Supplement I
GREYHAWK
by Gary Gygax & Rob Kuntz
With Special Thanks to Alan Lucion, Mike Mornard and Jeff Key for Suggestions
ILLUSTRATIONS BY GREG BELL
2003
c 1976 -- TSR GAMES
10th PRINTING, NOVEMBER 1978
PRINTED IN U.S.A.
Foreword
One cannot properly introduce a supplement to an
existing body of rules which
already contain both a foreword and an introduction; yet it is absolutely
necessary
to make certain that the prospectivev buyer understands that this volume
cannot stand by itself.
It is expressly written to augument the DUNGEONS & DRAGONS rules
set, and if
you do not possess the set there is no point in buying this supplemental
booklet alone.
However, it does no harm to read further -- it is hoped that if you
do skim through the
pages which follow you will become so interested as to buy both
"D & D" and this
addition! If you enjoy fantasy you will never be sorry you were introduced
to the swords & sorcery
of DUNGEONS & DRAGONS games. If you already own a set of
"D & D" then buy this
booklet right now, for what is herein adds immeasurably to the existing
game.
There are new characters, new abilities, more spells to use, a horde
of new monsters,
heaps of magical treasure, and various additions to the suggestions
and rules
for adventuring both above and below ground.
The material contained herein relates directly to
the contents and format of
DUNGEONS & DRAGONS. The material in "GREYHAWK" is noted so as to
distinguish new rules, additions to existing rules, and suggested
changes.
This material is laid out so that what pertains to Men & Magic
is covered first,
then new material pertaining to Monsters & Treasure is dealt
with,
and finally details of supplementary items for The Underworld &
Wilderness Adventures are detailed.
Fantasy being what it is, it appears that there will
never be an end to the development
of fresh ideas, and this booklet is what we hope will be but the first
of a long series
of periodic supplements to +add+ to your enjoyment of DUNGEONS &
DRAGONS.
There will be at least one more, for Dave Arneson, co-author of the
original work, is
currently in the catacombs beneath his tower preparing for the second
supplement. Among
other things this work will reveal to a breathlessly waiting world
man of the horrid
things which are part of the "Blackmoor" campaign and how to make it
just as horrible in
your own game. Meanwhile, find out what the devious minds behind "Greyhawk
Castle" have
been dreaming up for the amusement of the participants of that campaigning
...
Men & Magic
CHARACTERS (Additions and Changes)
There are now 4 main classes of characters:
Fighting-Men (incl. Paladins)
Magic-Users
Clerics
Thieves
Fighting Men: Other character-types may engage in hand-to-hand
combat, but only
true fighting men are able to use their strength and dexterity to utmost
advantage in
melee. In addition, certain lawful fighters may opt to become
paladins.
This is all explained
later in the section entitled DETERMINATION OF ABILITIES.
Thieves: All thieves are either neutral or chaotic -- although
lawful characters may
hire them on a one-time basis for missions which are basically lawful.
They are not as
strong as other classes in HD, but thieves have many distinct advantages
which are
enumerated below. Thieves can employ magic daggers and magic swords
but none of the
other magical weaponry. They can wear only leather armor and cannot
employ shields.
While they cannot learn spells, thieves of the highest levels are able
to read those spells
written on scrolls. Basic abilities are:
-- open locks by picking or foiling magical enclosures
-- remove small trap devices (such as poisoned needles)
-- listen for noise behind closed doors
-- move with great stealth
-- filtch items and pick pockets
-- hide in shadows
-- strike silently from behind
-- climb nearly sheer surfaces, upwards or downwards
Futhermore, dwarves, elves, half-elves or hobbits may be thieves, and
in this class there
will be no limit to their continuing to advance to the highest levels.
Thieves of the 3rd level and above are able to read
most (80%) languages, so
treasure maps can be read and understood by them without recourse to
a spell.
Thieves of the 10th level and above are able to understand
magical writings, so any
scroll that falls into their hands can be used by them -- excluding
spells which are
clerical in nature. However, with spells of the 7th level and above
there is a 10% chance
that the effect will be the reverse of that intended (due to
the fact that even Master
Thieves do not fully comprehend such great magic). This reverse effect
can be known
only after the spell is read.
By striking silently from behind the thief gains
two advantages: First, he increases
the chance to hit by 20% (+4 on his die). Secondly, he does double
damage when he so
attacks, with like additional damage for every 4 levels he has attained.
Thus, if a thief
of the 4th level attacked from behind he would do twice the damage
indicated by the die,
at 5th through 8th levels he would do thrice the damage, at 9th through
12th levels he
would do four times the damage and so on.
The ability of a thief to climb is also a function
of his level. There is a basic chance of
13% that a 1st level thief will slip and fall in climbing. With each
higher level attained
by the thief this chance is reduced by 1%, so that a 10th level thief
has but a 4% chance
of slipping.
Other information regarding thieves will be found in the appropriate sections of this booklet.
Dwarves: Dwarves are about 4 feet tall, stocky
of build, weigh 150 pounds,
shoulders very broad, their skin is a ruddy tan, brown or gray, and
are of various types
(hill, mountain, or burrowers) (such as gnomes). Dwarves with a strength
of 17 can work
up to 7th level fighter and those of 18 strength can work up to 8th
level. Among the dwarves
themselves, but never as a player, there are clerical types. Dwarf
clerics are
found as high as 7th level (Lama), and they can cure and ressurect
their own. These
clerics are also fighters.
Dwarves can work simultaneously as fighters &&
thieves, but no bonuses for
abilities above the normal are then given, and earned experience is
always
divided evenly
between fighting and thievery even when the dwarf can no longer progress
in the fighter
class. When acting as thieves dwarves can wear only leather armor.
In addition dwarves
have infravision and can see monsters up to 60' away int he dark.
Elves: Elves are 5 or more feet in height,
slim of build, weigh about 120 pounds,
have tan to fair skin, and are also of various types (wood, high elves,
meadow elves)
(fairies), wood elves being the darkest. Elves of 17 or 18 strength
can work up as high as
5th level (Swashbuckler) and 6th level (Myrmidon) fighters respectively.
Elves with an 18
intelligence can work up to as high as 9th level (Sorcerer) magic-users.
Among the elves
there are clerical types as high as 6th level (Bishop) who interact
only with their own
kind. These clerics (fighter/MU/cleric types) have magical ability
limited to the
6th level (Magician).
Elven thieves work in all three categories at once
(fighter, MU, and thief)
unless they opt to never be anything other than in the thief category.
Thus, experience is
always distributed proportionately in the three categories even
when the elf can no
longer gain additional levels in a given category. However it is possible
to be an elven
Myrmidon/Sorcerer/Master Thief, for example, with a character having
exceptionally
high scores in strength and intelligence, and the only limit on how
high in the thief
category the elf can progress will be that placed upon him by the division
of SP.
When acting in the thief capacity the elf can wear only leather armor.
As dwarves,
elves have infravision and can see monsters up to 60' away in the dark.
Hobbits: Hobbits can be either fighters or
thieves, and as thieves they have better
chancs for doing most things (see STATISTICS REGARDING CLASSES)
and are not
limited to high in levels they can progress.
Half-Elves: Half-elves are half elven and
half human, and as such they gain some abilities
from each heritage. Half-elves are able to progress simultaneously
in both the
fighter and MU classes and may USE both weaponry && spells
and otherwise act as
elves do. However, they may work up to 6th level (Myrmidon) in the
fighting class
and the 6th level (Magician) in the magic-using category. Half-elves
of exceptional
strength (17 & 18) may progress as high as Champion and Superhero
(7th & 8th level)
respectively. Those of exceptional intelligence (17 and 18) may work
up to 7th and 8th
level (Enchanter and Warlock) MU respectively. They spot secret and
hidden
doors as do elves, but they do not gain any advantages when fighting
certain monsters
as do elves. They speak all the languages which elves do. There are
no half-elf clerics, for in
this regard their human side prevails. However, half-elves with a basic
wisdom score of
13 or more may also become clerics. If they so opt all experience will
be divided in =equal=
proportions between fighting, magic use, and clericism. Half-elves
may work up as high
as the 4th level (Vicar) clerically. Note that half-elf clerics may
not themselves act
chaotically, nor may they associate with chaotic characters || creatures.
Character Alignment, Including Various Monsters and Creatures:
(Addition)
Law | Neutrality | Chaos |
Paladins | Druids | Bugbears |
Storm Giants* | Bugbears | Ogre Magi |
Lammasu | Storm Giants* | Storm Giants* |
Blink Dogs | Will O' Wisps | Will O' Wisps |
Dragons* | Liches | Shadows |
- | Lizard Men | Liches |
- | Dopplegangers | Dopplegangers |
- | Beholders | Beholders |
- | Umber Hulks | Harpies |
- | Phase Spiders | Wererats |
- | - | Salamanders |
- | - | Displacer Beasts |
- | - | Hell Hounds |
Chaotic Alignment by a player generally betokens
chaotic action on the player's
part without any rule to stress this aspect, i.e. a chaotic player
is usu. more prone to
stab even his lawless buddy in the back for some desired gain. However,
chaos is just that
-- chaotic. Evil monsters are as likely to turn ont heir supposed confederates
in order to
have all the loot as they are to attack a lawful party in the
first place. While there is
no rule to apply to groups of chaotic players operating in concert,
referees are urged to formulate
some rules against continuing co-operation as fits their particular
situation, but
consideration for concerted actions against chaotic players by lawful
ones should be given.
