DUNGEONS & DRAGONS
Dedicated to all the fantasy wargamers
who have enthusiatically played and expanded upon the CHAINMAIL Fantasy
Rules,
with thanks and gratitude.
Here is something better!
Special thanks to the Midwest Military
Simulation Association,
the Lake Geneva Tactical Studies Association,
Rob Kuntz and Tom Keogh (in memorium).
ONCE UPON A TIME, long,
long ago there was a little group known as the Castle and Crusade Society.
Their fantasy rules were published, and
to this writer's knowledge, brought about much of the current interest
in fantasy wargaming.
For a time, the group grew and prospered,
and Dave Arneson decided to begin a medieval fantasy campaign game for
his active Twin Cities club.
From the map of the "land" of the "Great
Kingdom" and environs -- the territory of the C&C Society --
Dave located a nice bog wherein to nest
the weird enclave of "Blackmoor", a spot between the "Great Kingdom" and
the fearsome "Egg of Coot".
From the CHAINMAIL fantasy rules he drew
ideas for a far more complex and exciting game, and thus began a campaign
which still thrives as of this writing!
In due course the news reached my ears,
and the result is what you have in your hands at this moment.
While the C & C Society is no longer,
its spirit lives on, and we believe that all wargamers who are interested
in the medieval period, not just fantasy buffs, will enjoy playing DUNGEONS
and DRAGONS.
Its possibilities go far beyond any previous
offerings anywhere!
While it is possible
to play a single game, unrelated to any other game events past or future,
it is the campaign for which these rules are designed.
It is relatively simple to set up a fantasy
campaign, and better still, it will cost almost nothing.
In fact you will not even need miniature
figures, although their occasional employment is recommended for real spectacle
when battles are fought.
A quick glance at the Equipment
section of this booklet will reveal just how little is required.
The most extensive requirement is time.
The campaign referee will have to have
sufficient time to meet the demands of his players,
he will have to devote a number of hours
to laying out the maps of his "dungeons" and upper terrain before the affair
begins.
The third booklet of this set will be
of great help in this respect,
for a number of helpful suggestions regarding
how to accomplish it all have been given in order to help you accomplish
the
task with a minimum of time and effort.
There should be no want of players, for
there is unquestionably a fascination in this fantasy game -- evidenced
even by those who could not by any stretch of the imagination be twemed
ardent wargamers.
The longevity of existing campaings (notably
"Blackmoor" in the Twin Cities and "Greyhawk" in Lake Geneva) and the demand
for these rules from people outside these campaigns point to a fantastic
future.
Tactical Studies Rules believes that of
all forms of wargaming, fantasy will soon become the major contender for
first place.
The section of this booklet entitled Scope
will provide an idea of just how many possibilities are inherent in DUNGEONS
& DRAGONS.
These rules are strictly
fantasy.
Those wargamers who lack imagination,
those who don't care for Burroughs' Martian adventures where John Carter
is groping through black pits,
who feel no thrill upon reading Howard's
Conan saga,
who do not enjoy the de Camp & Pratt
fantasies or Fritz Leiber's Fafhrd and the Gray Mouser pitting their swords
against evil sorceries will not be likely to find DUNGEONS and DRAGONS
to their taste.
But those whose imaginations know no bounds
will find that these rules are the answer to their prayers.
With this last bit of advice we invite
you to read on and enjoy a "world" where the fantastic is fact and magic
really works!
E. Gary Gygax
Tactical Studies Rules Editor
1 November 1973
Lake Geneva, Wisconsin
INTRODUCTION
These rules are as
complete as possible within the limitations imposed by the
space of three booklets. That is, they
cover the major aspects of fantasy campaigns
but still remain flexible. As with any
other set of miniatures rules they are
guidelines to follow in designing
your own fantastic-medieval campaign. They
provide the framework around which you
will build a game of simplicity or tremendous
complexity -- your time and imagination
are about the only limiting
factors, and the fact that you have purchased
these rules tends to indicate that
there is no lack of imagination -- the
fascination of the game will tend to make
participants find more and more time.
We advise, however, that a campaign be
begun slowly, following the steps outlined
herein, so as to avoid becoming too
bogged down with unfamiliar details at
first. That way your campaign will build
naturally, at the pace best suited to
the referee and players, smoothing the way
for all concerned. New details can be
added and old "laws" altered so as to provide
continually new and different situations.
In addition, the players themselves
will interact in such a way as to make
the campaign variable and unique, and this
is quite desirable.
If you are a player
purchasing DUNGEONS and DRAGONS rules in order
to improve your situation in an existing
campaign, you will find that there is a
great advantage in knowing what is herein.
If your referee has made changes in the
rules and/or tables, simply note them
in pencil (for who knows when some flux
of the cosmos will make things shift once
again!), and keep the rules nearby as
you play. A quck check of some rule or
table may bring hidden treasure or save
your game "life".
Men & Magic
(Vol. 1) details what characters can be played, potentials, limitations,
and various magical spells. Monsters
& Treasure (Vol. II) describes the beasts
and creatures which will be encountered,
as well as the kind and amount of treasure
they are likely to guard, including
magical items. Finally,
The Underworld &
Wilderness Adventures (Vol. III)
tells how to set up and actually play the campaign.
It is presented last in order to allow
the reader to gain the perspective
necessary -- the understanding o the two
preceeding booklets.
Read through the entire work in the order
presented before you attempt to play.
SCOPE:
With the various equippage
listed in the following section DUNGEONS and
DRAGONS will provide a basically complete,
nearly endless campaing of all levels
of fantastic-medieval wargame play. Actually,
the scope need not be restricted to
the medieval; it can stretch from the
prehistoric to the imagined future, but such
expansion is recommended only at such
time as the possibilities in the medieval
aspect have been thoroughly explored.
The use of paper, pencil, and map boards
are standard. Miniature figures can be
added if the players have them available
and so desire, but miniatures are not
required, only esthetically pleasing; similarly,
unit counters can be employed -- with
or without figures -- although by themselves,
the bits of cardboard lack the eye-appeal
of the varied and brightly painted
miniature figures.
Age Level: 12 years and up
Number of Players: At least one
referee and from four to fifty players can be
handled in any single campaign, but the
referee to player ration should be about 1:20 or thereabouts.
RECOMMENDED EQUIPMENT:
Dungeons & Dragons (you have it!)
Outdoor Survival (available from your hobby dealer or directly from Avalon Hill Company, 4517 Harford Road, Baltimore MD 21214)
Dice -- the following different
kinds of dice are available from TSR
1 pair 4-sided dice
1 pair 8-sided dice
4 to 20 pairs 6-sided
dice
1 pair 20-sided dice
1 pair 12-sided dice
Chainmail miniature rules, latest edition (available from your hobby dealer or directly from TSR Hobbies, POB 756, Lake Geneva, Wi. 53147)
1 3-Ring Notebook (referee
and each player)
Graph Paper (6 lines
per inch is best)
Sheet Protectors (heaviest
possible)
3-Ring Lined Paper
Drafting Equipment
and Colored Pencils
Scratch Paper and Pencils
Imagination
1 Patient Referee
Players
PREPARATION FOR THE CAMPAIGN:
The referee bears the
entire burden here, but if care and thought are used, the
reward will more than repay him. First,
the referee must draw out a minimum of
half a dozen maps of the levels of his
"underworld", people them with monsters
of various horrid aspect, distribute treasures
accordingly, and note the location
of the latter two on keys, each
corresponding to the appropriate level. This
operation will be more fully described
in the third volume of these rules.
When this task is completed the participants
can them be allowed to make their first
descent into the dungeons beneath the
"huge ruined pile, a vast castle built by
generations of mad wizards and insane
geniuses". Before they begin, players must
decide what role they will play in the
campaign, human or otherwise, fighter,
cleric, or magic-user. Thereafter they
will work upwards -- if they survive -- as
they gain "experience". First, however,
it is necessary to describe fully the roles possible.
CREATING THE PLAYER CHARACTER
1. Roll 3d6 for abilities
2. Choose race
3. Choose class
4. Adjust Abilities
Class | S | I | W |
Cleric (Wis) | 3:1 | 2:1 | - |
Fighting-Man (Str) | - | 2:1 | 3:1 |
Magic-User (Int) | - | - | 2:1 |
5. Choose alignment
(Dwarf = Lawful or Neutral) (Elf = Lawful or Neutral) (Hobbit=Lawful)
6. 3d6 x 10 = starting
gold. Buy Equipment.
