2=3
1+2+3=6
1 + 2 + 3 + 4 = 10
1 + 2 + 3 + 4 + 5 = 15

While the amount of material that the psionic can affect by molecular agitation
does not appreciably increase, the time requirement does shorten by 1 round
per level of mastery, so that at 10th level and beyond, the molecular agitation
effect shown above requires only 1 round to achieve. Note that the item
affected must be in the view (clairvoyance included) of the psionic individual.
Object Reading

The strength point cost is 1 per level/hit die hypnotized. Creatures with 15 or 16
intelligence or over 10th level/10 hit dice are entitled to a saving throw versus
magic; if it is successful, the hypnosis has no effect.

Range: Touch
Duration: 1 round
Area of Effect: Object touched

Strength Point Cost: 1/round
Saving Throw: None

Invisibility
Range: 0
Duration: 1 turn/expenditure
Area of Effect: One level/hit die perlevel of mastery cumulative

Explanation/Description: This ability enables the possessor to detect psychic
impressions left on an object by its previous owner. Thus, by handling an
artifact found in a dungeon, the psionic would possibly be able to tell its
owner’s race, alignment and probably fate. If the object had a long andlegendary history he would have visions of its past, back through history. Not
all objects (and certainly not all magical objects) give off these impressions,however.

Strength Point Cost: 3/turn
Saving Throw: None

Explanation/Description: This discipline closely resembles the invisibility spell(q.v.), but it is weaker in some ways, more powerful in others. It enables thepossessor to become invisible to creatures with only as many levels or hit diceas the psionic has cumulative levels of mastery: 1 at 1st level, 1 + 2 at 2ndlevel, 1 + 2 + 3 at 3rd level, etc. However, psionic invisibility cannot be detectedby any form of magic, only a mind bar being able to prevent the power fromoperating with respect to that particular creature, for this power affects minds,
not light waves or similar physical manifestations.

Precognition
Range: 0
Duration: Special
Area of Effect: Special

Explanation/Description: The discipline of precognition is the ability to estimate
the best probable course of action, or to estimate the probable outcome of anundertaking; this power applies only to the relatively immediate future.
Estimation becomes more accurate with increased levels of possessing theability, providing the number of unknown factors remains constant. Precognition
accuracy is also a factor of combined intelligence and wisdom scores:

Levitation
Range: 0
Duration: 1 turn/level of mastery
Area of Effect: Individual

Strength Point Cost: 3/turn
Saving Throw: None

Explanation/Description: This discipline is similar to the magic-user spell, levitate(q.v.). Levitation need not be exercised in a continuous period, i.e. a 1st level
psionic can use the discipline on multiple occasions so long as the total durationof all uses together is 1 turn or less.

Precognition Probability by Difﬁculty
Total Intelligenceand Wisdom Scores
under 30
30-33
34-35
36 & up

Mind Over Body
Range: 0
Duration: 2 days/level of mastery
Area of Effect: Individual

Strength Point Cost: 5/day
Saving Throw: None

Low
40%
50%
65%
70%

Medium
30%
35%
45%
50%

High
20%
25%
35%
40%

For every level the ability is possessed, the probability of being able to correctly
precognate goes up by a percentage equal to the level (2 levels equals 2%, 3
levels equals 3%, etc.) but never beyond a maximum precognition probability of
90%. The expenditure of psionic strength is directly related to the number of
unknown factors which must be ascertained, i.e. if there are six basicallysolvable unknown factors then it costs 6 points, and the cost is not known to theindividual precognating until after the fact. (In order to precognate the results ofa melee, for example, each attack must be made and counted as an unknown,
and in a melee with several individuals involved with several monsters, the cost
per melee round could easily be 10 or more points.) If the psionically endowed
individual has insufficient points to completely precognate, then the precognitionceases at the point when he has no longer any strength to continue. Time isalso a factor of precognating — a short duration means a typically low
difficulty factor. If 1-4 turns is considered a short time, 5-30 turns is of medial

Explanation/Description: This discipline allows the possessor to suppress ormentally satisfy the need for water, food, rest and/or sleep. For each level ofmastery, the psionic can use the discipline for up to 2 consecutive days, so at 2ndlevel, he or she can go 4 days without water, food, rest or sleep; at third level 6days, etc. At some point, however, the possessor must spend an equal number ofdays of complete rest so as to restore this power. While the individual is notharmed, the discipline cannot be used again until complete rest is taken.
Molecular Agitation
Range: Sight
Duration: Special
Area of Effect: One item or creature

Strength Point Cost: Special
Saving Throw: None

Strength Point Cost: 1/round
Saving Throw: None

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difficulty, and anything beyond 30 turns (5 hours) becomes a high difficulty
precognition; however, unknown factors will alter this rule, so that a short time
precognition with many (basically unsolvable) unknowns becomes a highdifficulty precognition. N.B. Precognition relies entirely upon the referee, and hewill exercise utmost care in handling this ability usage.

another. The strength point cost for the former application is 10 points per factor
change (good/evil, evil/good, neutral/evil, evil/neutral, neutral/good, good/neutral, lawful/chaotic, chaotic/lawful, etc.). A neutral character wishing to appear
as neutral evil would pay 10 strength points, but a change to chaotic evil would
cost 20. Such alteration lasts 6 turns. The latter application of aura alteration
allows curses, geases and quests to be removed. The strength point cost torecognize the aura is:

Reduction
Range: 0
Duration: 1 turn/level of mastery
Area of Effect: Individual

Strength Point Cost: 2/turn
Saving Throw: None

Aura
curse
geas
quest

Strength Point Cost
¼ point/level of curse½ point/level of magic-user
1 point/level of cleric

Explanation/Description: Reduction is the discipline which allows the possessor
to alter his or her body size so as to make it up to 1’ shorter (and accordingly
less massive) per level of mastery. After fifth level of mastery, size reduction is
50% of the remainder per level, so if a human 6’ tall was at 7th level ofmastery, he or she could reduce body size to 3 inches (-1’ per level to 5th, 50%
of 1’ at 6th, and 50% of ½’ at 7th), to 1½ inches at 8th level, 3/4 inches at 9th,
3/8 inches at 10th, etc.

Actual removal of the undesired aura costs 8 times the recognition cost.

Suspend Animation

Range: 0
Duration: 1 turn/level of mastery
Area of Effect: Individual

Range: 0
Duration: Special
Area of Effect: Individual(round all fractions up to the nearest whole number)

Body Control

Strength Point Cost: 6
Saving Throw: None

Strength Point Cost: 2/turn
Saving Throw: None

Explanation/Description: This devotion allows the possessor to exist in hostileenvironments or elements or withstand substances or radiations destructive to his
or her body, viz. cold, heat, poisonous gases, acids, flame, etc. For each levelof mastery the possessor can withstand what would normally inflict 1 hit die ofdamage to his or her body in a single exposure. Thus, at 2nd level of masteryburning oil would not affect the individual. The duration of such body control is
1 turn maximum for each level of mastery. For example, the 2nd level ofmastery psionic mentioned above could withstand burning oil for 2 turns. Thisdiscipline allows breathing under water at 1st level.

Explanation/Description: This discipline allows the possessor to virtually cease alllife functions (as far as any but minute examination can determine, the individual
is dead). The psionic is able to program his or her body to awaken again after a
set period of time has elapsed, so normal functions will then resume. With eachlevel of mastery of this ability the individual is able to suspend animation for 1
week per level cumulative (1 week during the 1st level of possession, 3 weeks
during the 2nd level of possession, etc.) The sleeping individual cannot beawakened before the time he or she has “set” himself or herself to reawaken. For
each week spent in suspended animation, the individual must spend one day of
normal activity before being able to return to suspended animation. Air is notneeded, and temperatures can be as low as 35 degrees Fahrenheit.

Dimension Door
Range: 0
Duration: Instantaneous
Area of Effect: Individual

Strength Point Cost: 10
Saving Throw: None

Sensitivity to Psychic Impressions
Range: 2” sphere
Duration: 1 round
Area of Effect: 1” to every side

Explanation/Description: This psionic power is basically the same as the magicuser spell, dimension door (q.v.).

