recursal/Fanatic-Fandom huggingface dataset:
Air of Permanence (Priest Spell)

Through this spell, a priest can slow the effects of aging on any nonliving item. The item must be sealed in an airtight container. It is the air that is enchanted, not the item within. A skilled artisan must construct a container with a volume up to 15 cubic feet; it costs at least 1,000 gp. During the preparation time, the priest must spend six hours per day enchanting the container and drawing sigils and runes on its inner surfaces. The enchantment makes the container airtight against natural decay, though tampering ends the spell. Once items are placed inside the container and the spell is cast, time effec­tively stops inside. The items do not age or decay in any way. If the container is broken, the items are unharmed and resume aging at the normal rate.

When casting, the priest can also place a cause blindness, cause deafness, cause disease, or bestow curse spell on the container. Tampering with the container unleashes the spell on the tam­pering individual(s). Once the container is broken and the air of permanence lost, this additional spell is lost, as well.

The material component for this spell is a bottle of air taken from the remains of the lungs of a crea­ture that has been dead at least 100 years.

**Notes:** Granted to air elementals.
Abeyance (Priest Spell)

This spell can be cast in one of two forms. In the most commonly used form, this magic freezes an­other spell that has earlier been cast into a focal stone, delaying its execution indefinitely. The frozen dweomer may not take effect for years, until released by a dweomerflow, wondrous web, or holy vesting spell; by the shattering of the focal stone; or by certain other spells that can extract magics from within such a magical prison. (Dispel magic is not one of these) The abeyance is broken by any such contact, freeing the spell to take instant effect, but if the contact is with a dweomerflow, wondrous web, or holy vesting spell, the abeyance fades but the stored magic is not released, being conveyed in­stead to another magical receptacle.

The second way that abeyance can be used af­fects only magical items (not artifacts). If the caster of the abeyance manages to directly touch a magical item with his or her bare flesh as this spell is cast, the next time the magical item is activated, its effect is delayed from taking effect for 1 round, and the abeyance dissipates thereafter.

**Notes:** Very rare spell from the Forgotten Realms setting.
Age Dragon (Priest Spell)

This spell allows the caster to cause any dragon to temporarily gain or lose one age level per five levels of the caster. For instance, a 14th-level caster could cause a dragon to gain or lose two age levels; a mature adult dragon could be temporarily transformed into a young adult dragon or into a very old dragon. A dragon's age cannot be reduced below hatchling or increased beyond great wyrm.

Unwilling dragons are allowed a saving throw vs. spells with a -4 penalty to avoid the effect.

A dragon affected by *age dragon* temporarily acquires the armor class, hit points, spell abilities, combat modifiers, size, and other attributes of his new age level. The dragon retains his memories and personality. At the end of the spell's duration, the dragon returns to his normal age level.

If the dragon suffered damage while experiencing his modified age, these hit points remain lost when he resumes his normal age. If the dragon loses more hit points at his modified age than he has at his actual age, he dies when the spell expires. For example, a young adult bronze dragon with 110 hit points is aged to a mature adult with 120 hit points. The dragon suffers 115 hit points in combat. Unless the dragon is healed of 6 points of damage before the spell expires, the dragon dies at the end of the spell since his damage is greater than his actual hit points.

If a dragon is killed while under the effect of *age dragon*, he is dead at the end of the spell's duration.

The material component is a handful of dirt taken from a dragon's footprint.

**Notes:** Common for to priests with major access to the sphere of Time (ToM).
Aerial Servant (disambiguation)

Disambiguation page for Aerial Servant (disambiguation)The following is a list of links to pages that might share the same title.Please follow one of the disambiguation links below or search to find the page you were looking for if it is not listed. If an internal link led you here, you may wish to change the link to point directly to the intended article.

**Aerial Servant**  may refer to:

* Aerial Servant (MM) - Air Kin, Elemental from Monstrous Manual
* Aerial Servant (Spell) - Spell from Players Hand Book
Accelerator (Magic Weapon)

## Accelerator

The *accelerator* is a rapid-fire weapon built by the arcane for use on spelljamming craft of all types. Much in the same way that spelljamming helms gain their magical properties from the spellcasters who sit in them, the *accelerator* gains its magical properties from the activated spelljamming helm. (Without the helm, the *accelerator* is nonfunctional.) When first found or purchased, it does not possess any dweomer at all. Only when fitted to a ship with an occupied, functioning spelljamming helm, does it radiate an aura of magic.

Looking much like a gigantic sextant, the *accelerator's* main arm is a 4-foot-long, 6-inchdiameter hollow tube with a hand-sized cup at one end. The arm can be elevated and swiveled once the weapon is bolted in place. Items placed in the cup are magically seized, accelerated through the arm's length, and shot out the far end. The weapon can be fired twice in a single round. The range of the weapon is six hexes (6,000 yards). It causes 1d2 points of hull damage to ships and 1d10 points of damage to individuals. On an attack roll of 19 or greater, it inflicts a critical hit.