DETERMINATION OF ABILITIES
Prior to the character
selection by players it is necessary for the referee to roll
three six-sided dice in order to rate
each as to various abilities, and thus aid them
in selecting a role. Categories of ability
are: Strength, Intelligence,
Wisdom, Dexterity,
Constitution,
and Charisma.
Each player notes his appropriate scores,
obtains a similar roll of three dice to determine the number of Gold
Pieces (Dice score x 10) he starts with, and then opts for a role.
A sample of the record of a character looks
appears like this.
Name: Xylarthen | - | - | - | - | Class: Magic-User |
Strength: 6 | Intelligence: 11 | Wisdom: 13 | Dexterity: 9 | Constitution: 12 | Charisma: 8 |
Gold Pieces: 70 | - | - | - | - | Experience: Nil |
This supposed player
would have progressed faster as a cleric, but because of a personal preference
for magic opted for that class.
With a strength of only 6 there was no
real chance for him to become a fighter.
A dexerity of 9 (low average) means that
he will not be particularly fast nor accurate.
His constitutional score indicates good
health and the ability to take punishment of most forms.
He is below average in charisma, but not
hopelessly so.
1. ABILITIES
Explanation of Abilities:
The first three categories
are the prime requisites for each of the three classes,
Fighting-Men, Magic-Users, and Clerics.
(See the Bonuses
and Penalties to Advancement due to Abilities table which appears
hereafter.)
Strength is the prime requisite
for fighters.
Clerics can use strength on a 3 for 1
basis in their prime requisite area (wisdom), for purposes of gaining experience
only.
Strength will also aid in opening traps
and so on.
Intelligence is the prime requisite
for magical types.
Both fighters and Clerics can use it in
their prime requisite areas (strength and wisdom respectively) on a 2 for
1 basis.
Intelligence will also affect referees'
decisions as to whether or not certain action would be taken, and it allows
additional languages to be spoken.
Characters with an Intelligence score above
10 may learn additional languages, one language for every point above 10
intelligence factors.
Thus, a man with an intelligence level
of 15 could speak 7 languages, i.e. the commoon tongue, his divisional
language, a 5 creature languages.
Wisdom is the prime requisite for
Clerics.
It may be used on a 3 for 1 basis by fighters,
and on a 2 for 1 basis by Magic-Users, in their respective prime requisite
areas.
Wisdom rating will act much as does that
for intelligence.
Dexterity applies to both manual
speed and conjuration.
It will indicate the chracter's missile
ability and speed with actions such as firing first, getting off a spell,
etc.
3-8 | Fire any missile at -1 |
9-12 | - |
13-18 | Fire any missile at +1 |
Constitution is a combination of
health and endurance.
It will influence such things as the number
of hits which can be taken and how well the character can withstand being
paralyzed, turned to stone, etc.
6 or less | Minus 1 from each hit die* |
8 or 7 | 40% to 50% chance of survival |
9 - 12 | 60% to 90% chance of survival |
13 or 14 | Will withstand adversity |
15 or more | Add +1 to each hit die |
Charisma is a combination of appearance,
personality, and so forth.
Its primary function is to determine how
many hirelings of unusual nature a character can attract.
This is not to say that the cannot hire
men-at-arms and employ mercenaries, but the charisma function will
affect loyalty of even these men.
Players will, in all probability, seek
to hire Fighting-Men, Magic-Users, and/or Clerics in order to strengthen
their roles in the campaign.
A player-character can employ only as
many as indicated by his charisma score.
Charisma Score | Maximum # Hirelings | Loyalty Base |
3-4 | 1 | -2 |
5-6 | 2 | -1 |
7-9 | 3 | -- |
10-12 | 4 | -- |
13-15 | 5 | +1 |
16-17 | 6 | +1 |
18 | 12 | +4 |
Bonuses and Penalties to Advancement
due to Abilities:
(Low score is 3-8; Average is 9-12; High
is 13-18)
Prime requisite 15 or more: | Add 10% to earned experience |
Prime requisite 13 or 14 | Add 5% to earned experience |
Prime requisite of 9 - 12 | Average, no bonus or penalty |
Prime requisite 8 or 7 | Minus 10% from earned experience |
Prime requisite 6 or less | Minus 20% from earned experience |
Note: Average scores are 9-12.
Units so indicated may be used to increase
prime requisite total insofar as this does not bring that category
below average, i.e. below a score of 9.
3. RACES
- | Cleric | Fighting-Men | Magic-User |
Human | yes | yes | yes |
Dwarf | - | yes, 6 | - |
Elf | - | yes, 4 | yes, 8 |
Hobbit | - | yes, 4 | - |
Dwarves:
ALIGNMENT: Lawful, Neutral
Dwarves may opt only for the fighting class,
and they may never progress beyond the 6th level (Myrmidon).
Their advantages are:
1) they have a high level of magic resistance,
and they thus add four levels when rolling saving throws (a 6th level dwarf
equals a 10th level human);
2) they are the only characters able to
fully employ the +3 Magic War Hammer (explained in Volume III);
3) they note slanting passages, traps,
shifting walls and new construction in underground settings; and
4) they are able to speak the languages
of Gnomes, Kobolds and Goblins in addition to the usual tongues (see LANGUAGES
in this Volume).
ALIGNMENT: Lawful, Neutral
Elves can begin as either Fighting-Men
or Magic-Users and freely switch class
whenever they choose, from adventure to
adventure, but not during the
course of a single game. Thus, they gain
the benefits of both classes and may use
both weaponry and spells. They may use
magic armor and still act as Magic-Users.
However, they may not progress beyond
4th level Fighting-Man (Hero) nor 8th
level Magic-User (Warlock). Elves are
more able to note secret and hidden doors.
They also gain the advantages noted in
CHAINMAIL rules fighting certain fantastic creatures.
Finally, Elves are able to speak the languages
of Orcs, Hobgoblins, and Gnolls in addition to their own (Elvish) and other
usual tongues.
Hobbits:
ALIGNMENT: Lawful
Should any player wish to be noe, he will
be limited to the Fighting-Men
class as a hobbit. Hobbits cannot progress
beyond the 4th level (Hero), but they will
have magic-resistance equal to dwarves
(add four levels for saving throws), and they
will have deadly accuracy with missiles
as detailed in CHAINMAIL.
Other Character Types: There is
no reason that players cannot be allowed to play as
virtually anything, provided they begin
relatively weak and work up to the top, i.e. a
player wishing to be a Dragon would have
to begin as let us say, a "young" one and
progress upwards in the usual manner,
steps being predetermined by the campaign
refereee.
3. CLASSES
Class | Weapons Allowed | - | - |
Cleric | Any non-edged | - | - |
Fighting-Man | Any | - | - |
Magic-User | Dagger | - | - |
CHARACTERS:
There are three (3) main classes of characters:
Fighting-Men
Magic-Users
Clerics
Fighting Men includes the characters
of elves and dwarves and even hobbits.
Magic-Users includes only men and
elves.
Clerics are limited to men only.
All non-human players are restricted in
some aspects and gifted in others.
This will be dealt with in the paragraphs
pertaining to each non-human type.
Levels:
There is theoretical limit to how high
a character may progress, i.e.
20th level Lord, 20th level Wizard, etc.
Distinct names have only been included for the base levels, but this does
not influence progression.
Levels Above those Listed:
Progressions of Dice for Accumulative
Hits, Fighting Capability, and Spells & Levels may not be evident.
An 11th level Lord would get 10 + 3 dice
and fight as he did at the 10th level;
but at 12th level, he could get 11+1 dice
and fight at Superhero +2.
At 13th level dice would be 11+3 with
Fighting Capability at Superhero +2.
A 17th level Wizard would get 9+3 dice
and fight as a 16th level,
just as an 18th level Wizard would get
dice of 10+1 with no change in Fighting Capabilities --
the change coming at the 19th level, fighting
then being done at Wizard +3.
An 11th level Patriarch would get dice
of 7+3 with Fighting Capability unchanged;
at 12th level dice would be 8+1 with no
change in fighting;
and at 13th level the Patriarch would
get 8+2 and fight as a Superhero --
the next change in Fighting Capability
coming at the 17th level.
Spell progression for MUs is: 17th level
Wizard -- 6, 6, 6, 5, 5, 5, ;
18th level Wizard -- sixes across the
board; and aso on.