Strength Point Cost: 1/round
Saving Throw: None

Dimension Walk

Explanation/Description: Deaths and other highly dramatic events leave a“psychic residue” in the very earth and stones where they occur which may lastfor centuries. The possessor of this ability can sense emotions, perhaps see
momentary visions, of those who have died or suffered some powerful emotion
in a place just by standing in it for a moment.

Range: 0
Duration: Time of concentration
Area of Effect: Individual

Explanation/Description: Dimension walk is the name for the psionic discipline
which enables the possessor to move through the dimensions, by inter-dimensional
travel, rather than along them. Thus great distances can be covered in short periodsof time. The base distance covered by 1 turn of dimension walking is 7 leagues, i.e.
10 minutes of travelling time for 21 miles. However, this mode of travel is difficult for
the inexperienced, and even misleading to some experienced travelers. There is a
10% chance that the walker will go in the wrong direction, the opposite of thatdesired. This 10% is reduced by 1% for every level of mastery of the science above
the 1st, to a minimum risk of 1% at 10th level, but there is always that 1% chance ofgoing in the wrong direction. Furthermore, dimension walking is always a journeyfraught with missteps, and this causes differences in the time required to travel thedesired distance; usually longer at low mastery levels but sometimes shorter at highlevels of mastery. Each level of mastery is based on 700 leagues of travel.

MAJOR SCIENCES
Astral Projection
Range: Special
Duration: Special
Area of Effect: Individual

Strength Point Cost: 10
Saving Throw: None

Explanation/Description: This discipline is very similar to the cleric astral spell(q.v.). Only the psionic individual can use this power to travel, however, unlike
the magic astral spell. For information on astral travel see APPENDIX IV,
THE KNOWN PLANES OF EXISTENCE.

Level
of Mastery
ﬁrst, second
third through ﬁfth
sixth, seventh
eighthninth
tenthAura Alteration
Range: Touch
Duration: Special
Area of Effect: Individual

Strength Point Cost: 1/turn
Saving Throw: None

Strength Point Cost: Special
Saving Throw: None

Explanation/Description: Aura alteration is a power which can be used two
different ways: it can be used to change the personal aura of the individual (todisguise true alignment and show one which is different from the actual) or it canbe used to recognize and alter unfavorable (cursed, geased, or quested) aura in

01-20
+200
+150
+100
+50
+25
+10

Time Alteration %
21-45
46-75
76-90
+150
+50
0
+100
+25
0
+50
+10
0
+25
0
0
+10
0
-10
0
0
-25

91-00
0
0
0
-10
-25
-50

Percentile dice are rolled at journey’s end. Whether the traveller went in the wrong
direction or not, the dice are rolled to determine the alteration in the time required to114

PSIONICS

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travel the desired distance. Example: the psionic individual is at 4th level of masteryand desires to dimension walk to an island 600 miles distant (east). The distance of
600 miles is 200 leagues, or about 29 turns travel time. The 2d20 are rolled twice,once to see if the character went the wrong direction (7% chance to go west), once
to see how long the trip actually took — a result of 38 in this case indicates that thetrip was 100% longer than the base rate, so it took 58 turns (580 minutes, or 9hours and 40 minutes). No hostile encounters occur during dimension walks.

chance that the possessor of this power will be able to locate the source of any
attack upon his or her mind the instant it is made, and this includes psionic attacks,
as well as attempts to magic jar or possess him or her (in the two latter cases thismeans identification of the magic jar or amulet of the being attempting the attack!).
Molecular Manipulation
Range: 1”
Duration: Permanent
Area of Effect: Special

Energy Control
Range: 0
Strength Point Cost: Special
Duration: Special
Saving Throw: None
Area of Effect: 10’ radius of individual

Explanation/Description: By exercise of this science, the possessor is able to alter
the molecular arrangement of an item so as to make it weak and fragile andeasily broken. The ability increases with each level of mastery as shown below:

Explanation/Description: This science allows the possessor to channel energies
directed at or in the presence of his or her body so as to make such energies
harmless or dissipate them. If a spell or energy weapon (fiery breath, lightning,
cold, etc.) is directed towards the psionic individual’s area, it will not harm him or
her provided the individual expends 1 strength point per spell level (or die ofdamage normally delivered by the energy).
Etherealness
Range: 0
Duration: Time of concentration
Area of Effect: Individual + special

Strength Point Cost: 6/turn
Saving Throw: None

Explanation/Description: This discipline enables the psionic to shift his material
body to an ethereal state. At each level of mastery the possessor of this ability
is also able to cause up to 50 gold pieces weight of material which he or she istouching to likewise become ethereal, i.e. 50 g.p. weight at 1st level of mastery,
100 g.p. weight at 2nd, 150 at 3rd, etc. The ethereal individual is able tofunction on the Ethereal Plane. (For details of this see APPENDIX IV: THE
KNOWN PLANES OF EXISTENCE.) He or she can likewise alter bodily
vibrations to materialize in the various planes touched by the Ethereal (theElemental and Positive and Negative Material Planes).
Mass Domination
Range: 3”
Duration: Special
Area of Effect: Special

Strength Point Cost: Special
Saving Throw: Neg.

Explanation/Description: Mass domination is the power of being able to dominate(see MINOR DEVOTIONS, Domination) up to 5 creatures at one time and to doso for extended periods of time. At each level of mastery, the possessor of thisability is able to use the power of an additional level/hit die creature, i.e. at 1stlevel of mastery the power affects up to 5 creatures of 2nd level or 2 hit dice, etc.
Mass domination lasts for 5 turns per level of mastery of the psionic exercising thescience. It requires 10 strength points to contact the minds to be dominated, and 1
additional strength point per level/hit die of creatures dominated to establish thecommand. Thereafter, there is no additional expenditure of strength while theduration of the domination lasts. Creatures under a mass domination attempt areentitled to a saving throw versus magic to determine if the power affects them. Suchsaving throws are made at -4 on the dice. Reduce the period of domination by 1
turn for every point of intelligence, wisdom, and/or charisma over 14 possessed byeach affected creature. Creatures under the influence of mass domination will neveract in any manner which is obviously self-destructive or against their basic nature.

Level of Mastery

Able to Manipulate the Equivalent ofﬁrst

thin cord

secondthick cord, leather thong

third

thick rope, leather strop, thin wire

fourththick wire, 1/12’ thick wooden board

ﬁfth

light iron chain, 1/6’ thick wooden board

sixth

heavy iron chain, light steel chain

seventhstock and shackles, 1’ thick wooden board

eighthiron bar of 1/12’ diameter, heavy steel chain

ninth

iron bar of 1/6’ diameter, steel bar of
1/12’ diameter

tenth

2’ thick stone wall (man-sized hole)eleventh

magical chain armor, magical dagger

twelfthmagical splint armor, magical mace

thirteenthmagical shield, magical axe or ﬂail

fourteenthmagical plate armor, magical sword

The science requires 1 round to exercise the molecular manipulation. All
magical items so attacked are entitled to a saving throw versus magical fire,with each basic +1 giving the item +1 on the saving throw dice.
Molecular Rearrangement
Range: Touch
Duration: Permanent
Area of Effect: Special

Strength Point Cost: Special
Saving Throw: None

Explanation/Description: This science allows the possessor to rearrange the moleculesof metals so as to transmute one to another. Up to 10 gold piece weight of metal canbe transmuted per level of mastery. The change, however, is dependent upon therelative softness of the metals involved, and the level of mastery of the psionic as well.

Mind Bar
Range: 0
Duration: As set by individual
Area of Effect: Individual

Strength Point Cost: 50
Saving Throw: None

Strength Point Cost: 5/day
Saving Throw: Special

Level of Mastery
first through third
fourth through sixth

Explanation/Description: The science of constructing a mind bar protects theindividual from such magical attacks as charm, confusion, ESP, fear, feeblemind,
magic jar, sleep, and suggestion. It prevents the possessor from suffering telepathic
influence or possession by such creatures as demons or devils. Psionic (or magical)
powers of domination (any form), empathy, hypnosis, or telepathy do not work
against an individual with a mind bar; and he or she can see a psionic trying to use
the discipline of invisibility. A mind bar can be placed upon the physical body while
astrally projecting. The chance for success of a mind bar is 10% per level of mastery,i.e. 100% at 10th level. At 11th level of mastery and beyond, there is a 10% per level

seventh through ninth
tenth through twelfth
thirteenth through fifteenth
sixteenth and up

Metals Which can be Affected
gold, lead, and others very soft
copper, silver, tin, zinc, et. al.
(brass)platinum, nickel, iron, et. al.
(bronze)
steel
Mithril, steel alloys
adamantite

The cost is 1 strength point per gold piece weight changed. This science is sodemanding that it can be exercised only once per month.

