DUNGEONS & DRAGONS

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-
Pocket
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