Spell progression for Clerics is: 11th
level Patriarch -- 4, 4, 4, 3, 3;
12 level Patriarch -- fours across the
board;
13th level Patriarch -- 5, 5, 5, 4, 4;
and so on.
Dice for Accumulative Hits (Hit Dice):
This indicates the number of dice which
are rolled in order to determine how many
HP a character can take. Plusses
are merely the number of pips to add to
the total of all dice rolled not to each die.
Thus a Super Hero gets 8 dice +2; they
are rolled and score 1, 2, 2, 3, 3, 4, 5, 6/
totals 26+2=28, 28 being the number of
points of damage teh character
could sustain before death. Whether sustaining
accumulative hits will otherwise
affect a character is left to the discretion
of the referee.
Fighting Capability:
This is a key to use in conjunction with
the CHAINMAIL fantasy rule, as modified in various places herein.
An alternative system will be given later
for those who prefer a different method.
Spells & Levels:
The number above each column is the spell
level (complexity, a
somewhat subjective determination on the
part of your authors). The number in
each column opposite each applicable character
indicates the number of spells
each level that can be used (remembered
during any single adventure) by that character.
Spells are listed and explained later.
A spell used once may not be re-used in
the same day.
Fighting-Men-:
All magical weaponry is usable by fighters,
and this in itself is a big advantage.
In addition, they gain the advantage of
more "hit dice" (the score of which determines how many points of damage
can be taken before a character is killed).
They can use only a very limited amount
of magical items of the non-wewaponry variety, however, and they can use
no spells.
Fighting-Men
Level | Title | XP | HD | THACO | Death Ray or
Poison |
All Wands -
Including Polymorph or Paralization |
Stone | Dragon
Breath |
Staves &
Spells |
1 | Veteran | 0 | 1+1 | 19 | 12 | 13 | 14 | 15 | 16 |
2 | Warrior | 2000 | 2 | 19 | 12 | 13 | 14 | 15 | 16 |
3 | Swordsman | 4000 | 3 | 19 | 12 | 13 | 14 | 15 | 16 |
4* | Hero | 8000 | 4 | 17 | 10 | 11 | 12 | 13 | 14 |
5 | Swashbuckler | 16,000 | 5+1 | 17 | 10 | 11 | 12 | 13 | 14 |
6** | Myrmidon | 32,000 | 6 | 17 | 10 | 11 | 12 | 13 | 14 |
7 | Champion | 64,000 | 7+1 | 14 | 8 | 9 | 10 | 10 | 12 |
8 | Superhero | 120,000 | 8+2 | 14 | 8 | 9 | 10 | 10 | 12 |
9 | Lord | 240,000 | 9+3 | 14 | 8 | 9 | 10 | 10 | 12 |
10 | Lord, 10th level | - | - | 12 | 6 | 7 | 8 | 8 | 10 |
11 | Lord, 11th level | - | - | 12 | 6 | 7 | 8 | 8 | 10 |
12 | Lord, 12th level | - | - | 12 | 6 | 7 | 8 | 8 | 10 |
13 | Lord, 13th level | 10 | 4 | 5 | 5 | 5 | 8 |
Top-level fighters (Lords and above) who
build castles are considered "Barons",
and as such they may invest in their holdings
in order to increase their income (see the INVESTMENTS
section of Volume III).
Base income for a Baron is a tax rate
of 10 Gold Pieces/inhabitant of the barony/game year.
Top level magic-users are perhaps the most
powerful characters in the game,
but it is a long, hard road to the top,
and to begin with they are weak,
so survival is often the question, unless
fighters protect the low-level magical types
until they have worked up. The whole plethora
of enchanted items lies at the
magic-users beck and call, save the arms
and armor of the fighters (see, however Elves);
Magic-Users may arm themselves with daggers
only.
<revised as per GH>
Magic-Users
Level | Title | XP | HD | THACO | Death Ray
or Poison |
All Wands --
Including Polymorph or Paralization |
Stone | Dragon
Breath |
Staves &
Spells |
1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 |
1 | Medium | 0 | 1 | 19 | 13 | 14 | 13 | 16 | 15 | 1 | - | - | - | - | - | - | - | - |
2 | Seer | 2500 | 1+1 | 19 | 13 | 14 | 13 | 16 | 15 | 2 | - | - | - | - | - | - | - | - |
3 | Conjurer | 5000 | 2 | 19 | 13 | 14 | 13 | 16 | 15 | 3 | 1 | - | - | - | - | - | - | - |
4 | Theurgist | 10,000 | 2+1 | 19 | 13 | 14 | 13 | 16 | 15 | 4 | 2 | - | - | - | - | - | - | - |
5 | Thaumaturgist | 20,000 | 3 | 19 | 13 | 14 | 13 | 16 | 15 | 4 | 2 | 1 | - | - | - | - | - | - |
6 | Magician | 35,000 | 3+1 | 17 | 11 | 12 | 11 | 14 | 12 | 4 | 2 | 2 | - | - | - | - | - | - |
7 | Enchanter | 50,000 | 4 | 17 | 11 | 12 | 11 | 14 | 12 | 4 | 3 | 2 | 1 | - | - | - | - | - |
8* | Warlock | 75,000 | 5 | 17 | 11 | 12 | 11 | 14 | 12 | 4 | 3 | 3 | 2 | - | - | - | - | - |
9 | Sorcerer | 100,000 | 6+1 | 17 | 11 | 12 | 11 | 14 | 12 | 4 | 3 | 3 | 2 | 1 | - | - | - | - |
10 | Necromancer | 200,000 | 7 | 17 | 11 | 12 | 11 | 14 | 12 | 4 | 4 | 3 | 3 | 2 | - | - | - | - |
11 | Wizard | 300,000 | 8+1 | 14 | 8 | 9 | 8 | 11 | 8 | 4 | 4 | 4 | 3 | 3 | - | - | - | - |
12 | Wizard, 11th Level | - | 8+2 | 14 | 8 | 9 | 8 | 11 | 8 | 4 | 4 | 4 | 4 | 4 | 1 | - | - | - |
13 | Wizard, 13th Level | - | 8+3 | 14 | 8 | 9 | 8 | 11 | 8 | 5 | 5 | 5 | 4 | 4 | 2 | - | - | - |
14 | Wizard, 14th Level | - | 11+ 3 | 14 | 8 | 9 | 8 | 11 | 8 | 5 | 5 | 5 | 4 | 4 | 3 | 1 | - | - |
15 | Wizard, 15th Level | - | 11 + 4 | 14 | 8 | 9 | 8 | 11 | 8 | 5 | 5 | 5 | 4 | 4 | 4 | 2 | - | - |
16 | Wizard, 16th Level | - | 11 + 5 | 12 | 5 | 6 | 5 | 8 | 3 | 5 | 5 | 5 | 5 | 5 | 5 | 2 | 1 | - |
17 | Wizard, 17th Level | - | 11 + 6 | 12 | 5 | 6 | 5 | 8 | 3 | 6 | 6 | 6 | 5 | 5 | 5 | 2 | 2 | - |
18 | Wizard, 18th Level | - | 11 + 7 | 12 | 5 | 6 | 5 | 8 | 3 | 6 | 6 | 6 | 6 | 6 | 6 | 2 | 2 | 1 |
19 | Wizard, 19th Level | - | 11 + 8 | - | - | - | - | - | - | 7 | 7 | 7 | 6 | 6 | 6 | 3 | 2 | 2 |
20 | Wizard, 20th Level | - | 11 + 9 | - | - | - | - | - | - | 7 | 7 | 7 | 7 | 7 | 7 | 3 | 3 | 2 |
21 | Wizard, 21st Level | - | 11 + 10 | - | - | - | - | - | - | 8 | 8 | 8 | 7 | 7 | 7 | 3 | 3 | 3 |
22 | Wizard, 22nd Level | - | 11 + 11 | - | - | - | - | - | - | 8 | 8 | 8 | 8 | 8 | 8 | 4 | 3 | 3 |
Wizards and above
may manufacture for their own use (or for sale) such items as potions,
scrolls, and just about anything else magical.
Costs are commensurate with the value
of the item, as is the amount of game time required to enchant it.