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all creatures contacted be within sight range of the psionic individual, or within adistance equal to 6” + 1”/level/level of the individual if the minds are known. (Thus,
7” at 1st level, 9” at 2nd level, 12” at 3rd level, etc. — 6 + 1, 6 + 1 + 2, 6 + 1 + 2+ 3, 6 + 1 + 2 + 3 + 4, and so on.) Likewise, the number of creatures influenced isbased on the level of mastery, being 1 level/hit die of creatures per level of thepsionic, cumulative, i.e. 1 level/hit die at 1st level, 3 levels/hit dice at 2nd, 6 levels at
3rd, etc. The cost for influence is dependent upon which tack is taken. Suggestion
requires 1 point per level/hit die for contact, 1 point per level/hit die for implantationof the suggestion. Possession requires 2 points for every point of intelligence, and 1
for every point of wisdom and charisma, of the creature to be possessed. All
influence is subject to the right of the influenced to make a saving throw versus
magic, and if this is successful, neither suggestion nor possession are successful.

Probability Travel
Range: 0
Duration: Special
Area of Effect: Special

Strength Point Cost: Special
Saving Throw: None

Explanation/Description: Probability travel is a form of astral projection, but it
actually brings the body of the probability traveller, and possibly 1 or more others,
to the planes outside the Prime Material. When this science is exercised, theindividual is able to cross into parallel worlds or various planes, including thosenormally reached by the Ethereal Plane, as that plane can be reached and thenused to get to those it touches upon. The cost is 10 strength points per world or
plane entered or crossed. At 5th level of mastery the possessor can bring up to 2other persons with him or her at an additional strength point expenditure of 5
points per person per world or plane; and at 10th level up to 8 other persons canbe brought along at a cost of 2 points apiece. Note that this form of travel does
offer the hazard of ending up in a place not desired. There is a basic 20% chanceat 1st level of mastery, and the risk declines at 1 % per level thereafter.

Shape Alteration
Range: 0
Duration: Until again altered
Area of Effect: Individual

Explanation/Description: The science of shape alteration closely resembles themagic-user spell, polymorph self. The reader is referred to that spell for informational
purposes. By means of this discipline, the individual is able to alter his or her bodysize, form and composition to nearly any other, the garments and equipment he or
she wears and carries being altered to conform to parts of the new body shapeassumed. Note that shape alteration bestows the normal means of respiration andlocomotion of the new form assumed, and strength proportionate to the size andcharacteristics, but no other characteristics peculiar to a certain life form are thus
gained, i.e. assuming the shape of a red dragon does not allow the individual afiery breath weapon. Note also that the new shape might preclude the use of
weapons, spells, etc. The strength point cost for shape alteration is 3 points, plus anyof the following additional costs:

Telekinesis
Range: 3” + 1“/level of mastery
Duration: Special
Area of Effect: Special

Strength Point Cost: 3/round
Saving Throw: None

Explanation/Description: This ability resembles the magic-user spell telekinesis(q.v.). The psionic individual is able to use the science to mentally move(telekinese) objects weighing up to a maximum of 30 gold piece weightequivalence, cumulative, per level of mastery, i.e. 30 g.p. weight at 1st level ofmastery, 90 g.p. (30 + 60) at 2nd, 180 g.p. (30 + 60 + 90) at 3rd, 300 g.p.
(30 + 60 + 90 + 120) at 4th, 450 g.p. (30 + 60 + 90 + 120 + 150) at 5th etc.
Duration is a function of the psionic strength of the individual. The object to betelekinesed must be in clear sight of the psionically endowed individual.
Telempathic Projection
Range: 1”
Duration: 1 round/level of mastery
Area of Effect: 1” wide path

Strength Point Cost: Special
Saving Throw: Special

Explanation/Description: This science is similar to the devotion of empathy (q.v.).
However, the possessor is able to send an emotion et. al.
Telepathy
Range: Special
Duration: Time of concentration
Area of Effect: Special

Strength Point Cost: 1/round
Saving Throw: None

Alterationeach +/-1,000 g.p. weight equivalent
in a bodyStrength Point Cost
1/1,000 g.p. weight equivalentvegetable material to animal
material or vice versa*

1/100 g.p. weight equivalentmineral material to vegetablematerial or vice versa*

2/100 g.p. weight equivalentmineral material to animal
material or vice versa*

3/100 g.p. weight equivalent* includes alteration of garments and equipment if any class exceeds 50 g.p. weight.
Example: The psionic individual wishes to make a shape alteration to become ared dragon. The individual is a fighter wearing/carrying 200 g.p. weight equivalentof vegetable material and 500 g.p. weight equivalent of mineral material. The latteradd 19 points of psionic strength costs to the basic cost of 3, or 19 + 3 = 22. The
dragon size desired is assumed to be about 5 tons, or 10,000 pounds, or 100,000
g.p. weight equivalent. This means that 100 psionic strength points are required here,
and the total cost for the whole alteration is 122 points. Assuming the individual has
this strength, the equipment et aI. would become parts of the dragon shape — thearmor scales, weapons claws, etc.

Explanation/Description: This discipline allows the possessor to communicate mindto-mind with any other creature with intelligence of 5 or greater. This obviates theneed for knowledge of the language of the creature. The creature to becommunicated with must be in sight or be well-known mentally by the possessor ofthis science. In the latter case distance is not a factor as long as the telepath andthe receiver are on the same plane of existence and not separated by distances
greater than 186,000 miles (1 light second). Telepathic waves can traverse greater
distances only if all individuals involved are telepathic. Note that multiple-mindcommunications by telepathy are possible. While normal communications are
possible, no special form of influence is gained by the exercise of telepathy.

Teleportation
Range: 0
Duration: Instantaneous
Area of Effect: Individual + special

Telepathic Projection
Range: Special
Duration: Time of Concentration
Area of Effect: Special

Strength Point Cost: Special
Saving Throw: None

Strength Point Cost: Special
Saving Throw: Neg.

Strength Point Cost: 20
Saving Throw: None

Explanation/Description: This discipline is very similar to the magic-user spell,
teleport (q.v.). The only major difference is that psionic energy points must be
expended to use the power. Also, if points above the required 20 are
expended, the psionic individual is able to alter the percentage probabilities of
mis-teleporting (coming in too low or too high) by 1% per additional psionicstrength point expended either to correct low and/or high mis-teleporting.

Explanation/Description:
Telepathic
projection
enables
both
telepathic
communication, but only with other creatures endowed with telepathy or ESP (cf.
Telepathy), and telepathic suggestion. The former is accomplished at a strength
point cost which is identical to telepathy (q.v.)

PSIONIC COMBATThe latter allows the possessor to either implant a suggestion (exactly as per the spellof the same name) in one or more creatures’ minds or attempt to actually possess themind of a single creature. The influence function of telepathic projection requires that

During psionic combat the creatures involved can engage in no other activity. The
procedure is as follows: Combatants select their defense modes, attack modes, and116

PSIONICS

BARDS

opponent (if multiple creatures per side are involved). This information is recorded,
and the defenses and attacks are matrixed to determine results. Expenditures for
defense, attack and combat losses are noted and taken from the appropriate totals
of involved creatures. Psionic combat takes place at a rate of 1 exchange persegment, 10 exchanges per melee round.

require continuing strength point outlay to maintain their effects can be in operation
during recovery periods. The rate of restoration of psionic strength points depends
upon the physical activity of the individual during the period. Note attack anddefense points are considered as ½ strength point, as it is quite possible to havedisparate amounts of one or the other of these points after combat.

If the attention of a creature is distracted by physical attack or spell damage or effect(such as charm, hold, etc.) it cannot engage in attack, although its defenses remain.

Physical Activity*
hard exertion
walking and like activity
sitting and talking or reading
resting and meditating
sleeping

Non-psionic creatures can be attacked psionically only by attack mode A., psionicblast. This attack mode cannot be used by distracted creatures as shown above.