When the *accelerator* is aboard a spelljamming ship, it decreases the ship's total SR by one point, even when the *accelerator* is not mounted or in use. The penalty occurs even if the *accelerator* is merely in the presence of an activated helm. There is no way to block the penalty or regain the lost SR. The weapon-handler must beware. Anything placed in the cup is shot out the other end, including sleeves, knives, daggers, fingers, toes, hands, rocks, helmseekers, etc. Anything living, including any of the vast number of slimes, jellies, and molds, dies when shot by the *accelerator.*

It is not known if the arcane themselves use this weapon, but apparently only the arcane can repair or service it, should anything damage its delicate mechanisms.
Age Object (Priest Spell)

With this spell, the caster can cause an amount of nonliving, nonmagical matter to age dramatically. Matter can be aged up to 20 years per level of the caster. The following table gives typical results of 100 years of aging for various objects, arranged in order of descending severity:

 Wood | Rots, crumbles, turns to sawdust

The caster controls the extent of the aging; thus, he could age a book so its pages become yellowed and brittle but stop short of causing the book to crumble to dust. As a guideline, each additional 100 years of aging causes an increasingly severe reaction. Thus, after 200 years, parchment might become little more than powder, while iron might begin to flake away at a touch.

Many items (especially gems) show little reaction to age. The DM must adjudicate all effects.

The material components are a flask of seawater and a piece of coal.

The reverse of this spell, *youthful object*, returns an object ravaged by the effects of time to its original condition; thus, rusty iron becomes strong and shiny, crumbled masonry becomes firm, and rotten wood becomes solid. The age of matter can be reduced by 20 years per level of the caster.

The material components for *youthful object* are a piece of eggshell and a hair from the head of a human or humanoid infant.

**Notes:** Common for to priests with major access to the sphere of Time (ToM).
Air Mephit

## Monstrous Compendium Entry

Most maneuverable in flight of all mephits, air mephits are flighty in personality as well. Fickle, untrustworthy, and empty-headed, these mephits make excellent messengers and couriers – for their first mission. Thereafter they flee their creators to explore the planes, attach themselves to whomever looks interesting and make entertaining trouble.

Air mephits look like pure white muscular humanoids from the waist up and white tornadoes from the waist down. Unlike most other mephits, they have no wings but fly on their airstreams; they display astonishing agility. They are bald with broad grins and small ears, and they often wear one gold earring.

### Combat

Air mephits favor sudden ambush attacks and quick escapes. An air mephit attacks with two claws (1d3 damage each). To use its breath weapon, the mephit inhales sand, dirt, or other particles in the vicinity and then blows the grit at high velocity at one target within 10' (hits automatically for 1d6 damage). The mephit can blow once every other round withut limit, as long as it finds sufficient grit in the vicinity.

Once per hour air mephits can cast *blur* on themselves at 3rd level of magic use. Once per day they can cast *gust of wind*.

Air mephits are immune to air and gas attacks of all kinds. They regenerate 1 hp per turn automatically. They die instantly and vanish in a vacuum.

### Ecology

A confined mephit can freshen and cool the air in stuffy rooms. Spellcasters unaccustomed to hot weather sometimes bring them along on trips to hot Lower Planes.
A Word of Warning - Spellsinger (WRR)

Once more, there are bound to be a few players who will attempt to abuse the powers of the spellsinger kit. For example, such a PC might spend hour after hour of noncombat time attempting to cast wish and other potent spells. The DM must determine the limits of such liberties with the kit and create suitable instances of retribution for those whose ambitions outstrip the bounds of reasonable role-playing. (Of course, a "career-ending injury" has forced many dancers to pursue other vocations.)
Ability Requirements Clothing (CWH)

All characters must have an Intelligence score of at least 9 to become a wizard. A new school might require a higher Intelligence score for specialization, but only in the rarest circumstances should it be higher than 13.

All specializations require a minimum score in a secondary ability. This minimum score should be at least 12, but no higher than 16. Wisdom, Constitution, and Dexterity are the most common secondary ability requirements, but Charisma and Strength are also possible. Remember that setting the ability requirements high will keep the number of specialists low, and vice versa.

Because some of the somatic components for metamorphic spells require precise execution, we will set a minimum Dexterity score of 15 for specialists in the school of metamorphics

## Clothing

Though none of the schools described in Chapter 1 have any specific dress requirements, a new school might require (or strongly suggest) that its specialists wear distinctive garb to indicate their status.

Not all specialists of a school would necessarily adhere to this dress code. Perhaps only graduates of a particular academy would wear distinctive garb. Perhaps only 1st-level specialists would wear it. Perhaps it is worn only by high level specialists as a symbol of achievement. All such distinctions are the decision of the DM. Caution is advised—obvious identifying garb can be a red flag to enemies who wish to wipe out the members of a particular school.

Dress requirements are not restricted to items of clothing. Rings, pendants, anklets, and bracelets are all possibilities. Likewise, certain colors might symbolize graduates of a school, while other colors might be forbidden.