DETERMINATION OF ABILITIES: (Additions and Changes)
Explanation of Abilities:
Dexterity is the prime requisite for thieves.
Strength also aids the fighting man in his
ability to both score a hit upon an adversary
and damage it. This strength must be raw, i.e. not altered by intelligence
scores.
On the other hand low strength will effect any character's fighting
ability.
Strength | Hit Probability | Damage | Weight Allowed* | Open Doors |
3-4 | -2 | -1 | -100 | 1 |
5-6 | -1 | NORMAL | -50 | 1 |
7-9 | NORMAL | NORMAL | NORMAL | 1-2 |
10-12 | NORMAL | NORMAL | +50 | 1-2 |
13-15 | +1 | NORMAL | +100 | 1-2 |
16 | +1 | +1 | +150 | 1-3 |
17 | +2 | +2 | +300 | 1-4 |
18** | +2 | +3 | +500 | 1-5 |
* this an addition or subtraction to/from the normal carried without
encumberance.
** fighters with a strength score of 18 are entitled to make an additional
roll with percentile
dice in order to determine if their exceptional strength is highly
extraordinary.
Dice Score | Hit Probability | Damage | Weight Allowed | Open Door*** |
01-50 | +2 | +3 | +500 | 1-5 |
51-75 | +3 | +3 | +600 | 1-5 |
76-90 | +3 | +4 | +700 | 1-6 (1) |
91-99 | +3 | +5 | +900 | 1-6 (1, 2) |
00 | +4 | +6 | +1,200 | 1-6 (1, 3) |
*** the numbers in parentheses represent the chance of a fighter with
that particular
score of opening wizard locked or magically held portals.
Fighters of exceptional strength are now far more formidable opponents,
and those of
extraordinary strength even more terrible in that they can hit more
easily, do more
damage, lug large amounts of loot around without encumbrance, bend
iron bars and
perform other feats of strength with ease.
Intelligence is not only the prime
requisite for magical types but it also delineates
how many spells they can and may know and learn. This is indicated
on the table:
Intelligence of MU | Max.
Spell Level |
% Chance to Know
any Given Spell |
Minimum #
per Level* |
Maximum #
per level* |
3-4 | 5th | 20% | 2 | 3 |
5-7 | 5th | 30% | 2 | 4 |
8-9 | 5th | 40% | 3 | 5 |
10 | 5th | 50% | 4 | 6 |
11 | 6th | 50% | 4 | 6 |
12 | 6th | 50% | 4 | 6 |
13 | 7th | 65% | 5 | 8 |
14 | 7th | 65% | 5 | 8 |
15 | 8th | 75% | 6 | 10 |
16 | 8th | 75% | 6 | 10 |
17 | 9th | 85% | 7 | All |
18 | 9th | 95% | 8 | All |
* min. && max. #numbers# of spells known/knowable in each spell level
The intelligence of the MU also serves to delineate the use of spells above the 5th level. See above. <>
Dexterity affects both the ability of characters
to act/react and fire missiles.
It is also the prime requisite for thieves.
Fighters with a dexterity of greater than 14 can USE their
unusual manual dexterity to attempt to dodge or parry opponent's attacks.
For every point over 14 they are able to reduce their opponent's chances
of hitting them by 1 (5%).
Thieves use Dex in the pursuit of their chosen profession.
They may USE 2 points of intelligence and 1 point of wisdom to increase
their raw Dex score so long as
they do not thereby bring the Int & Wis scores below average.
Wisdom acts as an xperience booster for clerics,
serving in no way to help them in
either knowing or learning spells. All cleric spells are considered
as "divinely" given and
as such a cleric with a Wis factor of 3 would know all the spells as
well as would a
cleric with an 18 Wis factor.
Charisma scores of 17 or greater by fighters
indicate the possibility of paladin
status IF THEY ARE LAWFL from the commencement of play for that character.
If
such fighters elect to they can then become paladins, always doing
lawful deeds, for any
chaotic act will immediately revoke the status of a paladin,
and it can never be regained.
The paladin has a number of very powerful aids in his continual seeking
for good: He
can "lay on hands" to cure wounds or diseases in others (2 points of
damage for
every level the paladin has attained, 1 disease per 5 levels, either
function performable
but 1 per day). Paladins are not themselves subject to disease. They
have a
10% higher saving throw against all forms of attack (excluding melee).
Paladins of 8th
level and above dispel evil (spells, undead, evil enchanted monsters,
and the like) simply
by ordering it hence, and they detect evil at a range of 6".
Paladins with any form of "Holy Sword" are virtually
immune to all magic (see
MONSTERS & TREASURE, MAGIC & TREASURE, Swords).
The paladin may at any time he chooses obtain a
horse which is likewise gifted, but
he may never obtain a second within 10 years of the first, so if one
is killed it is not
automatically replaced. The paladin's horse is a Heavy, with AC5. Moves
18",
has 5+1 HD, and high intelligence.
Paladins will never be allowed to possess more than
4 magical items, excluding
the armor, shield and up to 4 weapons they normally use. They will
give away all
treasure that they win, save that which is necessary to maintain themselves,
their men,
and a modest castle. Gifts must be to the poor or to charitable religious
institutions,
i.e. not to some other character played in the game. A paladin's stronghold
cannot be
above 200,000 GP in total cost, and no more than 200 men can be retained
to guard it.
Paladins normally prefer to dwell with lawful princes or patriarchs,
but circumstances
may prevent this. They will associate only with lawful characters.
Bonuses and Penalties to Advancement due to Abilities:
Constitution | HD Bonuses | Probability of
Resurrection Survival |
Probability of
Surviving Spells* |
3-6** | -1*** | 30% | 35% |
7-10 | -- | 50% | 55% |
11-12 | -- | 75% | 80% |
13-14 | -- | 85% | 90% |
15 | +1 | 90% | 95% |
16 | +1 | 95% | 98% |
17 | +2 | 98% | 99% |
18 | +3 | 99% | 100% |
* polymorph, stone, etc.
** note that your constitution score is also the #number# of times
you may be resurrected;
this, of course, excludes wishing and other means to revitalize
your body without recourse to a resurrection spell.
*** min. score of 1/hit die
NPCs: (Addition)
Loyalty of NPCs (Incl. Monsters): All retainers in the service
of
chaotic characters, incl. monsters, have lower loyalty scores.
As a rule of thumb subtract -2 from all loyalty scores, and
chaotic retainers can never have a loyalty score of above 15.
LEVELS AND NUMBER of XP NECESSARY TO ATTAIN THEM:
(Addition)
Thieves
Level | Title | XP | HD | THACO | Death Ray or
Poison |
All Wands --
Including Polymorph or Paralization |
Stone | Dragon
Breath |
Staves &
Spells |
Open Locks*/
Remove Traps |
Pickpocket* or
MOVE Silently*/ Hide in Shadows* |
Hear Noise |
1 | Apprentice | 1 | 19 | 13 | 14 | 13 | 16 | 15 | 15%/10% | 20%/10% | 1-2 | |
2 | Footpad | 2 | ^ | 13 | 14 | 13 | 16 | 15 | 20%/15% | 25%/15% | 1-2 | |
3 | Robber** | 3 | ^ | 13 | 14 | 13 | 16 | 15 | 25%/20% | 30%/20% | 1-3 | |
4 | Burglar | 4 | ^ | 13 | 14 | 13 | 16 | 15 | 35%/30% | 35%/25% | 1-3 | |
5 | Cutpurse | 5 | 17 | 13 | 14 | 13 | 16 | 15 | 40%/35% | 45%/35% | 1-3 | |
6 | Sharper | 6 | ^ | 11 | 12 | 11 | 14 | 12 | 45%/40% | 55%/45% | 1-3 | |
7 | Pilferer | 7 | ^ | 11 | 12 | 11 | 14 | 12 | 55%/50% | 60%/50% | 1-4 | |
8 | Master Pilferer | 8 | ^ | 11 | 12 | 11 | 14 | 12 | 65%/60% | 65%/55% | 1-4 | |
9 | Thief*** | 9 | 14 | 11 | 12 | 11 | 14 | 12 | 75%/70% | 75%/65% | 1-4 | |
10 | Master Thief | 10 | ^ | 11 | 12 | 11 | 14 | 12 | 85%/80% | 85%/75% | 1-4 | |
11 | Master Thief, 11th Level | ^ | 8 | 9 | 8 | 11 | 8 | 95%/90% | 95%/85% | 1-5 | ||
12 | Master Thief, 12th Level | ^ | 8 | 9 | 8 | 11 | 8 | 100%/90 | 100%/90% | 1-5 | ||
13 | Master Thief, 13th Level | 12 | 8 | 9 | 8 | 11 | 8 | 100%/100% | 100%/95% | 1-6 | ||
14 | Master Thief, 14th Level | ^ | 8 | 9 | 8 | 11 | 8 | 100%/100% | 100%/100% | 1-6 |
(+125 additional points for each level above Master Thief)
* A score above the indicated %percentage% means
failure, and no further attempts
may be made. Also, there is a chance that the one who is being pickpocketed
may detect
the thief. To determine this, for each level above 5th, the victim
has a + 5% chance of
detecting the "lift", so a 10th level, e.g., would reduce the
probability of a successful attempt
by 25%, i.e. if a base 100% it reduces to 75%.
** Level at which languages may be read by the thief.
*** Level at which magical spells can be read from
scrolls by the thief.