Examples of costs are:
Item | Cost |
Scroll of Spells | 100 Gold Pieces/Spell/Spell Level/Week (a 5th level spell would require 500 GP and 5 weeks) |
Potion of Healing | 250 GP + 1 week |
Potion of Giant Strength | 10,000 GP + 4 weeks |
Enchanting 20 Arrows | 1000 GP + 4 weeks |
Enchanting Armor to +1 | 2000 GP + 2 months |
Wand of Cold | 10,000 GP + 6 months |
X-Ray Vision Ring | 50,000 GP + 1 year |
Research by magical types can be done at
any level of experience, but the level of
magic involved dicates the possibility
of success, as well as the amount of money
necessary to invest. Assume that a Magic-User
can use a 4th level spell (explained later),
therefore he could develop a new spell
provided it was equal to or less than 4th level.
All this will be explained fully in the
section dealing with SPELLS.
Clerics: Clerics gain some of the
advantages from both of the other two classes
(Fighting-Men and Magic-Users) in that
they have the use of magic armor and all
non-edged magic weapons (no arrows!),
plus they have numbers of their own
spells. In addition, they are able to
use more of the magical items than are the
Fighting-Men.
<revised as per GH>
Clerics
Level | Title | XP | HD | THACO | Death Ray
or Poison |
All Wands --
Including Polymorph or Paralization |
Stone | Dragon
Breath |
Staves &
Spells |
1 | 2 | 3 | 4 | 5 | 6 | 7 |
1 | Acolyte / Evil Acolyte | 0 | 1 | 19 | 11 | 12 | 14 | 16 | 15 | - | - | - | - | - | - | - |
2 | Adept / Evil Adept | 1500 | 2 | 19 | 11 | 12 | 14 | 16 | 15 | 1 | - | - | - | - | - | - |
3 | Village Priest / Shaman | 3000 | 3 | 19 | 11 | 12 | 14 | 16 | 15 | 2 | - | - | - | - | - | - |
4 | Vicar / Evil Priest | 6000 | 4 | 17 | 11 | 12 | 14 | 16 | 15 | 2 | 1 | - | - | - | - | - |
5 | Curate / Evil Curate | 12,000 | 4+1 | 17 | 9 | 10 | 12 | 14 | 12 | 2 | 2 | - | - | - | - | - |
6 | Bishop / Evil Bishop | 25,000 | 5 | 17 | 9 | 10 | 12 | 14 | 12 | 2 | 2 | 1 | 1 | - | - | |
7 | Lama / Evil Lama | 50,000 | 6 | 14 | 9 | 10 | 12 | 14 | 12 | 2 | 2 | 2 | 1 | 1 | - | - |
8 | Patriarch / Evil High Priest | 100,000 | 7 | 14 | 9 | 10 | 12 | 14 | 12 | 2 | 2 | 2 | 2 | 2 | - | - |
9 | Patriarch, 9th Level | - | 7+1 | 14 | 6 | 7 | 9 | 11 | 9 | 3 | 3 | 3 | 2 | 2 | - | - |
10 | Patriarch, 10th Level | - | 8 + 1 | 12 | 6 | 7 | 9 | 11 | 9 | 3 | 3 | 3 | 3 | 3 | - | - |
11 | Patriarch, 11th Level | - | 8 + 1 | 12 | 6 | 7 | 9 | 11 | 9 | 4 | 4 | 4 | 3 | 3 | - | - |
12 | Patriarch, 12th Level | - | 8 + 2 | 12 | 6 | 7 | 9 | 11 | 9 | 4 | 4 | 4 | 4 | 4 | 1 | - |
13 | Patriarch, 13th Level | - | 8 + 2 | 10 | 3 | 5 | 7 | 8 | 7 | 5 | 5 | 5 | 4 | 4 | 1 | - |
14 | Patriarch, 14th Level | - | 8 + 3 | - | - | - | - | - | - | 5 | 5 | 5 | 5 | 5 | 2 | - |
15 | Patriarch, 15th Level | - | 8 + 3 | - | - | - | - | - | - | 6 | 6 | 6 | 5 | 5 | 2 | - |
16 | Patriarch, 16th Level | - | 8 + 4 | - | - | - | - | - | - | 6 | 6 | 6 | 6 | 6 | 3 | - |
17 | Patriarch, 17th Level | - | 8 + 4 | - | - | - | - | - | - | 7 | 7 | 7 | 6 | 6 | 3 | 1 |
18 | Patriarch, 18th Level | - | 8 + 5 | - | - | - | - | - | - | 7 | 7 | 7 | 7 | 7 | 4 | 1 |
19 | Patriarch, 19th Level | - | 8 + 5 | - | - | - | - | - | - | 8 | 8 | 8 | 7 | 7 | 4 | 2 |
20 | Patriarch, 20th Level | - | 8 + 6 | - | - | - | - | - | - | 8 | 8 | 8 | 8 | 8 | 5 | 2 |
Clerics versus Undead Monsters
Monster
Type | 1 Acolyte | 2 Adept | 3 Village Priest | 4 Vicar | 5 Curate | 6 Bishop | 7 Lama | 8 Patriarch |
Skeleton | 7 | T | T | D | D | D | D | D |
Zombie | 9 | 7 | T | T | D | D | D | D |
Ghoul | 11 | 9 | 7 | T | T | D | D | D |
Wight | N | 11 | 9 | 7 | T | T | D | D |
Wraith | N | N | 11 | 9 | 7 | T | T | D |
Mummy | N | N | N | 11 | 9 | 7 | T | T |
Spectre | N | N | N | N | 11 | 9 | 7 | T |
Vampire | N | N | N | N | N | 11 | 9 | 7 |
Numbers are the score to match or
exceed in order to turn away, rolled with two six-sided dice.
T = Monster turned away, up to two dice
in number.
D = Dispelled/dissolved, up to two dice
in number.
N = No Effect.
A full explanation of each spell follows.
Note that under lined Clerical spells
are reversed by evil Clerics.
Also, note the Clerics versus Undead
Monsters table,
indicating the strong effect of the various
clerical levels upon the undead;
however, evil Clerics do not have this
effect, the entire effect being lost.
When clerics reach the top level (Patriarch)
they may opt to build
their own stronghold, and when doing so
receive help from "above".
Thus, if they spend 100,000 Gold Pieces
in castle construction, they may build a
fortress of double that
cost.
Finally, "faithful" men will come to such
as castle, being fanatically loyal, and they will serve at no cost.
There will be from 10-60 heavy cavalry,
10-60 horsed crossbowmen ("Turcopole
type"),
and 30-180 heavy foot.
Note that Clerics of
7th level and greater are either "Law" or Chaos", and
there is a sharp distinction between them.
If a Patriarch receiving the above
benefits changes sides, all the benefits
will immediately be removed!
Clerics with castles of their own will
have control of a territory similar to the
"Barony" of fighters, and they will receive
"tithes" equal to 20 Gold Pieces/Inhabitant/year.
Note: There are Anti-Clerics (listed below)
who have similar powers to Clerics.
Those Clerical spells underlined on the
table for Cleric Spells have a reverse effect, all others functioning as
noted.
The chief exception is the Raise Dead
spell which becomes: The Finger of Death.
Anti-Clerics: Evil Acolyte, Evil Adept, Shaman, Evil Priest, Evil Curate, Evil Bishop, Evil Lama, Evil High Priest.
Changing Character Class: While
changing class (for other than elves) is not recommended,
the following rule should be applied:
In order for men to change
class they must have a score of 16 or
better in the prime requisite (see below) of
the class they wish to change to, and
this score must be unmodified. A Cleric
with a "strength" of 15, for example,
could not become a Fighting-Man. In any
event Magic-Users cannot becoem Clerics
and vice-versa.
Character Alignment, Including Various
Monsters and Creatures: Before the game
begins it is not only neccessary to select
a role, but it is also necessary to determine
what stance the character will take -
Law, Neutrality, or Chaos.
Character types are limited as follows
by this alignment:
Law | Neutrality | Chaos |
Men* | Men* | Men* |
Hobbits | Nixies | Evil High Priests |
Patriarchs | Pixies | Goblins/Kobolds |
Treants | Dryads | Hobgoblins/Gnolls |
Unicorns | Griffons | Giants |
Pegasi | Animals | Orcs |
Hippogriffs | Elves* | Ogres |
Elves* | Rocs* | Trolls |
Lycanthropes* | Dwarves/Gnomes* | Wights |
Rocs* | Lycanthropes* | Lycanthropes |
Dwarves/Gnomes* | Orcs | Wraiths |
Centaurs* | Ogres | Mummies |
- | Dragons | Spectres |
- | Wyverns | Vampires |
- | Centaurs* | Medusae |
- | Hydrae | Manticores |
- | Purple Worms | Gargoyles |
- | Sea Monsters | Gorgons |
- | Chimerae | Minotaurs |
- | Minotaurs | Dragons |
- | Giants | Chimerae |
* An asterisk indicates that the
name appears in both the Law and Neutrality columns.