For our metamorphics school, we will require that 1st-level transfigurists wear a red arm band to identify them as beginners. When a transfigurist reaches 10th level, he is allowed—but not required—to wear a red cloak to symbolize his competence
Adamantite Dragon

*For other Dragons, see Dragon.*

## Monstrous Compendium Entry

**Adamantite dragons** are perhaps the mightiest of dragonkind. They are the epitome of good, sacrificing whatever is necessary for the common good of intelligent creatures everywhere.

These other-planar creatures are strange among dragonkind, since they are born with their shining coats of adamantite fully developed (explaining their very low armor class even when *hatchlings*). This mighty coat is a shining silver color that reflects light in brilliant, scintillating beams and rainbows – refreshing to those who can bask in its goodness, painful to those who hide in the shadows of evil.

Adamantite dragons speak their own tongue and the language of all good dragons. By their *juvenile* years (age category 4), they will speak common. By the time they are *adults* (age category 6), they are 50% likely to speak any language of dragonkind.

## Combat

Due to the adamantine dragons' strong taste for physical battle, they may use the extra attack forms of dragons (wing buffet, foot stomp, etc) one age category earlier than other dragons.

## Breath Weapon/Special Abilities

An adamantite dragon has two breath weapons, one of which can only be used at certain times. The common form of breath weapon is a cone of flame 110' long, 10' wide at the dragon's mouth, and 45' wide at the end. This is a magical flame and will ignite even nonflammable materials.

The adamantite dragon's second breath weapon projects an area of *time stop*. It has the same dimensions as the cone of flame. Anyone caught in the area must save vs. spells or be affected as if by a *time stop* spell cast at 20th level of magic use. This breath weapon may only be used on the dragon's home plane (Twin Paradises), when the dragons are defending the plane, and even then only one time per day.

Adamantite dragons may use these spell-like abilities:

*polymorph self*, 3 times per day, permanent, may revert to dragon form without restriction; *magic missile*, (*adults* and older), five missiles per round; *blink*, (*mature adults* and older).

Due to their extra-planar nature, all adamantite dragons are immune to nonmagical weapons.

## Habitat/Society

The adamantite dragons are the sell-appointed guardians of the Twin Paradises. These great creatures are extremely powerful and will come to the aid of any intelligent creature. It should be noted, however, that they are unconcerned with law or chaos, but only the protection of sentient lifeforms.

## Ecology

Adamantite dragons have little place in the ecosystem of the Twin Paradises. They can, however, be avaricious hunters with huge appetites. Adamantite dragons have no moral objection to hunting unintelligent lifeforms for food.
Advanced Sunshine (Priest Spell)

This spell is a multiuse incantation that can be cast in one of three forms. Unfortunately, the casting of this spell borrows the sunshine for the day it is cast (or the next day if cast at night) to render these effects. This spell is very unpopular among farmers and ranchers, who see it as a miscarriage of divine intervention.

* *Light*: *Advanced sunshine* can be used to borrow sunlight from later in the day (or the next day if at night) to create *light* now. This is useful in caverns or at night. This form of the spell is treated as a *light* spell lasting one turn per level of the caster, but it shortens the day's sunshine by one minute per level.
* *Fireball*: A piece of the sun's energy can be converted into a fireball as though cast by a mage of the casting priest's level. This lowers the temperature within a 90-mile radius by 1 degree Fahrenheit for a tenday each time it is cast. This aspect of the spell cannot be cast at night or during cloudy days.
* *Illumination*: This version of **advanced sunshine** can be used to borrow sunlight from later in the day (or the next day if at night) to cast *continual light* at double the range and effect for the caster's level. This shortens the day's sunshine by one hour.

**Notes:** Granted by the sun god Amaunator of the Forgotten Realms setting.
A Bard's Mind Isn't Barred (CBH)

Welcome to the mind of a bard. To play a bard, you must think like a bard. He is a dreamer, a romantic, and a part-time philosopher. A bard wants to be a master of all skills. He wants to try everything, know everything, and be everything. Unfortunately, most bards are mortal. The constraints of mortality keep a bard moving from one profession and activity to the next. He fears that if he spends too much time in one place or doing one thing, he will miss out on something else.

Pragmatists claim that bards suffer from "green pasture syndrome." This syndrome gets its name from cows. They constantly poke their heads over or through fences in an attempt to eat the grass on the other side. Farmers laugh at their livestock because the grass in their own pasture is often greener than the grass on the other side. But the cows have green pasture syndrome and always seem to think that things are better somewhere else.

Bards are easily excited about new developments, upcoming events, and change in general. If things aren't changing, they become bored very quickly. Thus, bards are not ones to hold down long-time jobs. When they do take jobs, they work at them at a breakneck pace at first. Then, as the job becomes routine, their pace slows and they spend more time pondering the future and where it will take them next.