Bonuses to Dwarves, Elves, and Hobbits as Thieves:
Type | Open
Locks |
Remove
Traps |
Pick-
|
Move
Silently |
Hide in
Shadows |
Hear
Noise |
Dwarf | 5 | 15 | - | 5 | 5 | - |
Elf | - | - | 5 | 10 | 15 | - |
Hobbit | 10 | 5 | 5 | 10 | 10 | +1 |
STATISTICS REGARDING CLASSES: (Addition)
Alternate HD and HP Accumulation: (Addition/Amendment)
This system is expressly aimed at raising fighters
and lowering MUs with
regard to HP which can be sustained. This system functions as follows:
For each
level attained the character gets 1 die for HP until the top normal
level is
reached: thereafter a certain #number# of HP will be added for each
level above normal
that is attained.
Class | Type of Die | Max. Number | Additional Points
per Level Thereafter |
Fighter | 8-sided | 9 | +2 |
MU | 4-sided | 11 | +1 |
Cleric | 6-sided | 8 | +1/2 |
Thief | 4-sided | 10 | +1/2 |
Since instead of additional dice extra points are
added, there will be no accumulation
of bonuses for high Con scores after the max. #number# of dice
has been reached. Thus, a fighter with an 18 Con will get a d8 + 3
per
level until he has reached the 11th level, and thereafter he will gain
but +2.
USE of this system is highly recommended, but if
it is used all monsters should be
based on the 8-sided die system. (Dragons to get the +additional+ 2
points at the 2 oldest ages.)
Thus, a kobold would get 1-4 points.
<added to MU table>
<added to cleric table>
Guidelines for Awarding XP for Monster Slaying: (Addition)
The awarding of Xp is often a matter of discussion,
for the DM
must make subjective judgements. Rather than the (ridiculous) 100 points
per level for
slain monsters, USE the table below, dividing xperience equally
among all characters in
the party involved.
Monster's HD* | Base Value | Additional Points
for Special Abilities** |
1/2 | 5 | 1 |
1-1 | 7.5 | 2 |
1 | 10 | 3 |
1+1 | 15 | 4 |
2 | 20 | 5 |
2+1 | 25 | 10 |
3 | 35 | 15 |
3+1 | 50 | 25 |
4 | 75 | 50 |
4+1 | 125 | 75 |
5 | 175 | 125 |
5+1 | 225 | 175 |
6 | 275 | 225 |
6+1 | 350 | 300 |
7 | 450 | 400 |
7+1 | 525 | 475 |
8 | 650 | 550 |
8+1 | 750 | 625 |
9 to 10 | 900 | 700 |
11 to 12 | 1100 | 800 |
12 to 13 <> | 1350 | 950 |
14 to 16 | 1650 | 1150 |
17 to 20 | 2000 | 1500 |
21 and up | 2500 | 2000 |
* If the monster's HD are +2 or +3 then it must be classeed as the next
higher step.
i.e. 2+2 = 3 HD
** Monsters which can regenerate, hurl missiles, have touch which paralizes,
poison, and so on.
Monsters with exceptional special abilities should be either
treated as a
higher class than is represented by their HD or a double bonus for
their abilities
should be awarded when they are slain. e.g., a gorgon is a monster
with a
special ability and worse to encounter than its 8 HD indicate. Double
points in the
special column are in order when awarding xperience for killing one,
i.e. base 650 + 2 x 550 = 1750 for killing a gorgon.
Awarding XP for NPCs: (Change)
It is absolutely mandatory that XP for NPCs be computed,
bonuses added, and then the whole reduced by 50%. This represents the
fact that they
are in the hire of some character, and because of this capacity are
not as prone to benefit
from xperience. Note, however, that any skimping on their share of
the treasure will
naturally have a highly adverse effect on their loyalty to the character.
ALTERNATIVE COMBAT SYSTEM: (Additions and Changes)
For those who wish to incl. weapon types in the
determination of hit probabilities
the following matrix drawn from the "Hand-To-Hand Combat" section of
CHAINMAIL is offered.
If this system is used it is suggested that the separate damage by
weapon type and monster type also be employed.
Treat Thieves as Clerics for purposes of advance
in steps -- four levels/group (1-4, 5-8, 9-12, etc.).
With regard to saves treat Thieves as MUs.
Defender's AC
Attacker's Weapon Type | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 |
Dagger* | -3 | -3 | -1 | - | 0 | 0 | +1 | +2 |
Hand Axe | -3 | -2 | -1 | -1 | 0 | 0 | +1 | +1 |
Mace | 0 | +1 | 0 | 0 | 0 | 0 | 0 | 0 |
Hammer | 0 | +1 | 0 | +1 | 0 | 0 | 0 | 0 |
Sword* | -2 | -1 | 0 | 0 | 0 | 0 | 0 | +1 |
Military Pick | +2 | +3 | +2 | +3 | 0 | 0 | 0 | 0 |
Battle Axe | -1 | 0 | +1 | +1 | 0 | 0 | 0 | 0 |
Morning Star | 0 | 0 | +1 | +2 | +1 | +1 | +2 | +2 |
Flail | +2 | +2 | +1 | +2 | +1 | +1 | +1 | +1 |
Spear* | -2 | -1 | -1 | -1 | 0 | 0 | 0 | 0 |
Pole Arms* | -1 | 0 | 0 | +1 | +1 | +2 | +2 | +2 |
Halberd* | 0 | +1 | +1 | +2 | +1 | 0 | 0 | 0 |
2-Handed Sword | +1 | +2 | +3 | +3 | +2 | +2 | +2 | +2 |
Mtd. Lance | 0 | 0 | +1 | +2 | +3 | +3 | +3 | +3 |
Pike | -1 | 0 | 0 | 0 | 0 | 0 | 0 | 0 |
.... .... .... .... | - | - | - | - | - | - | - | - |
.... .... .... .... | - | - | - | - | - | - | - | - |
Short Bow (15) | -3-5-7 | -2-3-5 | 0-1-2 | 0*0-1 | +1*0*0 | +2+1*0 | +2+1*0 | +2+1*0 |
Horse Bow (18) | -3-4-7 | -2-3-5 | 0-1-2 | 0*0-1 | +1*0*0 | +2+1*0 | +2+1*0 | +3+2+1 |
Lt. Crossbow (18) | -3-5-7 | -2-3-5 | 0-1-4 | 0*0-1 | +2+1*0 | +3+1*0 | +3+1*0 | +3+2+1 |
Long Bow (21) | -2-3-5 | 0-2-4 | 0*0-1 | +2+1*0 | +3+2+1 | +3+2+1 | +3+2+1 | +3+2+1 |
Composite Bow (24) | -3-4-5 | 0-3-4 | 0-1-2 | +2*0-1 | +3+1*0 | +3+2+1 | +3+2+1 | +3+2+1 |
Hv. Crossbow (24) | -1-2-3 | 0-1-3 | +1*0-1 | +2*0*0 | +3+1*0 | +4+2+1 | +4+2+1 | +4+3+2 |
Arquebus (18) | 0-1-3 | +1*0-1 | +2*0*0 | +2+1*0 | +3+2*0 | +3+2*0 | +3+2*0 | +3+2*0 |
* If opponent dismounted and prone USE the chart
below:
AC
Weapon Type | 2 | 3 | 4 | 5 |
All indicated by *asterisk* | +3 | +2 | +2 | +1 |
(15)
#Numbers# in parentheses are max. ranges, and the #numbers# shown are
for short (1st 1/3 of range), medium
(next
1/3
of range); and long (last 1/3 of range).
Damage Done by Weapon Type: (Addition)
If varying amounts of damage according to weapon
type used is employed, the
various monsters will likewise be subject to-receive additional points
of damage or dice
of damage. (See Attacks & Damage by Monster Type)
vs.-
Weapon Type | -Man-Sized Opponents- | Larger Opponents- |
Dagger | 4 | |
Hand Axe | 6 | |
Mace, Military Pick*, Dwarven Hammer | 6 | |
Sword | 8 | |
Battle Axe* | 8 | |
Morning Star** | 8 | |
Flail*** | 8 | |
Spear, Thrown/thrust | 6 | |
Spear, thrust vs. charge | 8 | |
Spear, set vs. charge | 10 | |
Pole Arms**** | 8 | |
Halberd*** | 10 | |
2-Handed Sword*** | 10 | |
Mounted Lance | 8 | |
Pike**** | 8 | |
Arrow or Quarrel | 6 | |
Sling Stone | 4 |
Magic Armor Effects on Armor Class Guide:
(Addition)
Armor Class | Type Armor | Type Shield | Add to Score
required on Combat Table |
-8 | +5 | +5 | +10 |
-7 | +4 | +5 | +9 |
-6 | +4 (or +3) | +4 (and +5) | +8 |
-5 | +3 (or +2) | +4 (and +5) | +7 |
-4 | +3 (or +1) | +3 (and +5) | +6 |
-3 | +2 (or +1) | +3 (and +4) | +5 |
-2 | +2 (or +1) | +2 (and +3) | +4 |
-1 | +1 | +2 | +3 |
0 | +1 | +1 | +2 |
1 | +1 | Standard | +1 |
1 | Plate | +1 | +1 |
2 | Chainmail | +1 | 0 |
3 | None | +5 | 0 |
4 | None | +4 | 0 |
5 | None | +3 | 0 |
6 | None | +2 | 0 |
7 | None | +1 | 0 |
Adjust accordingly for types of armor not indicated when shield value
is above that
of armor. Attacks from the right and/or rear consider armor only when
two or more
opponents attack.