An underline indicates that the name appears
in both the Neutrality and Chaos columns.
5. LANGUAGES: The "common tongue"
spoken throughout the "continent" is known by most humans.
All other creatures and monsters which
can speak have their own language, although some (20%) also know the common
one.
Law, Chaos and Neutrality also have common
tongues spoken by each respectively.
One can attempt to communicate through
the common tongue, language particular to a creature class, or one of the
divisional languages (law, etc.).
While not understanding the language,
creatures who speak a divisional tonue will recognize a hostile one and
attack.
Characters with an Intelligence score
above 10 may learn additional languages, one language for every point above
10 intelligence factors.
Thus, a man with an intelligence level
of 15 could speak 7 languages, i.e. the commoon tongue, his divisional
language, a 5 creature languages.
Of course, MU's spells and some magic
items will enable the speaking and communicating of languages.
6. MONEY & EQUIPMENT
3d6 x 10 = starting gold.
BASIC EQUIPMENT AND COSTS:
It will be necessary for players to equip
their characters with various basic
items of equipment. Selection of items
is strictly up to the players, and GP are
taken away accordingly (players may sell
to one another, of course, and then GP would be transferred.
Item | Cost (In GP) | Weight (in pounds) | AC |
Leather Armor | 15 | 25 | 7 |
Chain-type Mail | 30 | 50 | 5 |
Plate Mail | 50 | 75 | 3 |
Helmet | 10 | 5 | - |
Shield | 10 | 15 | -1 |
Barding (Horse Armor) | 150 | 75 | - |
Armor Class | Description |
0 | - |
1 | - |
2 | Plate Armor & Shield |
3 | Plate Armor |
4 | Chain Mail & Shield |
5 | Chain Mail |
6 | Leather & Shield |
7 | Leather Armor |
8 | Shield Only |
9 | No Armor or Shield |
Dagger | 3 | 2 |
Hand Axe | 3 | 5 |
Mace | 5 | 5 |
Sword | 10 | 5 |
Battle Axe | 7 | 10 |
Morning Star | 6 | 10 |
Flail | 8 | 10 |
Spear | 1 | ? |
Pole Arm | 7 | 15 |
Halberd | 7 | 15 |
Two-Handed Sword | 15 | ? |
Lance | 4 | ? |
Pike | 5 | 15 |
Short Bow | 25 | 5* |
Long Bow | 40 | 5* |
Composite Bow | 50 | 5* |
Light Crossbow | 15 | ? |
Heavy Crossbow | 25 | ? |
Quiver of 20 Arrows | 10 | * |
Case with 30 Quarrels | 10 | ? |
20 Arrows / 30 Quarrels | 5 | * |
Silver Tipped Arrow | 5 | ? |
HERBS
Wolvesbane, bunch | 10 | ? |
Belladona, bunch | 10 | ? |
Garlic, bud | 5 | ? |
LIVESTOCK
Mule | 20 | - |
Draft Horse | 30 | - |
Light Horse | 40 | - |
Warhorse, Medium | 100 | - |
Warhorse, Heavy | 200 | - |
MISCELLANEOUS
50' of Rope | 1 | * | |
10' Pole | 1 | * | |
12 Iron Spikes | 1 | * | |
Small Sack | 1 | * | 5# capacity |
Large Sack | 2 | * | 30# capacity |
Leather Back Pack | 5 | * | 30# capacity |
Water/Wine Skin | 1 | * | |
6 Torches | 1 | * | |
Lantern | 10 | * | |
Flask of Oil | 2 | * | |
3 Stakes & Mallet | 3 | * | |
Steel Mirror | 5 | * | |
Silver Mirror, Small | 15 | * |
PROVISIONS
Wine, quart (2 pints) | 1 | - |
Iron Rations (for dungeon expeditions), 1 person, 1 week | 15 | - |
Standard Rations for 1 person, 1 week | 5 | - |
RELIGIOUS ITEMS
Wooden Cross | 2 | - |
Silver Cross | 25 | - |
Holy Water/Vial | 25 | - |
TRANSPORT
Cart | 100 | - |
Wagon | 200 | - |
Raft | 40 | - |
Small Boat | 100 | - |
Small Merchant Ship | 5000 | - |
Large Merchant Ship | 20,000 | - |
Small Galley | 10,000 | - |
Large Galley | 30,000 | - |
Other items cost may be calculated by comparing to similar items listed above.
INN MENU
Hench | - | - | - | - |
TAVERN MENU
Hench | - | - | - | - |
(Weight which can be carried)
Weight of a man | 175 |
Load in GP Equal to Light Foot Movement (12") | 75 |
Load in GP Equal to Heavy Foot Movement (9") | 100 |
Load in GP Equal to Armd. Foot Movement (6") | 150 |
Maximum Load/Person at half normal movement | 300 |
Miscellaneous equipment (rope, spikes, bags, etc.) | 8 |
WEIGHTS AND EQUIVALENTS
1 Coin (Copper, Silver, or Gold) | 0.1 |
1 Scroll or Piece of Jewelry | 2 |
1 Potion or Wine Skin | 3 |
1 Flagon or Chalice | 5 |
1 Wand with Case | 10 |
1 Staff with Case | 30 |
1 Gem | 0.1 |
Example Employing Encumbrance:
A character equips himself
with the following:
75 | Plate Armor |
5 | Helmet |
15 | Shield |
10 | Flail |
5 | Bow, Quiver & 20 Arrows |
2 | Dagger |
8 | Misc. Equipment |
1200 | TOTAL |
The character would move
at the speed of an Armored Footman (6"/turn).
He could pick up an additional
30# weight of treasure and incur no
movement penalty. Weight
over 150# would incur the penalty of half-speed
noted above, although equiipment
could be discarded in order to avoid this penalty.
7. MAGIC
A spell used once may not be re-used in
the same day.
MAGICAL RESEARCH
Both magic-users and Clerics may attempt
to expand on the spells listed (as
applicable by class). This is a matter
of time and investment. The level of the
magic required to operate the spell (determination
by referee) dictates the initial
investment. Investment for 1st level is
2,000 GP,
2nd level is 4,000 GP,
3rd level is 8000 GP,
4th level is 16,000 GP,
5th level is 32,000 GP, and
6th level is 64,000 GP.
The time required is 1 week per spell
level.
For every amount equal to the basic investment
spent there is a 20% chance of success, cumulative.
An investment of 10,000 GP in order develop
a new 1st level spell, for example, has a 100% chance of success after
1 game week.
The level of the spell being researched must be consistent with the level of the MU or Cleric involved, i.e. the character must be able to USE spells equal to or above the level of the one he desires to create.
Once a new spell is created the researcher
may include it in the list appropriate to its level.
He may inform others of it, thus enabling
them to utilize it, or he may keep it to himself.
BOOKS OF SPELLS
Characters who employ
spells are assumed to acquire books containing the spells they can use,
one book for each level.
If a duplicate set of such books is desired,
the cost will be the same as the initial investment for research as listed
above, i.e. 2,000, 4,000, 8,000, etc.
Loss of these books will require replacement
at the above expense.
8. EXPERIENCE
Experience Points: XP are awarded
to players by the referee with
appropriate bonuses or penalties for prime
requisite scores. As characters meet
monsters in mortal combat and defeat them,
and when they obtain various forms
of treasure (money, gems, jewelry, magical
items, etc.), they gain "experience".
This adds to their XP total, gradually
moving them upwards through
the levels.
Gains in XP will be relative; thus an 8th
level MU
operating on the 5th dungeon level would
be awarded 5/8 experience.
Let us assume he gains 70000 GP for defeating
a troll (which is a 7th level monster, as it has over 6 HD).
Had the monster been only a 5th level
one experience would be awarded on a 5/8 basis as already stated, but as
the monster guarding the
treasure was a 7th level one experience
would be awarded on a 7/8 basis thus;
7000 GP + 700 for killing the troll =
7700 divided by 8= 962.5 x 7 = 6037.5.