All of this is also true for adventuring bards. They want to get going, attack now, stop listening at every door, rush forward and meet life head on. Bards don't always select the most effective spells or the most advantageous proficiencies. Instead, they select the most dramatic, the most fun, those that can be used in unique situations. A flashy spell, such as *color spray*, is always preferable to a boring one, such as *hold portal* or *sleep .*

Bards love crowds and love to be around people. They tend to have many acquaintances but few close friends. Some bards actually push away those who try to get too close. A binding friendship or relationship is like a root: It attempts to plant the bard in one place and lock him into the relationship. This is far more than just undesirable to most bards-it is downright frightening. Bards enjoy their freedom and don't want anything to jeopardize it.

Of all the character classes, none are as carefree and lighthearted as bards. These characters rarely own more than they can carry. To bards, all the world is their home and their imagination is the only limit to their aspirations. Although they can be profoundly moved by others' plights, bards recover quickly from any sadness they might feel. Often they deal with problems by leaving them behind and traveling on to some greener pasture.

If you are going to play a bard, remember at least this one rule of thumb: Your character's main goal is to, "move on and experience all that there is."
Advanced Illusion (Wizard Spell)

This spell is essentially a *spectral forces* spell that operates through a program (similar to a *programmed illusion* spell) determined by the caster. It is thus unnecessary for the wizard to concentrate on the spell for longer than the round of casting it, as the program has then started and will continue without supervision. The illusion has visual, audio, olfactory, and thermal components. If any viewer actively attempts to disbelieve the spell, he gains a saving throw vs. spell. If any viewer successfully disbelieves and communicates this fact to other viewers, each such viewer gains a saving throw vs. spell with a +4 bonus.

The material components are a bit of fleece and several grains of sand.

**Notes:** Common spell (PHB).
Age Plant (Priest Spell)

This spell enables the caster to affect the aging of any plant, seed, or tree. The process can operate either forward or backward, causing flowers to blossom, seeds to sprout and grow, and trees to bear fruit; or fruit to turn to blossoms, trees to become saplings, and new shoots to turn to seeds.

The change in age, either forward or backward, is chosen by the priest at the time of casting. The changes associated with normal or reversed growth occur instantaneously. Plants can be altered in age up to 10 years per level of the caster. The caster can stop the aging at any point within the limits imposed by his level; he could cause a tree to grow from a sapling until it withers and dies from old age or he could stop the tree's growth at a stage at which it would shelter his home.

The spell does not alter the appearance or characteristics of a plant except those that result from normal aging (or regression). *Age plant* has no effect on magically-generated plants or plant-type monsters.

The material components are the priest's holy symbol and the petal from an apple blossom.

**Notes:** Common for to priests with major access to the sphere of Time (ToM).
Aerial Anchor II (Magic Anchor)

*See also Aerial Anchor (Magic Anchor).*

## Aerial Anchor II

This 3-inch-long, miniature golden anchor also uses a thread or string for a cable. When dropped from a flying device or creature, it maintains its burden, fixed at that point in the air, regardless of air movements or storms. The only danger is that the thread might break. For every five tons of ship's tonnage, there is a 5% chance the thread or siring breaks in any wind stronger than a light breeze. Double the chance of breakage for normal winds; triple it for high winds.

It can also be thrown upward and commanded to secure itself where it stops, and cannot be moved until the command to release is given. Normal thread or siring used as its cable supports up to 3,000 pounds of weight for as long as the user can hold on (approximately one hour per point of Strength).

Some aerial anchors come equipped with a magical cable. This anchors any skyship in anything less than high winds. In high winds or a storm, however, the cable has a 5% chance of breaking per every 50 tons of ship's Tonnage.
AD&D Rules in Space (CSH)

As stated in the Concordance of Arcane Space, the bulk of the AD&D® game rules are unchanged by the move into space. However, the concepts of a spelljamming campaign do affect how those rules are applied. In addition to the rules changes listed in the Concordance, various other changes in focus or approach must be considered.

This section details the changes to the AD&D game rules when used in a SPELLJAMMER® setting environment. Most of these are changes in emphasis rather than changes in the rules themselves. Nevertheless, DMs (and players, once they have become familiar with the SPELLJAMMER setting) are encouraged to read through this section.

To make this section easier to understand and correlate to your AD&D 2nd Edition Player's Handbook and Dungeon Master's Guide, we have adopted the same organization. Each section below corresponds to a chapter in these books. (If a chapter required no additional material, it has been omitted from consideration here.)
Acid Rain

Disambiguation page for Acid RainThe following is a list of links to pages that might share the same title.Please follow one of the disambiguation links below or search to find the page you were looking for if it is not listed. If an internal link led you here, you may wish to change the link to point directly to the intended article.
**Acid Rain** may refer to:

* Acid Rain (Wizard Spell) - The Wizard Spell
* Acid Rain (Priest Spell) - The Priest Spell
* Acid Rain (Red Wizard) - The Red Wizard Spell
Abacus of Calculation (Magic Abacus)

## Abacus of Calculation

This device is a simple wooden frame, about 8 by 10 inches. Several heavy wires are strung across the frame, parallel to one another. On each wire are 10 wooden balls. When mathematical formulas involving numbers (adding, subtracting, multipingly, dividing and simple operations) are spoken near the object, the balls shift about and the answer is spoken aloud by a disembodied voice.
Abandoning Kits (CPaH)

A character must stay with the same kit for his entire career; he can't exchange it for a different one. However, he can abandon the kit at any time, continuing as a standard paladin described in the *PH* without any of the benefits or hindrances associated with a particular kit.