L. FRONT | FRONT | R. FRONT |
L. FLANK | DEF. | R. FLANK |
REAR | REAR | REAR |
Attacks and Damage by Monster Type (Addition)
This system is to be used with the varying damage
by weapons and in no event is it
recommended for USE without the aforementioned.
Man
#A: 1 or 2
D: According to weapon type
Goblin/Kobold
#A: 1
D: 1-4 or by weapon type
Orc
#A: 1
D: 1-6 or by weapon type
Hobgoblin/Gnoll
#A: 1
D: 1-8 or by weapon type
Ogre
#A: 1
D: 1-10
Troll
#A: 2 claws/1 bite
D: 1-4/claw, 1-8/bite
Giant
#A: 1
D: 2-16 (HILL)
D: 3-18 (STONE)
D: 4-24 (FROST)
D: 5-30 (FIRE)
D: 6-36 (CLOUD)
Skeleton
#A: 1
D: 1-6
Zombie
#A: 1
D: 1-8
Ghoul
#A: 2 claws/1 bite
D: 1-3/claw, 1-4/bite
Wight
#A: 1
D: energy drain only
Wraith
#A: 1
D: 1-6 and energy drain
Mummy
#A: 1
D: 1-12
Spectre
#A: 1
D: 1-8 and energy drain
Vampire
#A: 1
D: 1-10 and energy drain
Cockatrice
#A: 1
D: 1-6 and turn to stone
Basilisk
#A: 1
D: 1-10 and turn to stone
Medusa
#A: 1 or 2
D: by weapon type and turn to stone
Gorgon*
#A: 1 butt
D: 2-12/butt
* also have breath weapon
Manticora
#A: 2 claws/1 bite/24 spikes
D: 1-3/claw, 1-8/bite, 1-6 spike
Hydra
#A: 1 per head
D: 1-6, 1-8, 1-10 according to size
Chimera
#A: 2 claws/3 heads
D: 1-3/claw, GOAT HEAD -- 1-4/horn, LION HEAD -- 2-8/bite, DRAGON HEAD
-- 3-12/bite**
** unless using breath weapon
Wyvern
#A: 1 bite/1 sting
D: 2-16/bite, 1-6/sting***
*** regardless of success vs. poison saving throw
Dragon*
#A: 2 claws/1 bite
D: 1-4/claw
D(bite): 2-16 (WHITE)
D(bite): 3-18 (BLACK)
D(bite): 2-20 (GREEN)
D(bite): 2-24 (BLUE)
D(bite): 3-30 (RED)
D(bite): 3-36 (GOLD)
* also have breath weapon
Balrog
#A: 2
D: 1-12 with sword, 2-12, 3-18, or 4-24 according to size
Gargoyle
#A: 2 claws/1 bite/1 horn
D: 1-3/claw, 1-6/bite, 1-4/horn
Lycanthrope, Werewolf
#A: 1 bite
D: 2-8/bite
Lycanthrope, Wereboar
#A: 1 bite
D: 2-12/bite
Lycanthrope, Weretiger
#A: 2 claws/1 bite
D: 1-4/claw, 1-10/bite
Lycanthrope, Werebear
#A: 2 claws/1 bite
D: 1-3/claw****, 2-8/bite
**** hug on 18 or better causes 2-16 points additional damage
Purple Worm
#A: 1 bite/1 sting
D: 2-24/bite, 1-8/sting***
*** regardless of success vs. poison saving throw
Sea Monster
#A: 1/head or /tentacle or /claw
D: from 3-24 to 5-50/head, or
2-12 to 4-24/tentacle, or
2-8 to 4-32/claw
Minotaur
#A: 1 butt/1 bite/1 weapon
D: 2-8/butt, 1-3/bite, by weapon type
Centaur
#A: 2 hooves/1 weapon
D: 1-6/hoof, by weapon type
Unicorn
#A: 2 hooves/1 horn
D: 1-8/hoof, 1-16/horn
Nixie
#A: 1
D: 1-4 or by weapon type
Dryad
#A: 1
D: 1-4 or by weapon type
Gnome
#A: 1
D: 1-6 or by weapon type
Dwarf
#A: 1
D: 1-8 or by weapon type
Elf
#A: 1
D: 1-10 or by weapon type
Ent
#A: 2
D: 2-16, 3-18, 4-24/attack according to size
Pegasus
#A: 2 hooves
D: 1-8/hoof
Hippogriff
#A: 2 claws/1 bite
D: 1-6/claw, 1-10/bite
Roc
#A: 2 claws/1 bite
D: 1-8, 2-12, or 4-16/claw, 2-12, 3-18, or 4-24/bite, according to
size
Griffon
#A: 2 claws/1 bite
D: 1-4/claw, 2-16/bite
Invisible Stalker
#A: 1
D: 4-16
Elemental, Air*****
#A: 1
D: 2-16
***** see separate sections regarding each type of elemental as adjustments
maybe required due to circumstances
Elemental, Earth*****
#A: 1
D: 4-32
***** see separate sections regarding each type of elemental as adjustments
maybe required due to circumstances
Elemental, Fire*****
#A: 1
D: 3-24
***** see separate sections regarding each type of elemental as adjustments
maybe required due to circumstances
Elemental, Water*****
#A: 1
D: 3-30
***** see separate sections regarding each type of elemental as adjustments
maybe required due to circumstances
Djinni
#A: 1
D: 2-16
Efreet
#A: 1
D: 3-24
Ochre Jelly
#A: 1
D: 2-12
Black Pudding
#A: 1
D: 3-24
Green Slime
#A: 1
D: special
Gray Ooze
#A: 1
D: 2-16
Yellow Mold
#A: 1
D: special
Light Horse
#A: 2 hooves
D: 1-4/hoof
Medium Horse
#A: 2 hooves/1 bite
D: 1-6/hoof, 1-3/bite
Heavy Horse
#A: 2 hooves/1 bite
D: 1-8/hoof, 1-3/bite
Giant (Sumatran) Rat
#A: 1 bite
D: 1-3/bite
Wolf
#A: 1 bite
D: 1-6/bite
Dire Wolf
#A: 1 bite
D: 1-8/bite
Lion
#A: 2 claws/1 bite
D: 1-3/claw, 1-10/bite
Sabre-tooth Tiger
#A: 2 claws/1 bite
D: 1-4/claw, 2-12/bite
Giant Weasel
#A: 1 bite
D: 2-8/bite plus blood drain
Mastodon
#A: 2 tusks/1 trunk/2 feet
D: 3-18/tusk, 2-16/trunk, 2-12/foot
Giant Spider
#A: 1 bite
D: 1-3*** plus webs
*** regardless of success vs. poison saving throw
Giant Lizard
#A: 1 bite
D: 2-8/bite
Giant Toad
#A: 1 bite
D: 1-10/bite
Giant Snake
#A: 1 bite/1 constriction
D: 1-6/bite***, 2-8/turn of constriction
*** regardless of success vs. poison saving throw
Giant Crab
#A: 2 pinchers
D: 2-12/pincher
Giant Beetle
#A: 1 bite
D: 3-30/bite
Giant Scorpion
#A: 2 pinchers/1 sting
D: 1-10/pincher, 1-4***/sting
*** regardless of success vs. poison saving throw
Crocodile
#A: 1 bite
D: 3-12/bite
Tyranosaurus Rex
#A: 1 bite
D: 5-40/bite
Triton
#A: 1
D: 3-18 plus special
Bugbear
#A: 1
D: 2-8
Ogre Mage
#A: 1
D: 1-12
Giant, STORM
#A: 1
D: 7-42
Titan
#A: 1
D: 7-42
Shadow
#A: 1
D: 1-4 plus special
Will O'Wisp
#A: special
D: special
Lich
#A: 1
D: 1-10 plus special
Harpy
#A: 2 claws/1 weapon
D: 1-3/claw, 1-6/weapon
Lizard Man
#A: 2 claws/1 bite
D: 1-3/claw, 1-8/bite
Doppleganger
#A: 1
D: 1-12 plus special
Dragon, Brass*
#A: 2 claws/1 bite
D: 1-4/claw, 4-16/bite
* also have breath weapon
Dragon, Copper*
#A: 2 claws/1 bite
D: 1-4 claw, 5-20 bite
* also have breath weapon
Dragon, Bronze*
#A: 2 claws/1 bite
D: 1-4/claw, 3-24/bite
* also have breath weapon
Dragon, Silver*
#A: 2 claws/1 bite
D: 1-4/claw, 3-30/bite
* also have breath weapon
Lycanthrope, Wererat or Ratman
#A: 1 bite/1 weapon
D: 1-3/bite, by weapon type
Lammasu
#A: 2 claws
D: 1-6/claw plus special
Salamander*****
#A: 1 touch/1 constriction/1 weapon
D: special, 2-8/turn of constriction, by weapon type
***** see separate sections regarding each type of elemental as adjustments
maybe required due to circumstances
Beholder
#A: 1
D: 2-5 plus special
Umber Hulk
#A: 2 claws/1 bite
D: 2-12/claw, 2-8/bite
Displacer Beast
#A: 2 tentacles
D: 2-8/tentacle
Blink Dog
#A: 1 bite
D: 1-6/bite
Hell Hound*
#A: 1 bite
D: 1-6/bite
* also have breath weapon
Phase Spider
#A: 1 bite
D: 1-6/bite***
*** regardless of success vs. poison saving throw
Rust Monster
#A: 1 touch
D: special
Stirge
#A: 1 bite
D: 1-3 plus drains blood
Giant Tick
#A: 1 bite
D: 1-4 plus drains blood
Owl Bear
#A: 2 claws/1 bite
D: 1-6/claw****, 1-12/bite
**** hug on score of 18 or better causes 2-16 points of additional
damage
Carrion Crawler
#A: 8 tentacles
D: special
Gelatinous Cube
#A: 1
D: 2-8 special
Giant Slug
#A: 1 bite
D: 1-12 plus special
Homunculus
#A: 1 bite
D: 1-3 plus special
Golem, Flesh*
#A: 1
D: 2-16
Golem, Stone*
#A: 1
D: 3-24
Golem, Iron*
#A: 1
D: 4-32
SPELLS TABLE (Additions)
New spells are indicated by an asterick.