Psionic Strength Recoverednone
3 points/hour
6 points/hour
12 points/hour
24 points/hour

MULTIPLE PSIONIC OPERATIONS*The least favorable class must always be used for each hour of time spent in
restoration of psionic strength.

Psionic creatures can operate together to increase the range of psionic disciplines
where range is a factor and such increase is otherwise possible. Where applicable,
the multiple individuals link their minds and this then adds a cumulative 50% to therange of the discipline, so that 2 individuals operating together have 200% of therange normally possible. However, range base is always that of the weakest
individual in the group. It is possible for 2 or more creatures to operate to increase
psionic combat powers. Such operation must be in “series”, with the additional
creatures adding 20% of their total strength (all fractions rounded up) to the next
individual in the chain. Example: Creature A has 100 points of strength, so 20
points are transferred to creature B to bring its total to 140, and B then transfers 28
points to creature C whose base strength is 130 points but now has 158 points, andC passes 158 × .20, or 32 points to creature D. All series should feed from weakest
to strongest. Only the final link in the series can attack or be attacked, but all
creatures in the series will be affected by whatever happens to the final linkindividual. The final creature attacks and defends for all in the series link.

Note that there are 6 turns in an hour, but no points can be recovered in lessthan one-hour periods.

APPENDIX II: BARDSAs this character class subsumes the functions of two other classes, fighters andthieves, and tops them off with magical abilities, it is often not allowed by Dungeon
Masters. Even though this presentation is greatly modified from the original bard
character class, it is offered as supplemental to the system, and your DM will be thefinal arbiter as to the inclusion of bards in your campaign.
BARD ABILITIES A bard must have scores of 15 or better in the following
abilities: strength, wisdom, dexterity and charisma. Furthermore, a bard must haveat least a 12 score in intelligence and a 10 in constitution.

USE OF PSIONIC POWERS
Use of psionic powers, or related magic spells (such as clairaudience, clairvoyance,
ESP, detection, levitation, etc.) does not attract the attention of creatures (ormonsters) with psionic powers unless they are within range and attuned to suchactivity. A perusal of ADVANCED DUNGEONS & DRAGONS, MONSTERMANUAL will reveal which sorts of creatures are to be expected and guarded
against if psionic powers are exercised.

BARD RACE
A bard must be human or half-elven.
THE CLASS
Bards begin play as fighters, and they must remain exclusively fighters until they
have achieved at least the 5th level of experience. Anytime thereafter, and in any
event prior to attaining the 8th level, they must change their class to that ofthieves. Again, sometime between 5th and 9th level of ability, bards must leave
off thieving and begin clerical studies as druids; but at this time they are actually

RECOVERY OF PSIONIC STRENGTH POINTS
Psionic strength points expended in any way can be restored by refraining fromany psionic activity for varying periods. Of course, psionic disciplines which do not
Bards Table I:

Experience Points
0—2,000
2,001—4000
4,001—8,000
8,001—16,000
16,001—25,000
25,001—40,000
40,001—60,000
60,001—85,000
85,001—110,000
110,001—150,000
150,001—200,000
200,001—400,000
400,001—600,000
600,001—800,000
800,001—1,000,000
1,000,001—1,200,000
1,200,001—1,400,000
1,400,001—1,600,000
1,600,001—1,800,000
1,000,001—2,000,000
2,000,001—2,200,000
2,200,001—3,000,000
3,000,001—up

6-Sided Dice forExperience Accumulated
Level
Hit Points
Level Title
1
0*
Rhymer2
1
Lyrist3
2
Sonnateer
4
3
Skald
5
4
Racaraide
6
5
Joungleur7
6
Troubador
8
7
Minstrel
9
8
Muse
10
9
Lorist
11
10
Bard
12
10 + 1Master Bard
13
10 + 2
M. Bard 13th
14
10 + 3
M. Bard 14th
15
10 + 4
M. Bard 15th
16
10 + 5
M. Bard 16th
17
10 + 6
M. Bard 17th
18
10 + 7
M. Bard 18th
19
10 + 8
M. Bard 19th
20
10 + 9M. Bard 20th21
10 + 10
M. Bard 21st
22
10 + 11
M. Bard 22nd
23
10 + 12
M. Bard 23rd
*See notes hereafter.

117

Number of Spells by
Druid Spell Level
1
2
3
4
5
1
2
3
3
1
3
2
3
3
3
3
1
3
3
2
3
3
3
3
3
3
1
3
3
3
2
3
3
3
3
3
3
3
3
1
3
3
3
3
2
3
3
3
3
3
4
3
3
3
3
4
4
3
3
3
4
4
4
3
3
5
4
4
4
3
5
4
4
4
4
5
5
4
4
4
5
5
5
4
4
5
5
5
5
5

BARDS

BARDS

bards and under druidical tutelage. Bards must fulfill the requirements in all theabove classes before progressing to Bards Table I. They must always remain
neutral, but can be chaotic, evil, good or lawful neutral if they wish.

Legend Lore and Item Knowledge Percentage shows the chance that the bard
has of knowing something about a legendary person, place or thing or ofknowing what a particular magic item is. The latter ability is limited toweapons, armor, potions, scrolls, and those items of magical nature which thebard can employ or which bear magical inscriptions; for all bards know runes,
glyphs, characters, symbols, etc. Naturally, any knowledge gained by bards
while in their former classes is also retained at all levels.

Notes Regarding Bards Table I:
Experience Points are strictly those gained as a bard, all previously earned are
not considered here.

Bards Table III: Armor and Weapons PermittedExperience Level is likewise that of the bard class only. There is no level beyond
the 23rd. The bard gains druidic powers as a druid of the same level, with the
exception of druidic spells as explained below.

Armor
leather ormagicalchainmailonly

6-sided Dice for Accumulated Hit Points shows an asterisk after the initial “0”to indicate that the bard has as many hit dice as he or she has previously
earned as a fighter (plus the possible addition of those earned as a thief ifthat class level exceeds the class level of fighter). All bard hit dice (andadditional hit points) are additions to existing hit dice — none are lost forbecoming a bard.

College(Probationer)
Fochlucan
Fochlucan
Fochlucan
Mac-Fuirmidh
Mac-Fuirmidh
Mac-Fuirmidh
Doss
Doss
Doss
CanaithCanaithCanaithCli
Cli
Cli
Anstruth
Anstruth
AnstruthOllamhOllamhOllamhMagna
Alumnae

15%
20%
22%
24%
30%
32%
34%
40%
42%
44%
50%
53%
56%
60%
63%
66%
70%
73%
76%
80%
84%
88%

0%
5%
7%
10%
13%
16%
20%
25%
30%
35%
50%
53%
56%
55%
60%
65%
70%
75%
80%
85%
90%
95%

1

95%

99%

Poisonnever(except byneutral evilbards)

A bard always engages in combat at the level he or she attained as a fighter. A
bard is able to function as a thief of the level previously attained. All saving
throws are made on the most favorable table, with the actual bard levelconsidered as that of a druid. He or she must always have a stringed instrument.
The bard’s poetic ability raises the morale of associated creatures by 10%. It likewise
can inspire ferocity in attack, so hit probability die rolls are given a bonus of +1.
Both of these characteristics require 2 rounds of poetics to inspire the desired effect,
i.e. 2 rounds of poetics will raise morale and cause ferocity, but 1 round will doneither. The effects last for 1 complete turn. Note that while engaged in this activity,
the bard can engage in melee combat but not in any singing or spell casting.

Additional
Legend Lore andLanguages
Charm
Item Knowledge
Known
Percentage
Percentage
0*
0
0
1
0
1
1
0
1
1
0
1
1
0
1
1
0
1
1
1
1
1

Oil
yes

BARDS

Bards Table II:

1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23

Weapons*club, dagger,
dart, javelin,
sling, scimitar,
spear, staff,
sword***includes any magical weapons of the named type**bastard, broad, long, short

Number of Spells by Druid Spell level shows the number and level of druid(cleric) spells which the bard is able to use during one day. The bard selects
which spells he or she wishes to have for that day (praying to see if his god will
grant them) and casts them exactly as a druid of that level would, but never
beyond the 12th level of druid ability until the 23rd level is reached. 23rd levelbards cast their spells at 13th level druid ability. Bards can read scrolls whichcontain druid spells.