There are many reasons why a player might want to abandon a kit. Maybe he feels limited by the kit restrictions (he wants more freedom than is allowed by the Squire). Or perhaps recent campaign events make the kit less fun to play (the king wants all his Chevaliers to stay home for the rest of the year to guard the castle). Whatever the reason, the DM should honor a player's request to abandon his kit. If the DM wants to work the abandonment into an adventure, the change may occur gradually. If the change doesn't significantly affect the campaign's storyline, the change may occur immediately.

When a character abandons a kit, he loses all of the kit's bonuses, benefits, penalties, and hindrances. The nonweapon proficiencies associated with the kit, including requirements and recommendations, no longer apply. Bonus proficiencies, however, aren't forfeited. Instead, they are set aside (written down but not used) until the character acquires new nonweapon proficiency slots. The new slots must be spent paying for the former bonus proficiencies; the player may buy these proficiencies in any order. The player must pay for all former bonus proficiencies before he can choose any new nonweapon proficiencies.

Should the character acquire new weapon proficiency slots, they may be spent on weapon proficiencies of the player's choice. The character may use any weapons normally available to the paladin.
Age Creature (Priest Spell)

This spell ages the targeted creature one year per level of the caster. Unwilling subjects may attempt a saving throw to resist the spell. Subjects affected by *age creature* must make a successful system shock roll to survive the change.

Subjects cannot be aged beyond their natural life spans. If the priest's level indicates that a creature would be aged beyond this level, the creature is aged to one year short of his maximum age. The spell cannot cause a subject to die.

Human and humanoid characters affected by the spell experience changes in appearance associated with increased age, such as gray hair and wrinkles. More significantly, they suffer losses in Strength, Dexterity, and Constitution when they reach certain age levels. These are summarized in Table 12: Aging Effects in the Player's Handbook. The Player's Handbook also provides rules for determining a character's base age.

Nonmagical monsters can be affected by *age creature*. The DM determines a monster's current age and natural life span based on its description in the *MONSTROUS COMPENDIUM* or based on his own judgment. To determine the effects of aging on a monster, assume the following: a monster is middle-aged when it reaches half its natural life span; a monster reaches old age at two-thirds of its natural life span; a monster reaches venerable age in the last one-sixth of its years. A monster suffers the penalties which follow when it reaches these age levels. The penalties are *cumulative and permanent* (unless the affected monster becomes younger).

 Venerable | -1 to all saving throws-1 to all attack rolls

The material component is a pinch of powdered emerald.

The reverse of this spell, *restore youth*, permanently restores age that has been lost as a result of magic (such as an *age creature* spell). *Restore youth* reduces the age of the targeted creature by one year per level of the caster. The subject must make a successful system shock roll to survive the change. Subjects who become younger regain the lost ability scores described above. A subject cannot become younger than his actual age as a result of this spell.

The material component is a pinch of powdered ruby.

**Notes:** Common for to priests with major access to the sphere of Time (ToM).
A Psionics Campaign (CPsiH)

## A Psionics Campaign

This chapter explains how to bring psionics into your AD&D® games. It examines the role of psionics in a campaign, the attitudes of NPCs toward psionicists, and the relationship between psionics and magic. It offers the DM advice for handling psionic villains and monsters. Finally, you'll find out what it's like to experience psionic power.

### Look What I Got!

When something new and exciting comes along, the natural impulse is to rush back to the gaming group, toss it on the table, and let everyone rip into it with full vigor. But that's the wrong way to bring something as powerful as psionics into an existing AD&D campaign. Players are likely to react in one of two ways. First, everyone will want to play a psionicist. The whole atmosphere of the game will suddenly change - so much that players may eventually say, "This isn't like it used to be." The second reaction is that everyone will be skeptical about making a big change, so no one will want to play a psionicist. Either way, enthusiasm fizzles.

Like any new source of power, psionics should be approached with common sense and a bit of caution - especially by the DM. No matter how much experience the DM has, this material is completely new, and there's a lot of it. The DM who dives in with both feet may find himself drowning in details. If play bogs down every time a psionicist tries to do something because the DM must flip through this book, players will quickly lose interest in the class. It's best to start in the shallow end of psionics and advance slowly, rather than swamping players with the whole package at once.