Magic-Users:
1st Level
1. Detect Magic
2. Hold Portal
3. Read Magic
4. Read Languages
5. Protection/Evil
6. Light
7. Charm Person
8. Sleep
9. *Shield
10. *Magic Missile
11. *Ventriliquism
2nd Level
1. Detect Invisible
2. Levitate
3. Phantasmal Forces
4. Locate Object
5. Invisibility
6. Wizard Lock
7. Detect Evil
8. E S P
9. Continual Light
10. Knock
11. *Darkness, 5' r.
12. *Strength
13. *Web
14. *Mirror Image
15. *Magic Mouth
16. *Pyrotechnics
3rd Level
1. Fly
2. Hold Person
3. Dispell Magic
4. Clairvoyance
5. Clairaudience
6. Fire Ball
7. Lightning Bolt
8. Protection/Evil, 10' r.
9. Invisibility, 10' r.
10. Infravision
11. Slow Spell
12. Haste Spell
13. Protection/Normal Missiles
14. Water Breathing
15. *Explosive Runes
16. *Rope Trick
17. *Suggestion
18. *Monster Summoning I
4th Level
1. Polymorph Self
2. Polymorph Others
3. Remove Curse
4. Wall of Fire
5. Wall of Ice
6. Confusion
7. Charm Monster
8. Growth/Plant
9. Dimension Door
10. Wizard Eye
11. Massmorph
12. Hallucinatory Terrain
13. *Ice Storm
14. *Fear
15. *Monster Summoning II
16. *Extension I
5th Level
1. Teleport
2. Hold Monster
3. Conjure Elemental
4. Telekinesis
5. Transmute Rock to Mud
6. Wall Of Stone
7. Wall Of Iron
8. Animate Dead
9. Magic Jar
10. Contact Higher Plane
11. Pass-Wall
12. Cloudkill
13. Feeblemind
14. Growth/Animal
15. *Monster Summoning III
16. *Extension II
6th Level
1. Stone-Flesh
2. Reincarnation
3. Invisible Stalker
4. Lower Water
5. Part Water
6. Projected Image
7. Anti-magic Spell
8. Death Spell
9. Geas
10. Disintigrate
11. Move Earth
12. Control Weather
13. *Legend Lore
14. *Repulsion
15. *Monster Summoning IV
16. *Extension III
7th Level (all new)
1. Delayed Blast Fireball
2. Reverse Gravity
3. Limited Wish
4. Power Word-Stun
5. Phase Door
6. Charm Plants
7. Mass Invisibility
8. Simulacrum
9. Monster Summoning V
8th Level (all new)
1. Mass Charm
2. Clone
3. Power Word-Blind
4. Symbol
5. Permanent Spell
6. Mind Blank
7. Polymorph Any Object
8. Monster Summoning VI
9th Level (all new)
1. Meteor Swarm
2. Shape Change
3. Time Stop
4. Power Word Kill
5. Gate
6. Wish
7. Astral Spell
8. Prismatic Wall
9. Maze
10. Monster Summoning VII
SPELLS TABLE (Additions)
1st Level
1. Cure Light Wounds
2. Purify Food & Water
3. Detect Magic
4. Detect Evil
5. Protection/Evil
6. Light
2nd Level
1. Find Traps
2. Hold Person
3. Bless
4. Speak with Animals
5. *Silence, 15' r.
6. *Snake Charm
3rd Level
1. Remove Curse
2. Cure Disease
3. Locate Object
4. Continual Light
5. *Prayer
6. *Speak with Dead
4th Level
1. Neutralize Poison
2. Cure Serious Wounds
3. Protection/Evil, 10' r.
4. Turn Sticks To Snakes
5. Speak With Plants
6. Create Water
5th Level
1. Dispell Evil
2. Raise Dead
3. Commune
4. Quest
5. Insect Plague
6. Create Food
6th Level (all new)
1. Animate Objects
2. Find The Path
3. Blade Barrier
4. Word of Recall
5. Speak With Monsters
6. Conjure Animals
7th Level (all new)
1. Earthquake
2. Aerial Servant
3. Wind Walk
4. Holy Word
5. Astral Spell
6. Symbol
7. Part Water
8. Control Weather
9. Raise Dead Fully
10. Restoration
EXPLANATIONS OF SPELLS: (Corrections and Additions)
Magic-Users:
1st Level:
Charm Person: Intelligence allows the charmed
person to eventually free itself from
the charm. A check will be made on the following basis, and if a score
equal to a save vs.
magic is made the charm is broken. Charms do not affect the
Undead.
Intelligence | Check Every |
up to 6 | month |
7-9 | three weeks |
10-11 | two weeks |
12-15 | week |
16-17 | two days |
18 and above | day |
Sleep: There is no saving throw against
this spell. Remember that a Sleep Spell affects
but a single creature with 4 or 4+1 hit dice, and creatures above 4+1
HD are
unaffected. Sleep does not affect undead.
Shield: By means of this spell the user imposes
a self-moving magical barrier between
imself and his enemies. It provides the equivalent of class 2 armor
vs. missiles
and AC4 vs. otehr attacks. Duration: 2 turns.
Magic Missiles: This is a conjured missile
equivalent to a magic arrow, and it does
full damage (2-7 points) to any craeture it strikes. For every 5 levels
the MU has
attained he may add an additional two missiles when employing this
sell, so a 6th level
M-U may cast 3 magic missiles at his target, an 11th level M-U casts
5,
and so on.
Range 15".
Direct Magic: Range 6". Duration: 2 T.
Ventriloquism: As the name implies, this spell
allows the user to make the sound of
his voice issue from someplace else, incl. such places as a statue,
animal, etc.
Range: 6". Duration: 2 turns.
2nd Level:
Darkness, 5' Radius: A spell which causes
total darkness within the indicated AREA
making even infravision useless. IT can be countered by either a Dispell
Magic or a Light
spell.
Duration: 6 turns. Range 12".
Strength: This spell increases a fighter's
strength by from 2-8 points (roll dice after
spell is CAST). It will also increase a cleric's strength by from 1-6
points and a thief's by
from 1-4. When a fighter's strength reaches 18 or higher due to this
spell an additional
determination of strength is to made as already specified for strength
of 18.
Duration: 8 game hours.
Web: This form of spell has already
been explained in Volume 2 (MONSTERS &
TREASURES), page 35.
Duration: 8 game hours. Range 3".
Mirror Image: By means of this spell the user
creates from 1-4 images of himself.
These images are indistinguishable from the MU, and do exactly as he
does. Any
attack upon a mirror image dispells it, but it does not effect any
others that might exist.
Duration: 6 turns.
Magic Mouth: A spell which resembles ventriloquism
in that the sound issues from
a chosen object, but there are differences. A mouth appears, or the
mouth of the object
moves in accordance with what is being said. The Magic Mouth
can be ordered to speak
upon certain conditions, i.e. if anyone comes within 10' of it, if
a neutral person comes
within 10', if Flubbit the Wizard comes within 10', and so on. The
spell lasts until the
message is given. The message cannotexceed 25 words.
Pyrotechnics: A multi-purpose spell which
requires some form of fire (torch,
brazier, bonfire, etc.) to make it work. WHen employing this spell
the U can
create eitehr a great display of flashing, fiery lights and colors
which resemble fireworks,
or he can cause a great amount of smoke which will cover an AREA of
not less than 25
cubic feet. The overall effects of this spell depend on the size of
the fire used to cause
them, and when the is used sthe fire-source is extinguished.
Duration: 6 turns.
Range: 24".
3rd Level:
Explosive Runes: These runes when placed upon
a parchment (book, scroll, map,
etc.) safeguard it from unathorized reading. If the reader is not the
rperson who placed
the runs upon the parchment they explode, destroying the parchment,
and deal 4-24
points of damage to the reader (no save). The runes may be removed
by teh
MU whenever he desiers, and a MU or 2 or more levels above the one
who placed the r uens may attempt to remove them (50% chance fo detecting
them, 75%
chance of successfully removing them).
Rope Trick: This spell enables the user to
cause a length of rope (6' to 24') to stand
upright by itself, and when he (and up to three others) climbs to its
summit, disappears
into another dimension. The rope is simply tossed into the air and
climbed. If undisturbed
the rope remains in place for the duration of the spell, but it can
be removed,
and if it is the persons coming back from the other dimension will
fall the distance they
climbed to the top fo the rope.