XP are never awarded above
a 1 for 1 basis, so even if a character
defeats a higher level monster he will
not receive XP above the total
of treasure combined with the monster's
kill value.
It is also recommended
that no more XP be awarded for any single
adventure than will suffice
to move the character upwards one
level. Thus, a "veteran" (1st level) gains
what would normally be 5000 XP; however,
as this would move
him upwards two levels, the referee
should award only sufficient points to bring
him to "warrior" (2nd level), say 3999
if the character began with 0 XP.
9. COMBAT
ALTERNATIVE COMBAT SYSTEM
This system is based
upon the defensive and offensive capabilities of the combatants;
such things as speed, ferocity, and weaponry
of the monster attacking are subsumed in the matrixes.
There are two charts, one for men versus
men or monsters and one for monsters (incl. kobolds, goblins,
orcs, etc.) versus men.
ATTACK MATRIX I.: MEN ATTACKING
TARGET
20-Sided Die Score to Hit by Level*
Armor Class | Description | Level 1-3 | 4-6 | 7-9 | 10-12 | 13-15 | 16 & + |
0 | - | 19 | 17 | 14 | 12 | 10 | 7 |
1 | - | 18 | 16 | 13 | 11 | 9 | 6 |
2 | Plate Armor & Shield | 17 | 15 | 12 | 10 | 8 | 5 |
3 | Plate Armor | 16 | 14 | 11 | 9 | 7 | 4 |
4 | Chain Mail & Shield | 15 | 13 | 10 | 8 | 6 | 3 |
5 | Chain Mail | 14 | 12 | 9 | 7 | 5 | 2 |
6 | Leather & Shield | 13 | 11 | 8 | 6 | 4 | 1 |
7 | Leather Armor | 12 | 10 | 7 | 5 | 3 | 1 |
8 | Shield Only | 11 | 9 | 6 | 4 | 2 | 1 |
9 | No Armor or Shield | 10 | 8 | 5 | 3 | 1 | 1 |
* Fighting-Men: Magic-Users advance in
steps based on five levels/group (1-5, 6-10, etc.), and
Clerics in steps based on four levels/group
(1-4, 5-8, etc.).
Normal men equal 1st level fighters.
ATTACK MATRIX II.: MONSTERS ATTACKING
TARGET:
Armor Class | Dice Up to 1 | 1+1 | 2 - 3 | 3+1 - 4 | 4+1 - 6 | 6+1 - 8 | 9-10 | 11+ |
0 | 19 | 18 | 17 | 15 | 14 | 13 | 11 | 9 |
1 | 18 | 17 | 16 | 14 | 13 | 12 | 10 | 8 |
2 | 17 | 16 | 15 | 13 | 12 | 11 | 9 | 7 |
3 | 16 | 15 | 14 | 12 | 11 | 10 | 8 | 6 |
4 | 15 | 14 | 13 | 11 | 10 | 9 | 7 | 5 |
5 | 14 | 13 | 12 | 10 | 9 | 8 | 6 | 4 |
6 | 13 | 12 | 11 | 9 | 8 | 7 | 5 | 3 |
7 | 12 | 11 | 10 | 8 | 7 | 6 | 4 | 2 |
8 | 11 | 10 | 9 | 7 | 6 | 5 | 3 | 1 |
9 | 10 | 9 | 8 | 6 | 5 | 4 | 2 | 0 |
All base scores to hit will be modified
by magic armor and weaponry.
Missile hits will be scored by using the
above tables at long range and decreasing Armor Class by 1 at medium and
2 at short range.
SAVING THROW MATRIX:
Class & Level | Death Ray or
Poison |
All Wands --
Including Polymorph or Paralization |
Stone | Dragon
Breath |
Staves &
Spells |
Fighting-Men 1-3 | 12 | 13 | 14 | 15 | 16 |
Magic-User 1-5 | 13 | 14 | 13 | 16 | 15 |
Cleric 1-4 | 11 | 12 | 14 | 16 | 15 |
Fighter 4-6 | 10 | 11 | 12 | 13 | 14 |
Magic-User 6-10 | 11 | 12 | 11 | 14 | 12 |
Cleric 5-8 | 9 | 10 | 12 | 14 | 12 |
Fighter 7-9 | 8 | 9 | 10 | 10 | 12 |
Magic-User 11-15 | 8 | 9 | 8 | 11 | 8 |
Cleric 9-12 | 6 | 7 | 9 | 11 | 9 |
Fighter 10-12 | 6 | 7 | 8 | 8 | 10 |
Magic-User 16+ | 5 | 6 | 5 | 8 | 3 |
Cleric 13+ | 3 | 5 | 7 | 8 | 7 |
Fighter 13+ | 4 | 5 | 5 | 5 | 8 |
Failure to make the total indicated above
results in the weapon having full effect, i.e.
you are turned to stone, take full damage
from dragon's breath, etc.
Scoring the total indicated above (or
scoring higher) means the weapon has no effect (death ray, polymorph, paralization,
stone, or spell) or one-half-effect
(poison scoring one-half of the total
possible hit damage and dragon's breath
scoring one-half of its full damage).
Wands of cold, fire balls, lightning, etc. and
staves are treated as indicated but saving
throws being made result in one-half damage.
11. ENCOUNTERS
TALK | FIGHT | WAIT | ADVANCE | FLEE |
ENCOUNTERS \ TALK
While not understanding the language,
creatures who speak a divisional tongue will recognize a hostile one and
attack.
Monsters can be lured into service if they are of the same basic alignment as the PC, or they can be Charmed and thus ordered to serve.
12. NPCs: In all probability the
referee will find it beneficial to allow participants in the campaign to
"hire into service" one or more characters.
At times this may be nothing more than
a band of mercenaries hired to participate in and share the profits from
some adventure.
However it is likely that players will
be desirous of acquiring a regular entourage of various character types,
monsters, and an army of some form.
NPCs can be hired as follows:
Only the lowest level of character types
can be hired.
The player wishing to hire a NPC "advertises"
by posting notices at inns and taverns,
frequents public places seeking the desired
hireling,
or sends messengers to whatever place
the desired character type would be found (elf-land, dwarf-land, etc.).
This costs money and takes time, and the
referee must determine expenditures.
Once some response has been obtained,
the player must make an offer to tempt the desired character type into
his service.
As a rule of thumb a minimum offer of
100 GP would be required to tempt a human
into service,
dwarves are more interested in gold, MUs
and elves desire magical items,
and Clerics want some assurance of having
a place of worship in which to house themselves.
Monsters can be lured into service if they are of the same basic alignment as the PC, or they can be Charmed and thus ordered to serve.
Note, however, that the term "monster" includes men found in the dungeons, so in this way some high-level characters can be brought into a character's service, charisma allowing or through a Charm spell.
Some reward must be offered to a monster
in order to induce it into service (not just sparing its life, for example).
The mosnter
will react, with appropriate plusses or
minuses, according to the offer, the referee
rolling 2d6 and adjusting for charisma:
Dice Score | Reaction |
2 | Attempts to attack |
3-5 | Hostile reaction |
6-8 | Uncertain |
9-11 | Accepts off |
12 | Enthusiast, Loyalty +3 |
An "Uncertain" reaction leaves the door open to additional reward offers, but scores under 6 do not.
Capture of Non-Player Monsters: Morale
dice can cause a man or intelligent monster
to attempt to surrender or become subdued.
When this happens an offer of service
can be made (assuming that communication
is possible) as outlined above.
Subdued monsters will obey for a time
without need to check their reactions,
and such monsters are salable (see Volume
II).
Loyalty of Non-Player Characters (Including
Monsters): Men, dwarves and elves will serve as retainers with relative
loyalty so long as they receive their pay regularly,
are treated fairly, and not continually
exposed to extra-hazardous duty, and receive bonuses when they are taking
part in some dangerous venture.
Judgement of this matter is perforce subjective
on the part of the campaign referee, but there is a simple guideline:
When one or more of such characters are
taken into service, a loyalty check is made by rolling 3d6.
Adjustments are made for charisma
and initial payments for service, and the loyalty of the character(s)
ntoed by the referee. (The player wil
not have any knowledge of what it is without some method of reading minds.)
Loyalty Score | Morale |
3 or less | Will desert at first opportunity |
4-6 | -2 on morale dice |
7-8 | -1 on morale dice |
9-12 | Average morale dice |
13-14 | +1 on morale dice |
15-18 | +2 on morale dice |
19 and above | Need never check morale |
NPCs and men-at-arms
will have to make morale checks
(using the above reaction table or "Chainmail")
whenever a highly dangerous or
un-nerving situation arises. Poor morale
will mean that those in question will not
perform as expected.