An NPC psionicist is the perfect way to introduce psionics gradually. If the NPC is a hireling, a follower, or an ally, he might not even reveal his psionic powers right away - especially if he's a dual-class character. The DM can introduce as much or as little psionics as he wants, developing a feel for the powers and how they mesh with other elements of the game. A particularly sly DM might not even mention that psionics is involved, but instead let the players try to puzzle out the unexplained events around them (for example, some people currently believe that poltergeists are not troublesome spirits, but manifestations of untrained and often unconscious psychokinetic ability. An NPC with such powers could "haunt" players for along time). Once the DM is satisfied and comfortable with his psionic NPC, the class can be opened to player characters.

Of course, in some games, secrecy may not be appropriate. Many DMs allow players to help develop the campaign background, and routinely discuss the game's direction with them. If you're that kind of DM, then your players should take part in the introduction of psionics. Slow and steady is still the best approach. Let one player have a psionic character. Debrief the player after each game session; get his reactions to both the rules and the way psionics is being used in the campaign. Ask other players for their opinions, too. When you and the players feel you have the bugs worked out, the class can be opened up in general.
A Player's Primer to the Outlands

* Welcome to the Outlands
* Using the Booklet
* Using the CD
* A Word of Warning
* The Mimir
* An Overview of the Outlands
* Moving through the Outlands
* Magic in the Outlands
* Spell Keys
* Power Keys
* A Tour of the Outlands
* Automata
* Bedlam
* Curst
* Ecstasy
* Excelsior
* Faunel
* Fortitude
* Glorium
* Hopeless
* Plague-Mort
* Ribcage
* Rigus
* Sylvania
* Torch
* Tradegate
* Xaos
* Other Locations in the Outlands
* Bariaur Tribes
* The Court of Light
* The Dwarven Mountain
* Gzemnid's Realm
* Hermitages
* The Hidden Realm
* The Hinterlands
* Ilsensine's Realm
* Indep Villages
* Ironridge
* Lost Patrols
* The Mausoleum of Chronepsis
* The Modron Procession
* The Palace of Judgment
* The Realm of the Norns The River Ma'at
* Semuanya's Bog
* Sheela Peryroyl's Realm The Spire
* Thebestys and Thoth's Estate
* Tir fo Thuinn
* Tir na Og
* Tvashtri's Realm
* Walking Castles
About This Book (TIP)

In the course of compiling the dark of the Inner Planes, the Editor consulted a vast number of sources. Facts were checked in the Great Library of Sigil, amid the stacks of records kept by the Fraternity of Order, and in the libraries of both Thoth and Yrrkol, powers devoted to knowledge (though gaining access to these collections are stories unto themselves, and provided many delays in this book's publication). For the most part, however, the chant in this tome comes from direct sources-folks either native to or extremely familiar with the Inner Planes. Each section detailing a different plane was written primarily by a single author most familiar with that plane. These authors were chosen on the basis of knowledge and honesty, in that order. When possible, the Editor picked a true native of the plane to write a particular section (although in some cases, no native was found, and in others no honest native was found).

Readers may notice that the point of view of some of the narrators contains slightly biased information and unfamiliar mannerisms-particularly those who're used to the cant of Sigil and the ways of the Outer Planes. On the other hand, bashers of the Inner Planes get right to the point and don't mince words. Generally, they don't speak in esoteric terms or use much slang. The folks of the Inner Planes are a straightforward bunch.
Abishai

*For other Baatezu (Devils), see Baatezu.*

## Abishai (Lesser Baatezu)

Art from 2nd Edition Monstrous Manual

* Black
* Green
* Red

**Abishai** are common on the first and second layers of the Nine Hells, appearing much like gothic gargoyles. They are thin and reptilian with long, prehensile tails and great wings. There are three varieties of abishai. They are, in ascending order of station, black, green, and red. Abishai communicate with telepathy.

### Combat

In battle, the abishai strikes with formidable claws, inflicting 1-4 points of damage per successful hit. It can also lash out with its flexible tail for 2-5 points of damage. Hidden in the end of an abishai's tail is a small stinger that injects poison on a successful hit, requiring a saving throw vs. poison (failure results in death).

Abishai can fly into the air and dive at enemies, striking with both claws. Their attack roll is made with a +2 bonus. A successful hit inflicts double damage.

In addition to the powers possessed by all baatezu, an abishai can perform the following magical powers, one at a time, once per round: *change self, command, produce flame, pyrotechnics,* and *scare*. They can also attempt to *gate* 2-12 lemures (60% chance of success, once per day) or 1-3 abishai (30% chance of success, once per day).

All abishai are susceptible to damage from holy water. If a vial is splashed on it, an abishai suffers 2-8 points of damage. All abishai regenerate 1 hit point per melee round unless the damage was done by holy water or a holy magical weapon.

## Habitat/Society

Abishai are voracious and evil. They delight in tormenting those few natives of the Nine Hells that are lower in power. Abishai are fond of using change self and charm person to tempt mortals bold enough to travel to the Nine Hells.