Duration: 6 turns plus the level fo the MU employing it.
Suggestion: A spell which works on the principle
of hynosis. If the creature which
it is thrown at fails to make its save vs. Magic it will carry out
the suggestion, immediately
or deferred according to the wish of the MU. Self-destruction is 99%
unlikely, but carefully worded suggestions can, at the referee's option,
alter this
probability. Suggestions must be simple and relatively short, i.e.
a sentence or two.
Duration: 1 game week.
Monster Summoning I: By employing this spell
the MU calls to his aid a
monster appearing on the MONSTER LEVEL TABLES, level 1, i.e. kobolds,
goblins,
skeletons, etc. If a relatively small monster is indicated by the die
roll the referee will
determine how many appear by rolling a d6; otherwise from 1-3 appear.
The
monster || monsters so summoned will faithfully serve the MU until
they depart
when the spell ceases to function or until they are killed.
Delay: 1 turn.
Duration: 6 melee turns.
Range: 1".
4th Level:
Charm Monster: The number of HD possessed
by the charmed monster allow it
progressively greater possibilities of breaking free of the spell.
A check must be made
weekly.
Hit Dice | Chance of Breaking Charm |
under 2 | 5% |
2-4 | 10% |
5-7 | 20% |
8-10 | 40% |
11 and up | 80% |
Ice Storm: When CAST this spell creates a
cubic storm AREA of 3" per side. Great
hailstones descend causing 3-30 points of damage to those within its
confines (saves
are not possible).
Duration: 1 turn.
Range: 12".
Fear: This spell operates as if the user were
employing a Fear Wand. All those not
saving vs. fear react as follows: They immed. attempt to flee, or get
as far away from
the user as psb., with a 50% chance that they will DROP any weapons
they had in hand
when struck by the Fear spell.
Duration: 6 turns (movement || melee as applicable).
Range: 24".
Monster Summoning II: This spell is identical
to Monster Summoning I except
that either 1 or 2 2nd Level monsters will appear.
Extension I: A spell to increase the Duration
of 1st through 3rd level spells by 50%.
Range: as spell to be extended.
5th Level:
Monster Summoning III: Same as Monster
Summoning II except that 1 or 2 3rd
Level monsters appear.
Extension II: Same as Extension I except it also applies to 4th level spells.
6th Level:
Legend Lore: By means of this spell the M-U
seeks to gain knowledge of some
lejendary item, place or person. (It is necessary for the referee to
decide if the sought-after
thing is in fact lejendary in the scope of his campaign.) Such a spell
requires great
conjuration, so the time necessary can range from days to weeks (roll
percentile dice,
01 = 1 day -- 00 = 100 days). Often tiems the info gained throught
he spell will
come in the form of a riddle or a poem.
Repulsion: A spell which enables the user
to cause objects or entities to MOVE in a
course opposite from their intended course towards him.
Duration: 6 turns.
Range: 12".
Monster Summoning IV: Same as Monster Summoning
III except that but a single
monster of the 4th Level appears.
7th Level: (Spells with no saving throw unless otherwise indicated!)
Delayed Blast Fire Ball: As the name implies,
this spell is a Fire Ball which can be
thrown and timed with regard to its blast. In all respects it acts
as a normal Fire Ball,
but the blast can be delayed up to 10 melee turns (or one movement
TURN).
Reverse Gravity: This spell effects a cubic
AREA of 3", causing gravity within that
AREA to reverse itself. Those within the AREA fall upwards with the
force of a normal fall.
(Note the consequences when the spell is negated.)
Duration: 1 melee turn.
Range: 9".
Limited Wish: A spell which alters reality
past, present, or future, but only within
limited bounds. It cannot create or bring any form of treasure, for
example, and only a
portion of a wish might actually occur. (See dungeons & dragons,
MONSTERS &
TREASURE, page 33, Three Wishes.)
Power Word Stun: When this word is spoken
at any creature it will stun it for from
2-12 turns if the creature has up to 35 HP. If the creature has between
36 and 70
HP the stun lasts between 1-6 turns. It has no effect on creaturs over
70 HP.
Range: 12".
Phase Door: A spell which causes an invisible
door to open for the caster. This door
is exactly similar to a Passwall except that it is invisible
and only the M-U who CAST
the spell can USE the door. It lasts for seven uses and then vanishes.
It may be dispelled
with Dispell Magic only if such spells are CAST by a combined
level of magic which is not
less than twice the level of the caster of the Phase Door.
Range: 1".
Charm Plants: This spell charms the equivalent
of: 1 large oak, 6 medium sized
bushes, 12 small shrubs, or 24 little plants. These charmed plants
will do anything the
caster demands as long as it is within their ability to comply. For
example, combined
with several Magic Mouth spells, the plants could act as a warning
system.
Duration: until dispelled.
Range: 12".
Mass Invisibility: This spell is similar to
Invisibility
except that it affects as many as
6 dragon-sized objects or from 100-300 men and horses.
Duration: until dispelled.
Range: 24" .
Simulacrum: A spell which creates the duplicate
(form only) of any person the
Magic-User desires to duplicate. In order to make a complete Simulacrum
several other
spells are necessary. If snow is not available the user must cause
an Ice Storm from
which to fashion the form. When the form is completed he must then
USE a spell to
Animate it. Finally, a Limited Wish must be used to give
the form a personality and
knowledge similar to the real person which it imitates. In no event
will the Simulacrum
have the full-abilities (knowledge, level, etc.) of what it imitates,
but it will range from
30% to 60% of them. It is possible to detect a Simulacrum with
a Detect Magic spell,
close association, and so forth. If the real person confronts the Simulacrum
the real person
will be easily identifiable. If, however, the real person is dead the
Simulacrum
will
slowly gain the abilities of the former person (1%/week) until it reaches
90% similarity in
all respects; beyond this it cannot go. At all times it remains the
thing of its creator, and
whatever its creator tells it to do it will comply.
Monster Summoning V: Same as Monster
Summoning IV except with regard to a
5th Level monster appearing.
Extension III: Same as Extension
II except that it applies to 5th level spells and increases
Duration 100%.
8th Level:
Mass Charm: A Charm (Person
or Monster) which affects up to 30 levels, i.e. 30 level
1 creatures, 15 level 2 creatures, 10 level 3 creatures, and so on
in any combination which
is less than or equal to 30 levels. Saves are applicable, but the power
of the spell
causes the chance of saving to be -2.
Range: 12".
Clone: The process by which a small piece
of living flesh was taken and from it is
grown an exact duplicate of the person from whom the flesh was
taken. The duplicate, or
clone, produced is exactly as the person whom it duplicates at the
time the flesh was
taken, i.e. 8th level, 9th level, or whatever, and it knows
only that the original person
knew at that time. If a clone is created while the person from
whom it was gown is still
in existance the clone will either attempt to do away with the original
in order to assert
its reality or both the original and the clone will become insane.
The major usefulness of
this spell is that it allows a clone to be made if the originator is
destroyed, providing the
flesh and spell, along with proper instructions, are left behind.
Power Word-Blind: A spell like the Stun
except that its full-effects work up to 40 HP,
and it does not affect creatures with over 80 HP. Also, the effect
lasts either
from 2-8 days or from 1-4 days.
Symbol: An inscribed rune which if passed
over, touched, or read by a creature of a
different alignment from (or of hostile intent to) the inscriber the
Symbol
will take effect.
The various runes and their powers are:
Symbol of | Affect |
Fear | Unlimited -- as Fear spell |
Discord | Unlimited -- disharmony among all who pass |
Sleep | Unlimited -- a double strength Sleep spell |
Stunning | 150 level points as Power Word Stun |
Insanity | 100 level points become insane and may be restored only by a Remove Curse |
Death | 75 level points are killed |
A Symbol may be negated only by a M-U not
less than one level above the one
who placed it.
Permanent Spell: By means of this spell certain
other spells can be caused to function
permanently rather than for a limited duration, i.e. Detect Magic,
Read
Magic, Levitate,
Detect Evil, etc. It is of the utmost importance that the referee
place strict
limits on which spells may be made permanent as well as how many may
be permanently
placed on a creature || object. It is recommended that permanence be
limited to once
per object and twice per creature, so a MU may CAST one which affects
his head
(Read Magic for example) and one which affects his body
(Haste || Fly || Water Breathing are examples).
A Permanent Spell placed on a Wish would make the wish
repeat itself endlessly once it was uttered, so don't try to bend things!
Dispell
Magic
which are at least twice the level of the caster of the Permanent
Spell will negate it, so
three Warlocks could negate the spell of a 12th level Wizard (assuming
he read it from a
scroll, as he could not otherwise USE such a spell).
Mind Blank: By casting this spell on any person
the MU prevents any form
of detection by ESP, Clairvoyance, Clairaudience, Crystal
Ball gazing (incl. any
other form of skrying) Wishing Commune, or Contact Higher
Plane.
Duration: 1 game day.
Range: 1".
Polymorph Any Object: This spell allows the
polymorphing of any object to any
other shape, but its duration will be in direct relationship to the
similarity fo the object
polymorphed to what it has been altered to become. Thus, there are
three major
classes--animal, vegetable, and mineral--and various similar forms--man-like,
rock-lik,
many libed, and so on--as well as similarities in relationships--bird
is to feather,
tree is to leaf, drop of water is to puddle, flame is to fire ball,
etc. It is possible to change
a wall of stone to sand, a mighty tree into a sapling, a feather into
a bird, or an ape into a
man; and such changes will be lasting. The farther from the above guidelines
the
polymorph becomes the less likely is its permanency: (It is the function
of the referee to
decide what limits to place on the USE of this spell.) Size relationshop,
INT
relationshop, class relationshop, form similarity, and basic relationship
affect the spell's
duration; and a piece of rock changed to a man will last but a few
turns. Polymorphed
objects will emanate an aura of magic.