Level of
Experience

Shieldnone

A bard’s singing and playing negates the song effects of harpies and prevents
similar attacks which rely upon song. It will likewise still the noise of shriekers,
for these creatures are soothed by the vibrations of the bard’s instrument.
The singing and playing of the bard likewise has a chance of charming mostcreatures. Creatures within 4” of the bard must be diced for if they are notalready associated with the bard and those possibly affected (See Table II) mustsave versus magic or be charmed and sit entranced while the bard sings. Notethat even those creatures not charmed will listen to the bard’s singing andplaying for 1 full round. Charmed creatures are subject to suggestion (as if itwere the spell of that name) from the bard, and if the bard implants asuggestion in his singing, the charmed creatures must save versus magic at -2
on their dice rolls or be subject to the full impact of the suggestion. Those whichsave are totally free of the bard’s musical charming, however. The charming canbe attempted on the same creature but once per day. Loud noise or physicalattack will immediately negate charming, but not suggestion.
Due to training, a bard has knowledge of many legendary and magical items
after 1st level of experience, and this knowledge increases as the bard
progresses upwards in level. If some legendary knowledge is appropriate andthe dice score indicates that the bard has knowledge in the area, then his or
her ability will deliver information similar to the magic-user spell, legend lore
(q.v.). Without actually touching an item, the bard also has a like chance ofdetermining its magical properties and alignment. This latter ability is limited to:Notes Regarding Bards Table II:
armor
misc. weapons
misc. magic items — if usable by a druid, fighter or thief*
potionsrings
rods et al. — if usable by a druid, fighter or thief*scrollsswordsCollege is the important distinction to a bard, and he or she will not associate witha bard of a lesser college. The exception to this rule are the Magna Alumnae whowill happily aid (by advice and suggestion) any other bard of any level.
Additional Languages Known shows the number of new languages the character
gains upon achieving each level. Unlike other characters, the bard need not study
to learn these new tongues — this is subsumed as previous work. The asterisk at
1st level is there to indicate that the character already knows certain languages
from previous classes.

*unless inscribed with magical writing, in which case the bard can read what is
written at the very least

Charm Percentage is the chance the bard has of successfully casting a charm
person (or charm monster) spell with his or her music. This charming ability
does not negate any immunities or the saving throw versus magic.

Artifacts and relics are legendary in nature and not considered as
miscellaneous magic items.

118

BARDS

CHARACTER ALIGNMENT GRAPH

Except as previously noted, bards are able to use magic items which are permitted
to druids, fighters and thieves. Magical books/Iibrams/tomes which pertain to
druids, fighters, or thieves are also beneficial (or baneful) to bards, and these items
can raise fighting or thieving ability of a bard beyond the norm. (If a writing isbaneful, treat the bard as the least favorable of his three classes.) Miscellaneous
magic items of a musical nature are superior when employed by a bard:

Bards will never serve another as a henchman for longer than 1 to 4 months.
They are unable to employ henchmen other than druids, fighters or thieves ofhuman, half-elven, or elven race. It is possible for a bard to have 1 henchman
upon attaining 5th level, 2 henchmen can be maintained upon reaching 8th
level, 3 at 11th, 4 at 14th, 5 at 17th, 6 at 20th and any number at 23rd. This issubject to the bard’s charisma rating, of course. Only bards of 23rd level will
settle down and construct a stronghold of any sort.

Drums of Panic — Saving throw is made at a -1 on the dieHorn of Blasting — 50% greater damage
Lyre of Building — Double effects
Pipes of the Sewer — Double number of rats in one-halfthe usual time

Note:

If bards are permitted in your campaign, there is a possibility that yourDM will also include certain magical items usable only by bards.

APPENDIX III: CHARACTER ALIGNMENT GRAPH

119

THE KNOWN PLANES OF EXISTENCETHE KNOWN PLANES OF EXISTENCEAPPENDIX IV: THE KNOWN PLANES OF EXISTENCE

24.

Nirvana of absolute (neutral) lawfuls.

There exist an infinite number of parallel universes and planes of existence in the
fantastic “multiverse” of ADVANCED DUNGEONS & DRAGONS. All ofthese “worlds” co-exist, but how “real’’ each is depends entirely upon thedevelopment of each by the campaign referee. The chart and explanations which
follow show only the various planes tied to that of normal existence. The parallel
universes are not shown, and their existence might or might not be actual.

25.

The planes of Arcadia of neutral good lawfuls.

ETHEREAL TRAVEL
A character can achieve the ethereal state by various means which include
magical ointment (oil of etherealness), magical items, magic spells and psionicdiscipline. It is possible to move to or about any plane which the Ethereal Plane
permeates, and it is also possible to move from plane to plane ethereally.

THE INNER PLANES 1-8
1.

The Prime Material Plane (or Physical Plane) houses the universe and all of
its parallels. It is the plane of Terra, and your campaign, in all likelihood.

2.

The Positive Material Plane is a place of energy and light, the place whichis the source of much that is vital and active, the power supply for good.

3.

The Negative Material Plane is the place of anti-matter and negative
force, the source of power for undead, the energy area from which evil
grows.

4.

The Elemental Plane of Air.

5.

The Elemental Plane of Fire.

6.

The Elemental Plane of Earth.

7.

The Elemental Plane of Water.

8.

The Ethereal Plane is that which surrounds and touches all of the other
Inner Planes, the endless parallel worlds of the universe, without being apart of any of them. Any creature able to become ethereal and thenreturn to material form can use this plane to move from one to another of
the Inner Planes; this is explained fully in the following paragraphs.

All movement and travel in the Ethereal Plane is subject to certain hazards.
Some monsters are able to function partially in this plane. Some monsters roam
freely in the Ethereal Plane. The worst hazard, however, is the ether cyclone, astrong moving force which can cause the individual to enter a different world or
plane or become lost in the ether for many, many days when it blows acrossthe stretches of this multi-plane.
Ethereal travel is tireless and rapid. Creatures in ethereal state need neither
food, drink, rest, or sleep.
Your referee has complete tables for encounters in the Ethereal Plane as well as
for movement of the ether cyclone and its results.
ASTRAL TRAVEL
Astral travel is possible by various means including magic spells and psionicdiscipline. The Astral Plane touches only the endless Prime Material Plane and the
16 “first levels” of the Outer Planes. The Astral Plane does not touch any of the Inner
Planes other than the Prime Material Plane. It is possible to move about in or to anyof the universes or to the first level of the Outer Planes by means of astral travel.
Travel on the Astral Plane can be dangerous due to the functioning or presenceof monsters in or upon the plane. The psychic wind is the most dangerous,
however, for it can either blow the traveller about so as to cause him or her tobecome lost (thus coming to some undesired world or plane or be out of touch
for many days) or snap the silver cord (cf. astral spell, astral projection) and kill
the individual irrevocably.

THE OUTER PLANES: 9-25
9.

The Astral Plane radiates from the Prime Material to a non-space whereendless vortices spiral to the parallel Prime Material Planes and to theOuter Planes as well. Thus, this plane can be used to travel the universe(s)or to the Outer Planes which are the homes of powerful beings, thesource of alignment (religious/philosophical/ethical ideals), the deities.
Note that the Astral Plane touches only the upper layers of the Outer
Planes. Use of this plane is explained later.

10.

The Seven Heavens of absolute lawful good.

11.

The Twin Paradises of neutral good lawfuls.

12.

The planes of Elysium of neutral good.

13.

The Happy Hunting Grounds of neutral good chaotics.

14.

The planes of Olympus of absolute good chaotics.

15.

The planes of Gladsheim (Asgard, Valhalla, Vanaheim, etc.) of chaotic
good neutrals.

16.

The planes of Limbo of neutral (absolute) chaos (entropy).

17.

The planes of Pandemonium of chaotic evil neutrals.

18.

The 666 layers of the Abyss of absolute chaotic evil.

19.

The planes of Tarterus of evil chaotic neutrals.

20.

Hades’ “Three Glooms” of absolute (neutral) evil.

21.

The furnaces of Gehenna of lawful evil neutrals.