Periodic re-checks of loyalty should be
made.
Length of service, rewards, etc. will
bring additional plusses.
Poor treatment will bring minuses.
Relatives:
The referee may allow players to designate one relative of his character
to inherit his possessions if for any
reason the participant unexpectedly disappears,
with or without "death" being positively
established, for a period of one
game month, let us sa. At this time the
relative would inherit the estate of the
character, paying a 10% tax on all
goods and monies. The relative must start at
the lowest level of the class he opts
for, but he will have the advantage of the inheritance.
If the character returns,
he takes possession of his estate once more (referee's
option as to willingness of the relative
to give it up) but must pay an additional
10% tax in order to regain his own. Optionally
the relative may be allowed to stay
on as a NPC in the service of the PC.
Loyalty of the relative in such a circumstance
wold be at a penalty of from 0 to -6, and he would possibly intrigue to
regain control.
Characters without a
relative will lose all their possessions should they disappear
and not return before whatever period
is designated as establishing death.
SPELLS TABLE
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
2nd Level
1. Detect Invisible
2. Levitate
3. Phantasmal Forces
4. Locate Object
5. Invisibility
6. Wizard Lock
7. Detect Evil
8. ESP
9. Continual Light
10. Knock
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 from Normal Missiles
14. Water Breathing
4th Level
Polymorph Others
Polymorph Self
Remove Curse
Wall of Fire
Wall of ICe
Confusion
Charm Monster
Growth/Plant
Dimension Door
Wizard Eye
Massmorph
Hallucinatory Terrain
5th Level
Teleport
Hold Monster
Conjure Elemental
Telekinesis
Transmute Rock-Mud
Wall of Stone
Wall of Iron
Animate Dead
Magic Jar
Contact Higher Plane
Pass-Wall
Cloudkill
Feeblemind
Growth/Animal
6th Level
Stone-Flesh
Reincarnation
Invisible Stalker
Lower Water
Part Water
Projected Image
Anti-Magic Shell
Death Spell
Geas
Disintegrate
Move Earth
Control Weather
SPELLS TABLE
Clerics
1st Level
Cure Light Wounds
Purify Food & Water
Detect Magic
Detect Evil
Protection / Evil
Light
2nd Level
Find Traps
Hold Person
Bless
Speak with Animals
3rd Level
Remove Curse
Cure Disease
Locate Object
Continual Light
4th Level
Cure Serious Wounds
Neutralize Poison
Protection from Evil, 10' r
Turn Sticks to Snakes
Speak with Plants
Create Water
5th Level
Dispell Evil
Raise Dead
Commune
Quest
Insect Plague
Create Food
EXPLANATION OF SPELLS:
Magic-Users:
1st Level
Detect Magic: A spell to determine
if there has been some enchantment laid on a person, place or thing.
It has a limited range and short duration.
It is useful, for example, to discover
if some item is magical, a door has been "held" or "wizard locked", etc.
Hold Portal: A spell to hold a door,
gate or the like.
It is similar to a locking spell (see
below) but is not permanent.
Roll two dice to determine the duration
of the spell in turns.
Dispell Magic (see below) will
immediately negate it, a strong anti-magical creature will shatter it and
a Knock (see below) will open it.
Read Magic: The means by which the
incantations on an item or scroll are read.
Without such a spell or similar device
magic is unintelligible to even a Magic-User.
The spell is of short duration (one or
two readings being the usual limit).
Read Languages: The means by which
directions and the like are read, particularly on treasure maps.
It is otherwise like the Read Magic
spell above.
Protection from Evil: This spell
hedges the conjurer round with a magic circle to keep out attacks from
enchanted monsters.
It also servesas an "armor" from various
evil attacks, adding a +1 to all saving throws and taking a -1 from hit
dice of evil opponents.
(Note that this spell is not cumulative
in effect with magic armor and rings, although it will continue to keep
out enchanted monsters.)
Duration: 6 turns.
Light: A spell to cast light in
a circle 3" in diameter, not equal to full daylight.
It lasts for a number of turns equal to
6+ the number of levels of the user;
thus, a 7th level MU would cast the spell
for 13 turns.
Charm Person: This spell applies
to all two-legged, generally mammalian figures near to or less than man-size,
excluding all monsters in the "Undead" class but including
Sprites, Pixies, Nixies, Kobolds, Goblins,
Orcs, Hobgoblins, and Gnolls.
If the spell is successful it will cause
the charmed entity to come completely under the influence of the MU until
such time as the "charm" is dispelled (Dispell Magic).
Range: 12".
Sleep: A Sleep spell affects from
2-16 1st level types (HD of up to 1+1),
from 2-12 2nd level types (HD of up to
2+1),
from 1-6, 3rd level types,
and but 1 4th level type (up to 4+1 HD).
The spell always affects up to the number
of creatures determined by the dice.
If more than the number rolled could be
affected, determine which "sleep" by random selection.
Range: 24"
2nd Level:
Detect Invisible (Objects): A spell
to find secreted treasure hidden by an Invisibility spell (see below).
It will also locate invisible creatures.
Duration: 6 turns.
Range: 1" x the level of the MU casting
it, i.e. a "Wizard" would have a range of 11", more if he was above the
base value.
Levitate: This spell lifts the caster,
all motion being in the vertical plane; however, the user could, for example,
levitate to the ceiling, and move horizontally by use of his hands.
Duration: 6 turns + the level of the user.
Range (of levitation): 2"/level of MU,
with upwards motion at 6" / turn.
Phantasmal Forces: The creation
of vivid illusions of nearly anything the user envisions (a projected mental
image so to speak).
As long as the caster concentrates on
the spell, the illusion will continuee unless touched by some living creature,
so there is no limit on duration, per se.
Damage caused to viewers of a Phantasmal
Force will be real if the illusion is believed to be real.
Range: 24".
Locate Object: In order for this
spell to be effective it must be cast with certain knowledge of what is
to be located.
Thus, the exact nature, dimensions, coloring,
etc. of some magical item would have to be known in order for the spell
to work.
Well known objects such as a flight of
stairs leading upwards can be detected with this spell however.
The spell gives the user the direction
of the object desired but not the distance.
The desired object must be within range.
Range: 6" + 1"/level of the MU employing
the spell, i.e. a "Necromancer" has a 16" range.
Invisibility: A spell which lasts
until it is broken by the user or by some outside force (remember that
as in CHAINMAIL, a character cannot remain invisible and attack).
It affects only the person or thing upon
whom or which it is cast.
Wizard Lock: Similar to a hold
portal, this spell lasts indefinitely.
It can be opened by a Knock without
breaking the spell.
A Wizard Lock can be passed through
without a spell of any kind by a MU three levels above the one who placed
the spell.
Detect Evil: A spell to detect evil
thought or intent in any creature or evilly enchanted objects.
Note that poison, for example, is neither
good nor evil.
Duration: 2 turns.
Range: 6".
ESP: A spell which allows the user
to detect the thoughts (if any) of whatever lurks behind doors or in the
darkness.
It can penetrate solid rock up to about
2' in thickness, but a thin coating of lead will prevent its penetration.
Duration: 12 turns.
Range: 6".
Continual Light: This spell creates
a light wherever the caster desires.
It sheds a circle of illumination 24"
in diameter, but does not equal full daylight.
It continues to shed light until dispelled.
Range: 12".
Knock: A spell which opens secret
doors, held portals, doors locked by magic, barred or otherwise secured
gates, etc.
Range: 6".
3rd Level:
Fly: By means of this spell the
user is able to fly at a speed of up to 12" / turn.
The spell lasts for the number of turns
equal to the level of the MU plus the number of pips on a six-sided die
which is secretly determined by the referee.
Hold Person: A spell similar to
a Charm Person, but which is of both limited duration and greater
effect.
It will effect from 1-4 persons.
If it is cast at only a single person
it has the effect of reducing the target's save against Magic by -2.
Duration: 6 turns + level of the caster.
Range: 12".
Dispell Magic: Unless countered,
this spell will be effective in dispelling enchantments of most kinds (referee's
option),
except those on magical items and the like.
This is modified by the following formula.