Basic duration: until dispell.
Range: 24".
Monster Summoning VI: Same as Monster Summoning
V except with regard to a
6th level monster appearing.
9th Level:
Meteor Swarm: A blast of four Fire Balls
(Jim!). thrown in whatever pattern the
caster desires, each of 10-60 points of damage--or eight Fire Balls
(Jim!) of one-half
normal diameter and 5-30 points damage may likewise be thrown.
Range: 24"
Shape Change: A spell used by a MU upon himself
which has the effect of a
Polymorph Others spell, i.e. the user may wish to become a golden
dragon and will have
the latter's abilities if he chooses to so change his shape to become.
Furthermore, it may
be altered at will--a MU changes to a roc and flies off; he changes
in flight to a
huge red dragon in order to attack an army beneath, is pursued by MUs
so
changes to a stone and plummets into a lake wherein he alters shape
and becomes a fish.
Duration: 10 to 15 turns, plus a number of turns
equal to the level of the MU.
Time Stop: This spell "freezes" time in a
3" cubic AREA surrounding the MU.
The user may MOVE freely, but any other creatures within the AREA,
or which subsequently
enter it, will be stopped in time w/ regard to the MU. THe MU
casting the spell should not be aware of how long the spell will last.
Duration: 2-5 melee turns.
Power Word -- Kill: A spell like the Blind
xcept that is will kill instantaneously
any creature up to 50 HP.
Gate: Employment of this spell opens a cosmic
portal and allows an ultra-powerful
being (such as Odin, Crom, Set, Cthulhu, the Shining One, a demi-god,
or whatever) to
come to this plane. It is recommended that the user of this spell have
a highly valid
reason for summoning such aid. The name of the being desired must be
called when the
spell is CAST. There is a 95% chance that the called being will come,
5% chance for some
other being coming instead. There is also a 5% chance that whatever
shows up will simply
return immed. after observing the situation.
The Wish: The same spell as found in a Ring
of Wishes (DUNGEONS AND
DRAGONS, MONSTERS & TREASURE, page 33). Using a Wish
Spell, however,
requires so great a conjuration that the user will be unable to do
anything further
magically for from 2-8 days.
Astral Spell: A spell which allows the user
to send his astral form, undetectable to
all but others on the astral plane, from his body to other places.
Note that a Power Word
Blind would not prevent this spell and would not blind the astral
form. The MU
may employ spells while in his astral body, but there is a 5% chance
per spell level that
the spell will fail. In failing the spell there is also a 2% chance
per spell level that he will
then be forced to return to his body. Example: An 18th level Wizard
in astral form attempts
to CAST a 6th level spell. There is a 30% chance that the spell will
fail, and if it
does fail there is a 12% chance that he will have to return to his
body. If while the MU
has left his body and is in the astral plane his body is moved beyond
the spell range
or destroyed the MU's astral form is immed. sent to jibber and shiek
on the
floor of the lowest hell.
Duration: Subterranean -- 12 turns; Outdoors --
8 game hours.
Range: Subterranean -- 24"; Outdoors -- 100 miles/level
from 18th upwards.
Movement of Astral Body: Subterranean -- 12"/turn;
Outdoors -- 100 miles per game hour/level from 18th upwards.
Maze: The USE of this spell puts its
victim in an extra-dimensional maze for from 2-8
melee turns. After the determined time has elapsed the creature will
reappear at the
spot where it was "mazed-out." Creatures with INT of 12 or better will
require
one-half the # of turns to escape (1-4), while those with INT under
6 will
req. from double to triple the amount of time to escape.
Range: 6".
Prismatic Wall: When this spell is invoked
a whirling, scintillating globe of multi-colors
springs into xistence around the MU. The sphere is 20' in diameter.
Any
creature below 8 HD which looks at the PrismaticWall will
be blinded for from 1-6 turns.
The colors of the wall indicate its powers, and they must be destroyed
in order to
negate the spell:
Color | Order | To Negate | USE & Effect of the Color |
Red | 1 | Ice Storm | prevents magical missiles
causes 12 points of damage when passed through |
Orange | 2 | Lightning | prevents non-magical missiles
causes 24 points of damage when passed through |
Yellow | 3 | Magic Missile | prevents all breath weapons
causes 48 points of damage when passed through |
Green | 4 | Passwall | Anti-location/detection
save vs. poison when passed through or dead |
Blue | 5 | Disintegrate | anti-cleric spell shield
save vs. stone when passed through or petrified |
Indigo | 6 | Dispell Magic | general-purpose force field
save vs. cold (as wand) when passing through or crystallized, dead, and irrecoverable |
Violet | 7 | Continual Light | anti-magic shell of unusual type
save vs. spell wehn passed through or permanently insane |
(Note: Referees may wish to change the order, negating spell, and/or
USE & effect of the
various colors in order to make it more difficult for their players
to break through a
Prismatic Wall.) The caster of the spell may pass through it
without harm. This spell is
one which applies itself well to permanency.
Duration: 1 game hour.
Monster Summoning VII: Same as Monster
Summoning VI xcept that a 7th level
monster appears. 7th level monsters are found only on referee's special
tables--those
monsters the ref' loves so well! Some suggested 7th Level monsters
are:
Stone Golem | Iron Golem | Lich (20th Level MU) |
Hell Hounds | Umber Hulk | 15th Level Thief |
Displacer Beast Pack | - | Hydra of 10 (Fire-Breathing) Heads |
Clerics:
2nd Level:
Silence, 15' Radius: This spell allows the
user to either CAST Silence upon himself
and his party so as to MOVE w/ no sound or to CAST the spell upon some
object or thing
to silence it.
Duration: 12 turns.
Range: 18".
Snake Charm: This spell is of variable
STR depending on the level of its user.
For each level the user has attained one level (1-6 HP) of snakes may
be charmed.
Thus, a 6th level Cleric could Snake Charm six normal snakes
or a very large one, and at
12th level the Cleric would be exactly twice as effective.
Duration: 7-12 melee turns or 2-5 turns.
Range: 6".
3rd Level:
Prayer: By means of this spell the Cleric
lowers the save of his opponents.
The prayer affects an AREA of 2" square. It lowers the saves of those
within the
AREA by 5% (1 point) plus 5% for every ten levels the Cleric has gained,
i.e. an 11th level
Cleric lowers the saves by 10%, and at 21st level it would jump to
15%.
Duration: turn of melee following the spell.
Range: 3".
Speak With Dead: A spell which allows the
user to converse with a dead body, the
Cleric being able to ask three questions. Note that the length of time
the creature has
been dead will be a consideration. Up to 7th level Clerics can only
converse with recent
dead (within 1-4 days); up to 14th level Clerics can converse with
creatures dead 1-4 months);
above 20th level Clerics have no limitations as to time. (The referee
will answer
the three questions asked in any reasonable form he desires, riddles
being recommended!).
6th Level:
Animate Objects: A spell by which objects
are animated for the purpose of attack/defense.
For example, stone statues may be animated, furniture may be animated,
and so forth. The heavier the object the slower will be its movement,
but the more deadly
will be its blows. An animated statue would MOVE 3"/turn, attack only
every other melee
round, have an armor value of 1, and do double damage (2-16 points),
striking as an 8th
level creature for purposes of hit determination, assuming the statue
was at least man-sized.
A chair would do small damage, but it would MOVE rapidly on its four
legs; a rug
would trip and smother; a tapestry would blind and smother. One large
object (approx.
twice as big as a man), two man-sized objects, or several small objects
can
be animated.
Duration: 6 turns.
Range: 6".
Find the Path: By means of this spell the
fastest and safest way out of a trap, maze,
or wilderness can be found. It will, for example, allow the user to
free himself from a
Maze spell in a single TURN after employing the spell, and if
a subsequent Maze was CAST
at him it would not have any effect.
Duration: 6 turns plus the level of the Cleric,
or 1 day outdoors.
Blade Barrier: When uttered this spell
creates a barrier up to 3" in diameter, its
whirling blades doing from 7-70 points of damage upon anyone or thing
which attempts
to pass through it.
Duration: 12 turns.
Range: 6".
Word of Recall: Before this spell is used
the Cleric must designate the sanctuary to
which he will be recalled when the spell is uttered. The Recall
acts
similarly to a Teleportation spell,
but there is no chance fo failure, and it takes only the Cleric back,
and only
to his Sanctuary. Note the Sanctuary may not be changed at will, but
if circumstances
force a change it can be allowed.
Speak With Monsters: This spell allows the
user to speak with any monster,
although whether or not the monster will desire to converse is another
matter enirely.
Duration: 3-12 questions.
Conjure Animals: This spell allows the
Cleric to conjure 1 large animal (elephant,
hippo', rhino', etc.), 3 medium sized animals (lions, tigers, bears,
etc.) or six small ones
(wolves, wild dogs, lynx, etc.). The animals so brought will obey the
Cleric.
Duration: 10 turns.
Range: 3".
7th Level:
Earthquake: This spell allows the user to
create a tremor of ltd. proportions.