## Ecology

The abishai comprise the main body of many large, evil armies battling against the tanar'ri and intruders against the Nine Hells. In some cases, a red abishai may have proven himself worthy enough to command a force of lemures. If it is successful in this endeavor, the red abishai may be promoted to a higher form of baatezu.
Abilities vs. Thief Skills (POSP)

A note should be made regarding ability checks that mirror the class abilities of rogues. Characters with high Balance scores may, by the numbers, seem to be better at thieving skills than some rogues, especially low-level ones. DMs should take care not to let nonrogue characters steal the spotlight away from the real rogues. The climb walls ability is a good example. Most characters with above average Balance scores would have a relatively simple time climbing a craggy rock face or cliff, but only thieves can climb brick walls or sheer surfaces.

DMs who wish to grant characters with high ability scores some chance of success at feats similar to thieving abilities could require multiple successes for such characters to succeed.
A Look at Druid Kits (CDH)

This section provides a short explanation of the structure of kit entries. The entries themselves follow in alphabetical order.

## Kit Structure

Each kit entry begins with a description discussing the nature of the kit and listing any special requirements a character needs to take it. (For instance, to live as a Savage druid, the character must have been born into—or adopted by—a primitive tribe.) This description introduces an archetype character designed to demonstrate general attributes of the kit, *not* to serve as a character you, the player, have to role-play in a campaign. A  character of either gender can take any kit.

The kit entries also include the following sections:

**Role.** Role-playing suggestions are offered, as druids of varying kits can play widely different roles in a campaign.

**Branch Restrictions.** If a member of a specific druidic branch cannot take this kit, that restriction is noted.

**Weapon Proficiencies.** A druid with the kit in question should take *recommended* proficiencies but must take *required* ones.

**Secondary Skills.** If your DM uses the rules for secondary skills, you may choose from Table 36 (*PH*, p. 53) or select one of the choices listed here, in addition to those skills appropriate to the character's druidic branch.

**Nonweapon Proficiencies.** A given druid kit usually requires the character to choose certain nonweapon proficiencies. Sometimes a proficiency merely is *recommended*—the character doesn't have to take it. Often kits offer a bonus proficiency, which does not use up a proficiency slot. Druids can take both priest and warrior proficiencies at normal cost (*PH*, pgs. 54-55).

**Equipment.** A few druid kits limit the type and amount of equipment the character can start with, acquire, or use.

**Special Benefits.** This paragraph details additional abilities of druids with this kit.

**Special Hindrances.** This section discusses any kit's restrictions, limitations, or disadvantages.

**Wealth** Options. Usually the character starts with the priest's standard 3d6x10 gp.
Ability Scores (CSH)

Many elves, dwarves, gnomes, halflings, and humans ply the spacelanes. Most PCs will come from these familiar races or specialized races (like kender and hengyokai) from one of the AD&D® worlds.

However, many other beings do not live on these worlds or are culturally established so that they are not appropriate groundling PC races. This chapter lists several races that may be appropriate as space-faring player characters and gives a complete description of their abilities as PCs.

Use of these PC races is optional. You may pick and choose which races players are allowed to play, but be cautious when including these races in your campaigns. Some of them are quite powerful, although they are balanced for play with humans and demihumans. Because these races were originally written as nonplayer characters, the information in Monstrous Compendium appendices MC7 and MC9 may differ from the player-character information given here.

## Minimum and Maximum Ability Scores

All nonhuman PC races have minimum and maximum ability scores, just as the races in the Player's Handbook do. Nonhuman characters must have ability scores within the allowable ranges. The minimums and maximums are listed in Table 1 (minimums are listed before the slash; maximums are listed after the slash).

As with Table 7 in the Player's Handbook, consult Table 1 here before making any racial adjustments to your character's ability scores. If the scores you rolled meet the requirements for a race, your character may be a member of that race even if later modifications change the ability scores.

\* Charisma (CHA) scores applies only to characters of the same race; a maximum Charisma score of 12 applies to all other races.
## Racial Ability Adjustments

If you choose to make your character a nonhuman, you now have to adjust some of your charac-ter's ability scores as shown in Table 2. These adjustments are mandatory; all characters of these races receive the adjustments.

#### Table 2: Racial Ability Adjustments

 Xixchil | +1 Dexterity, +1 Constitution, -2 Charisma
Adventures (HLC)

No matter how you construct your campaign, **adventures** remain the heart of the action; adventures are the way player characters interact with and shape the world. The player characters might build mighty empires, take the first steps toward divine ascension, and wield legendary artifacts, but if they don't have adventures that stimulate and entertain the campaign is doomed.

This chapter assumes that you are already familiar with the basics of adventure design. As a reminder, a good adventure:

* Begins with a hook—something that piques a player's curiosity,
* Unfolds like a novel or short story, plunging the characters into an ongoing web of activities,
* Tests the skills of both player and character,
* Contains plenty of excitement, especially at the beginning and the end, and
* Changes the world, perhaps only in a small way, but always in a discernible way.