22.

The Nine Hells of absolute lawful evil.

23.

The nether planes of Acheron of lawful evil neutrals.

As with ethereal travel, movement through the Astral Plane is speedy, and while
there the individual needs no food, drink, rest or even sleep.
Along with ethereal encounter and travel tables, your DM has similar information
pertaining to like activities on the Astral Plane. This information will be revealed to
you through experience (and possibly by other means) as the need arises.
ETHEREAL AND ASTRAL COMBATIt is possible to cast spells, melee, etc. on either the Ethereal or Astral Plane.
These activities generally affect only others on the same plane, but can affectother creatures who exist partially or function on either or both planes. Magic
spells can be cast from the Ethereal to the Prime Material Plane, but not fromthe Astral to the Prime Material, except as noted above.
Certain magic weapons will remain magical in either of these planes, but somewill not, so be prepared for the worst. Only very powerful creatures (demon
princes, arch devils, godlings, gods, etc.) can do more than destroy the astralbody, causing the silver cord to return to the material body and preventing
further astral travel for a period of time. Very powerful beings might be able tosnap the silver cord, thus killing the astral and material bodies simultaneously.
Ethereal combat damage is actual damage. Note also that all is lost if thematerial body is destroyed while the astral body is in that plane.

120THE KNOWN PLANES OF EXISTENCETHE KNOWN PLANES OF EXISTENCE

121

DIVISION OF TREASURE

DIVISION OF TREASURE

APPENDIX V:

Magical Treasure:

SUGGESTED AGREEMENTS FOR DIVISION OF TREASURE

While it is a simple matter to total coins and precious items which can be soldfor an established amount of money, the division of magic items is far moredifficult. It is therefore necessary for party members to determine how magic
will be divided. As the number of items which will be gained is unknown,
selection of a system of division is not possible until after the adventure isconcluded.

Agreement:
1.

Equal shares (share and share alike) is a simple division by the total
number of characters involved.

2.

Shares by level is a division whereby all* character levels of experience
are added and the total treasure divided by this sum. One share oftreasure is given for each experience level.

3.

Equal shares plus bonus is a method to reward excellence andleadership. Treasure is divided by the sum of all characters, plus two or
three. The outstanding character or characters, as determined by vote,each gain one extra share.

1.

If but one or two items of magic are gained these can be grouped singly
or paired to equal a share of treasure. If one is of relatively small worth,
it can be grouped with money to equal one share.

2.

Three or more magic items.
a) best itemb) next best itemc) third + fourth itemsd) “x” amount of money as compensation for not getting any magic items

3.

Three or more magic items, alternate method:a) best itemb) second item + “x” amount of moneyc) fourth item + “3x” amount of money*For multi-classed characters add one-half of the lesser class(es) levels to thegreater class levels to determine total experience levels for the division oftreasure. Characters with two classes receive shares for the class levels they
are permitted to employ (cf. THE CHARACTER WITH TWO CLASSES).

Modifiers:1.

Non-player characters who are henchmen of a player character count as
one-half character or for one half of their levels and cannot gain bonus
shares.

2.

A character incapacitated or killed (but subsequently brought back to life) is
eligible to share only in treasure gained prior to such incapacity or death.

3.

Characters who are uncooperative, who obstruct the party, attack party
members, or are the proximate cause of the incapacitation or death of aparty member shall forfeit from one-quarter to all of their share(s) as
penalty for their actions.

Magic items thus parcelled are then diced for, the character with the highest rollselecting first, and then the second highest scoring character choosing next, etc.
It is suggested that each character be given a number of rolls equal to his or
her level of experience, the highest of these rolls being the one retained. Nonplayer character henchmen are typically allowed but a single roll.
Variations on the above systems are, of course, possible. Systems should always
be established prior to the inception of the adventure whenever possible.

122

ADVANCEDDUNGEONS & DRAGONS®

PLAYERS HANDBOOKREFERENCE SHEETSTHE MONETARY SYSTEM
The basic unit of exchange Is the gold piece (g.p. hereafter). There are coins oflesser and greater value, and these are shown on the table below. It is also
common to use gems of various sorts and values as coin.
10 copper pieces (c.p.)
20 silver pieces (s.p.)
2 electrum pieces (e.p.)
1 platinum piece (p.p.)= 1 silver piece= 1 g.p.
= 1 g.p.
= 5 g.p.

Thus:
200 c.p. = 20 s.p. = 2 e.p. = 1 g.p. = 1/5 p.p.
It is assumed that the size and weight of each coin is relatively equal to eachother coin, regardless of type.

Clothing
Belt
Boots, high, hard
Boots, high, soft
Boots, low, hard
Boots, low, softCap

3 s.p.
2 g.p.
1 g.p.
1 g.p.
8 s.p.
1 s.p.

Cloak
Girdle, broad
Girdle, normal
Hat
Robe

5 s.p.
2 g.p.
10 s.p.
7 s.p.
6 s.p.

Herbs
Belladona, sprig
Garlic, bud

4 s.p.
5 c.p.

Wolvesbane, sprig

10 s.p.

Livestock
ChickenCow
Dog, guard
Dog, hunting
DonkeyGoat
Hawk, large
Hawk, small
Horse, draft
Horse, heavy war
Horse, light war

3 c.p.
10 g.p.
25 g.p.
17 g.p.
8 g.p.
1 g.p.
40 g.p.
18 g.p.
30 g.p.
300 g.p.
150 g.p.

Horse, medium war
Horse, riding (light)
Mule
Ox
PigeonPiglet
Pig
Pony
Sheep
Songbird

225 g.p.
25 g.p.
20 g.p.
15 g.p.
2 c.p.
1 g.p.
3 g.p.
15 g.p.
2 g.p.
4 c.p.

STARTING MONEY
ClericFighter
Magic-user
Thief
Monk

Miscellaneous Equipment & Items
Backpack, leather
2 g.p.
Pouch, belt, large
Box, iron, large
28 g.p.
Pouch, belt, smallBox, iron, small
9 g.p.
Quiver, 1 doz. arrows cap.
Candle, tallow
1 c.p.
Quiver, 1 score arrows cap.
Candle, wax
1 s.p.
Quiver, 1 score bolts cap.
Case, bone, map or scroll
5 g.p.
Quiver, 2 score bolts cap.
Case, leather, map or scroll 15 s.p.
Rope, 50’
Chest, wooden, large
17 s.p.
Sack, large
Chest, wooden, smaII
8 s.p.
Sack, small
Lantern, bullseye
12 g.p.
Skin for water or wine
Lantern, hooded
7 g.p.
Spike, iron, large
Mirror, large metal
10 g.p.
Thieves’ picks & tools
Mirror, small, silver
20 g.p.
Tinder Box, with ﬂint & steel
Oil, ﬂask of
1 g.p.
Torch
Pole, 10’3 c.p.

30-180 g.p. (3d6)
50-200 g.p. (5d4)
20-80 g.p. (2d4)
20-120 g.p. (2d6)
5-20 g.p. (5d4)BASIC EQUIPMENT AND SUPPLIES COSTS
Armor
BondedChain
Helmet, great
Helmet, small
Leather
PaddedPlate

90 g.p.
75 g.p.
15 g.p.
10 g.p.
5 g.p.
4 g.p.
400 g.p.

Ring
Scale
Shield, large
Shield, small
Shield, small, wooden
Splinted
Studded30 g.p.
45 g.p.
15 g.p.
10 g.p.
1 g.p.
80 g.p.
15 g.p.

Arms
Arrow, normal, single
Arrow, normal, dozen
Arrow, silver, single
Axe, battle
Axe, hand or throwing
Bardiche
Bec de corbin
Bill-Guisarme
Bow, composite, shortBow, composite, long
Bow, long
Bow, short
Crossbow, heavy
Crossbow, light
Dagger and scabbard
Dart
Fauchard
Fauchard — Fork
Flail, footman’s
Flail, horseman’sFork, Military
GlaiveGlaive-Guisarme
Guisarme
Guisarme — Voulge
HalberdHammer, Lucern
Hammer2 s.p.
1 g.p.
1 g.p.
5 g.p.
1 g.p.
7 g.p.
6 g.p.
6 g.p.
75 g.p.
100 g.p.
60 g.p.
15 g.p.
20 g.p.
12 g.p.
2 g.p.
5 s.p.
3 g.p.
8 g.p.
3 g.p.
8 g.p.
4 g.p.
6 g.p.
10 g.p.
5 g.p.
7 g.p.
9 g.p.
7 g.p.
1 g.p.