When spoken the spell will tumble a small dwelling (even of sturdy
stone construction), a
wooden palisade, an earth rampart, a portion of a cliff, or whatever.
Cracks and
crevasses will appear in the earth, and 1 creature in 6 in the AREA
affected will fall in (dice
for all, 6's indicating the fall). Earthquake AREA 6"
X 6" plus 1" additional to both
dimensions for every three levels over 17th the Cleric has attained,
i.e. at 20th the AREA is
7" square, at 23rd it is 8" square, etc.
Duration: 1 turn.
Aerial Servant: This spell summons a creature
somewhat like an Invisible Stalker,
although it is more powerful. The Aerial Servant has but
one purpose: to bring to the
Cleric any creature or thing the Cleric desires. The Aerial Servant
will not fight, but it is
very FAST and strong, and it will attempt to simply take its object
by force and carry it
back to the Cleric. It ca carry weight up to about 500 pounds. It moves
at twice the
speed of an Air Elemental. It will surprise on a 1-4. Only an 18 STR
will allow any
chance of escape--for every percentage point allow a like chance of
escape, so an
18/50% has a 50% chance for escape. If frustrated from its purpose
the Aerial Servant
becomes insane and wll return to its sender, attacking and defending
as a double-strength
Invisible Stalker.
Wind Walk: When uttered this spell causes
the Cleric and his immed. surroundings
to become insubstantial and cloud-like. In this form the Cleric can
travel at great
SPEED (48"/turn) and wherever he wills. He can transport one other
person in this
fashion, provided that person is in close proximity (touching0 to the
Cleric.
Duration: until dispelled or 1 day max..
Holy Word: The pronouncement of a Holy
Word will affect creatures through the
12th level:
9th-12th level | deafen 1-6 turns |
5th-8th level | stun 2-20 turns |
under 5th level | kill |
Area affected: 4" x 4", surrounds the Cleric speaking the word.
Astral Spell: Same as employed by the MUs,
xcept chances for
failure/return are only 50% those of the MUs.
Symbol: Same as the spell employed by
MUs, xcept all spells which cause
permanent harm to the creature affected are not possible to the Cleric.
Part Water: Same spell as that for MUs xcept
that it is double STR,
and for every level the Cleric gains above 17th he may add 50% of the
base limits to the
depth && duration, i.e. at 18th level the Cleric could Part
Water 30' deep for 18 turns,
and at 19th level it would be 40' and 24 turns.
Control Weather: Same as MUs spell.
Raise Dead Fully: This spell is simply a Raise
Dead spell which also restores full
STR to the person so raised, and no REST or recuperation is required
thereafter. The
reverse of this spell disallows a save, automatically killing its TARGET
unless the
object is protected by a device to counter such spells.
Restoration: When this spell is employed it
will restore one full level of energy to
any person whom has lost such a level to the "Undead". It will not
restore levels of
energy lost in other manners, nor will it add levels not lost. The
reverse of this spell
causes an automatic loss of one energy level. The USE of this will
incapacitate the
Cleric for 2-20 days, so NPC Clerics cannot usu. be hired to CAST it.
Note that its reverse will not cause any incapacitation.
Spells in italics are the opposite (reversed)
for chaotic Clerics.
Tricks and Traps: (Additions)
1. Ginat bubbles which float about int he corridors and rooms of the
dungeons. The
slightest touch will explode them, causing from 1 to 10 dice damage
depending on
the level they are on. These bubbles might (1 in 6) contain a gem.
2. Statues which have 1-4, 1-6, or 1-8 different actions they perform
when approached
within 20'. Options are
do nothing,
point in a random direction,
point towards the nearest treasure,
recite a meaningless poem,
give a rhyming clue to a treasure,
emit a loud screeching noise,
pursue and attack,
offer a real or false map, etc.
3. A box of animal crackers which will spring to life when grasped;
for example,
a bear might dump a bowl of porridge on the player's head,
a giant fox might demnd a bunch of grapes or else he'll attack,
a lion will attack unless a thorn in his paw is removed, and so on.
At least one of the animals will give some treasure or aid of some
sort.
4. Rooms which emit rays or gases which cause unexpected reactions or
force players
entering to do things they do not necessarily desire to do, i.e.,
a room which causes all who enter to wish to attack
each other,
a room of greed,
a geas room,
a room which causes a sex to change,
a cursed room, etc.
5. Devices which have numbers of levers, buttons, dials or whatever;
and the movement of
each will cause a different thing to happen.
Typical examples of results:
1) damage to mover;
2) change alignment;
3) become another class;
4) become a monster;
5) lose a level;
6) teleported elsewhere
7) release various missiles which come out or down within a certain
area;
8) open pits or slides;
9) give various treasures;
10) give a magic item; and
11) give some bonus to experience or abilities
6. Door which will open only for a certain class of player or to one alignment.
7. Doors which will open only for monsters.
8. Doors which will open to allow traffic into an AREA but not out of it.
9. Doors which have intelligence (and which are usu. malign).
10. A lengthy corridor 20' wide, at the end of which is a 20' square
room which, upon being
entered, slides backward with an imperceptible motion, so that when
it is left from its
opposite side the party is actually traversing a section of the same
20' corridor
again. This process can be repeated with one or more additional rooms
in series.
11. A passage which slants down one level to a set of stairs which lead
to a door to an
elevator room which goes down one or two levels. The exit from the
elevator room is
another down-slanting passage at the base of which is a slide down.
In this way no
less than five levels will be descended while the party believes that
only two have been
descended.
12. Vegetation which holds (grass is fine for this),
entwines (vines or brambles),
moves,
flails branches (shrubs and trees),
shouts warnings,
hurls missiles (fruit, nuts, thorns), or
emits perfumes which cause death, forgetfulness, sleep or the like
(flowers and fruits).
13. Furniture which is animated to trip, confine, and smother (rugs
and carpets) or
move about and hug and kick (stools, chairs, divans) or blinds and
throws down (tapestries
and wall hangings). (Ours is known as the "Living Room".)
14. Room complexes which are all parts of a monster, the first room
being the mouth, the
next the stomach, and so forth.
15. Lice or other parasites which turn to germs or burrowing killers
if removed from the
body of a recently killed monster.
16. A pit which is also a transported, sending anyone who falls into
it into an exactly similar
pit (or elsewhere).
17. Slides at the bottom of pits which lead to a mosnter.
18. A great bas-relief face which if looked upon will either bestow
some worthwhile
knowledge or increase to the beholder or else cause him to save versus
magic or lese
be turned into a wart on its face or something similar (see A. Merritt's
FACE IN THE
ABYSS for a good example.
19. A wishing well which gives fulfillment of wishes according to the
value of the item tossed
within it. Of course, some wells are inhabited by a horrible monster
who hoards
treasure.
20. Treasures which are hidden as part of the monster: Fur that is of
great value, gem eyes
or claws, horns of precious material, creatures whose hard shells are
actually shields
of magical value, magical teeth and fangs, gizzards full of gems, hollow
horns with
magical items inside, spikes which are platinum, and so on. (Checking
this all out
requires a lot of time...)
21. Chests and cases with false bottoms and hidden compartments, so
the entire treasure is
difficult to find. For example, a wand might contain a secret compartment
with a
highly valuable magic ring.
22. Statues with a small piece missing; if the missing portion is found
and replaced, the
statue turns back to its original form and serves the person. A Cyclops
with a missing
eye, for example, which is a very large diamond held by a nearby monster.
If the eye is
found and replaced the Cyclops will serve for a limited period of time.
Of course,
some such statues are Stone Golems which will attack when made whole.
23. Have an area where magical items are forged and constructed, run
by next-to unbeatable
creatures. For an exorbitant price these items can be purchased, but
there is
no guarantee that they will actually work. Examples of prices are:
trades for a number
of other items greater in overall value than the desired item; the
entirety of a Red
Dragon's horde, some item in the possession of a Evil High Priest,
Wizard, or demigod.
24. A hall of gambling where there are some great items to be won, but
where the stakes are
large amounts of money and magic items and the games are fixed. (Teach
the players
that you can't expect to get something for nothing!)
25. Items such as rings, apparel, weapons, etc. which cause bickering,
and discord, thus
bringing more monsters to the sound of thet loud arguing.
26. Items which cause their wearer to immediately shrink to a minimus,
requiring a
Growth Potion to restore normal size once again.
27. Items which cause warning devices to fail and alertness to wane,
thus ESP doesn't work,
secret doors are missed, slanting passages go undetected, and so forth.
28. Treasures protected by force fields. The force fields will give
damage if touched, but
levers and buttons nearby will have a chance of lowering the field.
Naturally, most of
these switches will cause bad things to happen.
MONSTROUS TRICKS AND COMBINATION MONSTERS
29. Animals which appear to be perfectly harmless but are deadly:
Oxen which are cross-bred with Gorgons,
small lizards which are able to breath fire,
craetures which grow to huge size if approached too closely,
or animals which turn into some horrid monster if touched are typical
examples.
30. A giant with faces or multiple heads which can never be surprised,
and with four additional
eyes is able to see invisible and hidden objects and co-ordinate no
less than
two attacks per melee round.
31. Giants known as "Rock Giants" which so closely resemble stone that
they can be detected
seldom (1 in 12 is a good percentage).
32. Fire-resistant mummies. Many players will get used to frying these
monsters with oil,
but watch the fun when they run into one of these critters!
33. Skeleton