This chapter considers some difficulties you are likely to encounter when designing adventures for high-level characters (and the veteran players who run them).
Accuracy (Wizard Spell)

Using this spell, a wu jen can temporarily enchant missiles, both normal and magical, to improve the chance of hitting distant targets. Missiles that can be so enchanted include all items that can be discharged or thrown by a normal man-sized creature. A bundle of arrows could be so enchanted, but the bolt fired by a ballista could not. Likewise, a stone thrown by a giant is not affected by this spell nor could the boulder thrown by an individual wearing a *girdle of giant strength* be affected.

Upon casting the spell, the missile is enchanted and glows faintly, making it easy to distinguish from normal missiles. For the duration of the spell, all range categories for the missile are double their normal range. Thus, an arrow fired from a daikyu (great bow) would have ranges in yards of 140 (short), 280 (medium), and 420 (long) instead of the normal 70, 140, and 210 yards. This improves the **accuracy** of the missile since the range modifiers may be less than those that would normally apply. The enchantment remains on the missile until the duration ends. It is possible that a missile fired at an opponent could be fired back, if it could be easily found.

The spell requires brush and ink, which are used to write a mystical character on each missile so enchanted.

## Inaccuracy

The reverse of this spell, **inaccuracy**, is cast upon a creature, not a missile. For the duration of the spell, all missiles fired at that creature are treated as if the target were one range category farther away than it actually is. Short range becomes medium range, medium range becomes long range, and a long range target is considered out of range. A thick piece of ground glass is required for the reverse of the spell,

**Notes:** Common in oriental settings; otherwise very rare.
Acorn Barrage (Priest Spell)

By means of this spell, the priest can cause a barrage of acorns to launch from his or her hand, from the ground, or from an oak tree within 10 yards. The acorns, up to one acorn per level of the caster, fly up to 40 yards in the round of casting. The priest can direct them in any combination against any living or nonliving targets in sight.

Each acorn requires a successful attack roll to hit its target. Each attack is made as if the priest was hurl­ing the acorns with a sling. Each acorn that hits a crea­ture inflicts 1d2 points of damage. Although they are magically propelled, the acorns are nonmagical mis­siles and range modifiers apply (10/20/40). Dexterity modifiers apply only if the acorns are hurled from the hand. The spell is ineffective underwater.

The material components of this spell are the priest's holy symbol and as many acorns as needed.

**Notes:** Granted by the elven deity Rillifane Rallathil.
Adventurer (Character Kit)

## Adventurer (Thief Kit)

**Description:** The Adventurer is the jack-of-all-trades, the prototypical dungeon-delving thief. The Adventurer is not so much a thief as a character who takes advantage of the general thiefly skills on professional adventures into dungeon and wilderness. The Adventurer thief kit has no requirements beyond those of the thief class itself.

**Role:** Adventurer-kit thieves usually serve in parties of brave adventurers of various classes. Their special skills are vital in supporting any successful expedition into wilderness or dungeon. The professional Adventurer is, furthermore, preferred by many adventuring parties, because he is much less likely than other thieves to betray or steal from his own companions. The successful Adventurer knows the value of trust and cooperation, while many a "street thief" has been raised on duplicity and (sometimes literal) backstabbing.

Many Adventurers are neutral or lawful. Few are evil, and almost none that are chaotic evil can survive for long, let alone prosper in his ways.

Adventurers may be part of a thieves' guild for easy access to equipment and training. They tend to be independent, however, and dislike guilds that have demands beyond a simple membership fee.

**Secondary Skills:** Any.

**Weapon Proficiencies:** Any.

**Nonweapon Proficiencies:**

* *Required:* None.
* *Recommended:* Player's choice; among those that may be selected are Alertness, Boating, Fast-talking, Information Gathering, and Looting.

**Skill Progression**: Adventurer thieves tend to spread their skill improvements as evenly as possible, to allow them to deal with the many different challenges the adventuring life presents. If there is any concentration, it is usually on opening locks or finding and removing traps, since these skills are probably used most often.

**Equipment:** Adventurers are typically very gadget-oriented, delighting in new ways to bypass monsters and raid their lairs. They also may have a good bit of money, from successful ventures, to reinvest in equipment.

**Special Benefits:** None.

**Special Hindrances:** None.

**Races:** Any.
Age Animal (Wizard Spell)

This spell can be used only on animals, includ­ing giant types and minimals. It instantly ages the animal by as much or little as the caster desires, up to one year per level of the spellcaster. The wizard must make a saving throw vs. spell when the spell is cast; failure means the wizard ages by as many months as the creature ages years.

The spell is most often used to age the subjects of breeding experiments, as it has less chance of adversely affecting the offspring than less subtle dweomers.

Notes: Rare spell. (Updated from IMAGINE Magazine.)
A DM's Miscellany (DMG)

The previous chapters have presented a lot of rules and covered a lot of ground, but there are always a few things that don't fit into neat little categories (or even big categories!). Some of these are situations that arise all the time during adventures. Others are situations or background facts you will need only occasionally. These "left-overs," common and uncommon, are discussed below.