Javelin
Lance
Mace, footman’sMace, horseman’sMorning Star
PartisanPick, MiIitary, footman’s
Pick, Military, horseman’sPike, awl
Quarrel (or Bolt), light,
singleQuarrel (or Bolt), heavy,score
Ranseur
ScimitarSling & Bullets, dozen
Sling Bullets, score
Spear
SpetumSword, bastard,& scabbard
Sword, broad, & scabbard
Sword, long & scabbard
Sword, short & scabbard
Sword, two-handed
Trident
Voulge10 s.p.
6 g.p.
8 g.p.
4 g.p.
5 g.p.
10 g.p.
8 g.p.
5 g.p.
3 g.p.
1 s.p.
2 g.p.
4 g.p.
15 g.p.
15 s.p.
10 s.p.
1 g.p.
3 g.p.
25 g.p.
10 g.p.
15 g.p.
8 g.p.
30 g.p.
4 g.p.
2 g.p.

123

1 g.p.
15 s.p.
8 s.p.
12 s.p.
15 s.p.
1 g.p.
4 s.p.
16 c.p.
10 c.p.
15 s.p.
1 c.p.
30 g.p.
1 g.p.
1 c.p.

Provisions
Ale, pint
Beer, small, pint
Food, merchant’s meal
Food, rich meal
Grain, horse meal, 1 day

1 s.p.
5 c.p.
1 s.p.
1 g.p.
1 s.p.

Mead, pint
Rations, iron, 1 week
Rations, standard, 1 week
Wine, pint, good
Wine, pint, watered

5 s.p.
5 g.p.
3 g.p.
10 s.p.
5 s.p.

Religious Items
Beads, Prayer
Incense, stick
Symbol, Holy*, iron
Symbol, Holy*, silver

1 g.p.
1 g.p.
2 g.p.
50 g.p.

Symbol, Holy*, wooden
Water, Holy*, vial
* or Unholy

7 s.p.
25 g.p.

Tack and Harness
Barding, chain
Barding, leather
Barding, plate
Bit and Bridle
Harness

250 g.p.
100 g.p.
500 g.p.
15 s.p.
12 s.p.

SaddleSaddle Bags, large
Saddle Bags, small
Saddle Blanket

10 g.p.
4 g.p.
3 g.p.
3 s.p.

Transport
Barge (or Raft), small
Boat, small
Boat, long
Cart
Galley, large

50 g.p.
75 g.p.
150 g.p.
50 g.p.
25,000 g.p.

Galley, small
Ship, merchant, large
Ship, merchant, small
Ship, war
Wagon

10,000 g.p.
15,000 g.p.
5,000 g.p.
20,000 g.p.
150 g.p.

COMBINED WEAPONS TABLES (SELECTED INFORMATION)
Weapon Type
Arrow
Axe, Battle
Axe, Hand or throwing
Bardiche
Bec de corbin
Bill-Guisarme
Bo StickClub
Dagger
Dart
Fauchard
Fauchard-Fork
Flail, footman’s
Flail, horseman’sFork, Military
GlaiveGlaive-Guisarme
Guisarme
Guisarme-Voulge
HalberdHammer, Lucern
HammerJavelin
Jo Stick
Lance (light horse)
Lance (medium horse)
Lance (heavy horse)
Mace, footman’sMace, horseman’sMorning Star
PartisanPick, Military, footman’s
Pick, Military, horseman’sPike, Awl
Quarrel (or Bolt), light
Quarrel (or Bolt) heavy
Ranseur
ScimitarSling bullet
Sling stone
Spear
SpetumStaff, Quarter
Sword, Bastard
Sword, Broad
Sword, Long
Sword, Short
Sword, Two-handed
Trident
VoulgeApproximate Weight In Gold Pieces
2
75
50
125
100
150
15
30
10
5
60
80
150
35
75
75
100
80
150
175
150
50
20
40
50
100
150
100
50
125
80
60
40
80
1
2
50
40
2
1
40-60
50
50
100
75
60
35
250
50
125

HURLED WEAPONSAND MISSILES
Axe, handBow, composite, long
Sow, composite, shortBow, long
Bow, shortClub
Crossbow, heavy
Crossbow, tight
DaggerDart
HammerJavelinSling (bullet)
Sling (stone)
Spear

Lengthc. 4’
c. 1½’
c. 5’
c. 6’
8’+
c. 5’
c. 3’
c. 15”
8’+
8’
c. 4’
c. 2’
7’+
8’+
8’+
6’+
7’+
5’+
5’+
c. 1½’
c. 3’
c 14’
10’
12’
c. 2½’
c. 1½’
c. 4’
7’+
c. 4’
c. 2’
18’+

8’+
c. 3’

5’-13’+
8’+
6’-8’
c. 4½’
c. 3½’
c. 3½’
c. 2’
c. 6’
4’-8’+
8’+Space
Requiredsee below
4’
1’
5’
6’
2’
3’
1’-3’
1’
see below
2’
2’
6’
4’
1’
1’
1’
2’
3’
5’
5’
5’
see below
2’
1’
1’
1’
4’
2’
5’
3’
4’
2’
1’
see below
see below
1’2’
see below
see below
1’
1’
3’
4’+
4’
3’
1’
6’
1’
2’

Speed Factor
7
4
9
9
10
3
4
2
8
8
7
6
7
8
9
8
10
9
9
4
2
8
7
6
7
6
7
9
7
5
13

8
4

6-8
8
4
6
5
5
3
10
6-8
10

Damage vs. Opponent
Size S or M
Size L
1-6
1-6
1-8
1-8
1-6
1-4
2-8
3-12
1-8
1-6
2-8
1-10
1-6
1-3
1-6
1-3
1-4
1-3
1-3
1-2
1-6
1-8
1-8
1-10
2-7
2-8
2-5
2-5
1-8
2-8
1-6
1-10
2-8
2-12
2-8
1-8
2-8
2-8
1-10
2-12
2-8
1-6
2-5
1-4
1-6
1-6
1-6
1-4
1-6
1-8
2-7
2-12
3-9
3-18
2-7
1-6
1-6
1-4
2-8
2-7
1-6
2-7
2-7
2-8
2-5
1-4
1-6
1-12
1-4
1-4
2-5
2-7
2-8
2-8
1-8
1-8
2-5
2-7
1-4
1-4
1-6
1-8
2-7
2-12
1-6
1-6
2-8
2-16
2-8
2-7
1-8
1-12
1-6
1-8
1-10
3-18
2-7
3-12
2-8
2-8

ARMOR CLASS TABLE
Fire Rate
1
2
2
2
2
1
½
1
2
3
1
1
1
1
1

S
1
6
5
7
5
1
8
6
1
1½
1
2
5
4
1

Range
M
2
12
10
14
10
2
16
12
2
3
2
2
10
8
2

L
3
21
18
21
15
3
24
18
3
4½
3
6
20
16
3

Type of Armor
None
Shield only
Leather or padded armor
Leather or padded armor + shield/
studded leather/ring mail
Studded leather or ring mail + shield/
scale mail
Scale mail + shield/chain mail
Chain mail + shield/splint mail/banded mailSplint or banded mail + shield/
plate mailPlate mail + shield

See Text (pages 36-38) for complete information on these tables.

124

Armor Class Rating
10
9
8
7
6
5
4
3
2

ADVANCEDDUNGE0NS & DRAGONSPLAYERS HANDBOOKREFERENCE SHEETSSPELL TABLES
CLERICS
Number
1
2
3
4
5
6
7
8
9
10
11
12

Number
1
2
3
4
5
6
7
8
9
10

1st Level

2nd Level

3rd Level

BlessCommandCreate Water
Cure Light Wounds
Detect Evil
Detect Magic
Light
Protection From Evil
Purify Food & Drink
Remove Fear
Resist Cold
Sanctuary

AuguryChant
Detect Charm
Find Traps
Hold Person
Know Alignment
Resist Fire
Silence 15’ Radius
Slow Poison
Snake Charm
Speak With Animals
Spiritual Hammer

Animate Dead
Continual Light
Create Food & Water
Cure Blindness
Cure Disease
Dispel Magic
Feign Death
Glyph Of Warding
Locate Object
PrayerRemove Curse
Speak With Dead

4th Level

5th Level

6th Level

7th Level

Cure Serious Wounds
Detect Lie
Divination
Exorcise
Lower Water
Neutralize Poison
Protection from Evil 10’ Radius
Speak With Plants
Sticks To Snakes
TonguesAtonement
CommuneCure Critical Wounds
Dispel Evil
Flame Strike
Insect PlaguePlane Shift
Quest
Raise Dead
True Seeing

Aerial Servant
Animate Object
Blade Barrier
Conjure Animals
Find The Path
Heal
Port Water
Speak With Monsters
Stone Tell
Word Of Recall

Astral Spell
Control Weather
Earthquake
Gate
Holy (Unholy) Word
Regenerate
Restoration
Resurrection
SymbolWind WalkDRUIDS (Clerics)
Number
1
2
3
4
5
6
7
8
9
10
11
12

1st Level

2nd Level

3rd Level

4th Level

Animal Friendship
Detect Magic
Detect Snares & Pits
Entangle
Faerie Fire
Invisibility To Animals
Locate Animals
Pass Without Trace
Predict Weather
Purify Water
Shillelagh
Speak With Animals

BarkskinCharm Person Or Mammal
Create Water
Cure Light Wounds
Feign Death
Fire Trap
Heat Metal
Locate Plants
Obscurement
Produce Flame
Trip
Warp Wood

Call Lightning
Cure Disease
Hold Animal
Neutralize Poison
Plant GrowthProtection From Fire
Pyrotechnics
Snare
Stone Shape
Summon Insects
Tree
Water Breathing

Animal Summoning I
Call Woodland Beings
Control Temperature 10’ Radius
Cure Serious Wounds
Dispel Magic
Hallucinatory Forest
Hold Plant
Plant Door
Produce Fire
Protection From Lightning
Repel Insects
Speak With Plants

Number
1
2
3
4
5
6
7
8
9
10

5th Level

6th Level

7th Level

Animal Growth
Animal Summoning II
Anti-Plant Shell
Commune With Nature
Control Winds
Insect Plague
Pass Plant
Sticks To Snakes
Transmute Rock To MudWall Of Fire

Animal Summoning III
Anti-Animal Shell
Conjure Fire Elemental
Cure Critical Wounds
FeeblemindFire Seeds
Transport Via Plants
Turn Wood
Wall of Thorns
Weather Summoning

Animate RockChariot Of Sustarre
Confusion
Conjure Earth Elemental
Control Weather
Creeping Doom
Finger Of Death
Fire Storm
Reincarnate
Transmute Metal To Wood

125

MAGIC-USERS
Number

1st level

2nd Level

3rd Level

4th Level

5th Level

1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16

Affect Normal Fires
Burning Hands
Charm Person
Comprehend Languages
Dancing Lights
Detect Magic
Enlarge
Erase
Feather Fall
Find Familiar
Friends
Hold Portal
Identify
Jump
Light
Magic Missile

Audible Glamer
Continual Light
Darkness 15’ Radius
Detect Evil
Detect Invisibility
ESP
Fools Gold
ForgetInvisibility
Knock
Leomund’sTrap
Levitate
Locate Object
Magic Mouth
Mirror Image
Pyrotechnics

Blink
Clairaudience
Clairvoyance
Dispel Magic
Explosive Runes
Feign Death
Fireball
Flame Arrow
Gust Of Wind
Haste
Hold Person
Infravision
Invisibility 10’ Radius
Leomund’s Tiny Hut
Lightning Bolt

Charm Monster
Confusion
Dig
Dimension Door
Enchanted Weapon
Extension I
Fear
Fire Charm
Fire Shield
Fire Trap
FumbleHallucinatory Terrain
Ice Storm
Massmorph
Minor Globe of Invulnerability
Monster Summoning II

17
18
19
20
21
22
23
24
25
26
27
28
29
30

Mending
MessageNystul’s Magic Aura
Protection From Evil
Push
Read Magic
ShieldShocking Grasp
Sleep
Spider Climb
Tenser’s Floating Disc
Unseen Servant
Ventriloquism
Write

Ray Of Enfeeblement
Rope Trick
Scare
Shatter
Stinking CloudStrength
Web
Wizard Lock

Monster Summoning I
Phantasmal Force
Protection From Evil 10’ Radius
Protection From Normal Missiles
Slow
Suggestion
Tongues
Water Breathing

Plant Growth
Polymorph Other
Polymorph Self
Rary’s Mnemonic Enhancer
Remove Curse
Wall Of Fire
Wall Of Ice
Wizard Eye

Airy Water
Animal Growth
Animate Dead
Bigby’s Interposing Hand
Cloudkill
Conjure Elemental
Cone Of Cold
Contact Other Plane
Distance Distortion
Extension II
Feeblemind
Hold Monster
Leomund’s Secret Chest
Magic Jar
Monster Summoning III
Mordenkainen’s Faithful
Hound
Passwall
Stone Shape
Telekinesis
Teleport
Transmute Rock To MudWall Of Force
Wall Of Iron
Wall Of Stone

Number
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24

6th Level

7th Level

8th Level

9th Level

Anti-Magic Shell
Bigby’s Forceful Hand
Control Weather
Death Spell
Disintegrate
Enchant An Item
Extension III
Geas
Glassee
Globe Of Invulnerability
Guards And Wards
Invisible Stalker
Legend Lore
Lower Water
Monster Summoning IV
Move Earth
Otiluke’s Freezing SpherePart Water
Project Image
Reincarnation
Repulsion
Spiritwrack
Stone To Flesh
Tenser’s Transformation

Bigby’s Grasping Hand
Cacodemon
Charm Plants
Delayed Blast FireballDrawmij’s Instant Summons
Duo-Dimension
Limited Wish
Mass Invisibility
Monster Summoning V
Mordenkainen’s Sword
Phase Door
Power Word, Stun
Reverse Gravity
Simulacrum
StatueVanishAntipathy/Sympathy
Bigby’s Clenched Fist
Clone
Glassteel
Incendiary Cloud
Mass Charm
Maze
Mind Blank
Monster Summoning VI
Otto’s Irresistible Dance
Permanency
Polymorph Any Object
Power Word, Blind
Serten’s Spell Immunity
SymbolTrap The Soul

Astral Spell
Bigby’s Crushing Hand
Gate
Imprisonment
Meteor Swarm
Monster Summoning VII
Power Word, Kill
Prismatic Sphere
Shape Change
Temporal Stasis
Time Stop
Wish

ILLUSIONISTS (Magic-Users)
Number
1
2
3
4
5
6
7
8
9
10
11
12
Number
1
2
3.
4
5
6
7
8

1st level
Audible Glamer
Change Self
Color Spray
Dancing Lights
Darkness
Detect Illusion
Detect Invisibility
Gaze Reﬂection
Hypnotism
Light
Phantasmal Force
Wall Of Fog

2nd Level
Blindness
Blur
Deafness
Detect MagicFog CloudHypnotic Pattern
Improved Phantasmal ForceInvisibility
Magic Mouth
Mirror Image
Misdirection
Ventriloquism

3rd Level
Continual Darkness
Continual Light
Dispel Illusion
Fear
Hallucinatory Terrain
Illusionary Script
Invisibility 10’ Radius
Non-detection
Paralyzation
Rope Trick
Spectral Force
Suggestion

4th Level

5th Level

6th Level

5th Level

Confusion
Dispel Exhaustion
EmotionImproved Invisibility
Massmorph
Minor Creation
Phantasmal Killer
Shadow Monsters

Chaos
Demi-Shadow Monsters
Major Creation
Maze
Projected Image
Shadow Door
Shadow Magic
Summon Shadow

Conjure Animals
Demi-Shadow Magic
Mass Suggestion
Permanent Illusion
Programmed Illusion
ShadesTrue Sight
Veil

Alter Reality
Astral Spell
Prismatic Spray
Prismatic Wall
VisionFirst Level Magic-User Spells

126

127