The success of a Dispell Magic
spell is a ratio of the dispeller over the original spell caster, so if
a 5th level MU attempts to dispell the spell of a 10th level MU there is
a 50% chance of success.
Duration: 1 turn.
Range: 12".
Clairvoyance: Same as ESP spell except the spell user can visualize rather than merely pick up thought.
Clairaudience: Same as Clairvoyance
except it allows hearing rather than visualization.
This is one of the few spells whicih can
be cast through a Crystal Ball (see Volume II).
Fire Ball: A missile which springs
from the finger of the MU.
It explodes with a burst radius of 2"
(slightly larger than specified in CHAINMAIL).
In a confined space the Fire Ball
will generally conform to the shape of the space (elongate or whatever).
The damage caused by the missile will
be in proportion to the level of its user.
A 6th level MU throws a 6-die missile,
a 7th a 7-die missile,
and so on.
(Note that Fire Balls from Scrolls (see
Volume II) and Wand are 6-die missiles and those from Staves are 8-die
missiles).
Duration: 1 turn.
Range: 24".
Lightning Bolt: Utterance of this
spell generates a lightning bolt 6" long and up to 3/4" inches wide.
If the space is not long enough to allow
full extension, the missile will double back to attain 6", possibly striking
its creator.
It is otherwise similar to a Fire Ball,
but as stated in CHAINMAIL the head of the missile may never extend beyond
the 24" range.
Protection from Evil, 10' Radius: A Protection from Evil spell which extends to include a circle around the MU and also lasts for 12 rather than 6 turns.
Invisibility, 10' Radius: An Invisibility spell with an extended projection but otherwise no different from the former spell.
Infravision: This spell allows the
recipient to see infra-red light waves, thus enabling him to see in total
darkness.
Duration: 1 day.
Range of infravision: 40-60'.
Slow Spell: A broad-area spell which
effects up to 24 creatures in a maximum area of 6" x 12".
Duration: 3 turns.
Range: 24".
Haste Spell: This is exactly the
opposite of a Slow Spell in effect, but otherwise like it.
Note that it will counter its opposite
and vice-versa.
Protection from Normal Missiles:
The recipient of this charm becomes impervious to normal missiles.
This implies only those missiles projected
by normal (not above normal) men and/or weapons.
Duration: 12 turns.
Range: 3".
Water Breathing: A spell whereby
it is possible to breathe under water without harm or difficulty.
Duration: 12 turns.
Range: 3".
4th Level:
Polymorph Self: A spell allowing
the user to take the shape of anything he desires,
but he will not gain thereby acquire the
combat statistics of the thing he has polymorphed himself to resemble.
That is, while the user may turn himself
into a dragon of some type, he will not gaint the ability to fight and
breathe, but he will be able to fly.
Duration: 6 turns + the level of the MU
employing it.
Polymorph Others: Unlike the spell
Polymorph
Self, this spell lasts until it is dispelled.
The spell gives all characteristics of
the form of the creature, so a creature polymorphed into a dragon acquires
all of the dragon's ability -- not necesarily mentality, however.
Likewise, a troll polymorphed into a snail
would have innate resistance to being stepped on and crushed by a normal
man.
Range: 6".
Remove Curse: A spell to remove
any one curse or evil sending.
Note that using this spell on a "cursed
sword", for example, would make the weapon an ordinary sword, not some
form of enchanted blade.
Range: adjacent to the object.
Wall of Fire: The spell will create
a wall of fire which lasts until the MU no longer concentrates to maintain
it.
The fire wall is opaque.
It prevents creatures with under four
hit dice from entering/passing through.
Undead will take two dice of damage (2-12)
and other creatures one die (1-6) when breaking through the fire.
The shape of the wall can be either a
plane of up to 6" width and 2" in height, or it can be cast in a circle
of 3" diameter and 2" in height.
Range: 6".
Wall of Ice: A spell to create a
wall of ice six inches thick, in dimensions like that of a Wall of Fire.
It negates the effects of creatures employing
fire and/or fire spells.
It may be broken through by creatures
with four or more HD, with damage equal to one die (1-6) for non-fire employing
creatures and double that for fire-users.
Range: 12".
Confusion: This spell will immediately
effect creatures with 2 or fewer HD.
For creatures above 2 HD the following
formula is used to determine when the spell takes effect:
score of a d12 roll less the level of
the MU casting the spell = delay in effect, i.e. a positive difference
means a turn delay, while a zero or negative difference means immediate
effect.
Creatures with 4 or more HD will have
saves against Magic, and on those turns they make their saves they are
not confused;
but this check must be made each turn
the spell lasts, and failure means they are confused.
The spell will effect as many creatures
as indicated by the score rolled on 2d6 with the addition of +1 for each
level above the 8th that the MU casting the spell has attained.
Confused creatures will attack the MUs
party (dice score 2-5), stand around doing nothing (6-8), or attack each
other (9-12).
Roll each turn.
Duration: 12 turns.
Range: 12".
Charm Monster: The counterpart of
a Charm Person spell which is employable against all creatures.
If animals or creatures with 3 or fewer
HD are involved determine how many are affected by the spell by rolling
3d6.
It is otherwise identical to the Charm
Person spell.
Growth of Plants: This spell causes
normal brush or woords to become thickly overgrown, and entangled with
creepers, vines, thorns, briars and so on, so as to make the area virtually
impassable.
It will affect an AREA of up to 30 square
inches, the dimensions decided by the caster of the spell.
Duration: until the spell is negated by
a Dispell Magic.
Range: 12".
Dimension Door: A limited Teleport
spell which allows the object to be instantaneously transported up to 36"
in any direction (including up or down).
There is no chance of misjudging when
using a Dimension Door, so the user always arrives exactlywhere
he calls, i.e. 12" upwards, 32" east, etc.
Range: 1"
Wizard Eye: A spell which allows
the user to send a visual sensor up to 24" away in order to observe the
scene without himself moving.
The "eye" is invisible.
It moves 12"/turn.
Duration: 6 turns.
Massmorph: This spell is used to
conceal up to 100 men (or creatures of near man size) as a woods or orchards.
The concealed figures may be moved through
without being detected as anything other than trees, and it will not effect
the spell.
It will be negated by a comand for the
caster or by means of a Dispell Magic spell.
Range: 24".
Hallucinatory Terrain: By means
of this spell terrain features can either be hidden or created -- an illusion
which effects a large AREA.
Thus, a swamp, hill, ridge, woods, or
the like can be concealed or made to appear.
The spell is broken when the magicked
AREA is contacted by an opponent.
5th Level:
Teleport: Instantaneous transportation
from place to place, regardless of the distance involved, provided the
user knows where he is goining (the topography of the arrival AREA).
Without certain knowledge of the destination
teleportation is 75% uncertain, so a score of less than 75% of the percentile
dice results in death.
If the user is aware of the general topography
of his destination, but has not carefully studied it, there is an uncertainty
factor of 10%
low and 10% high.
A low score (1-10%) means death if solid
material is contacted.
A high score (91-100%) indicates a fall
from 10-100 feet, also possibly resulting in death.
If a careful study of the destination
has been previously made, then the MU has only a 1% chance of teleporting
low and a 4% chance of coming in high (10-40 feet).
Hold Monster: Same as Hold Personbut applicable to Monsters.
Conjure Elemental: A spelll to conjure
an Air, Water, Fire, or Earth Elemental.
Only one of each type can be conjured
by a MU during any one day.
The Elemental will remain until dispelled,
but the MU must concentrate on control or the elemental will turn upon
its conjurer and attack him (see CHAINMAIL).
Conjured elementals are the strongest,
with 16 HD as is explained in Volume II, MONSTERS & TREASURE.
Range: 24".
Telekinesis: By means of this spell
objects may be moved by mental force. Weight limits are calculated by multiplying
the level of the MU by 20#.
Thus, a "Necromancer" is able to MOVE
a weight equal to 200#.
Duration: 6 turns.
Range: 12".
Transmute Rock to Mud: The spell
takes effect in one turn, turning earth, sand, and of course, rock to mud.
The AREA affected is up to 30 square inches.
Creatures moving into the mud will become
mired, possibly sinking if heavy enough or losing 90% of movement otherwise,
unless able to fly or levitate.
The spell can only be countered by reversing
the incantation (requiring a Transmute Rock to Mud Spell) or by
normal process of evaporation.
(3-18 days as determined by rolling 3d6).
Range: 12".
Wall of Stone:
The creation of a stone wall 2 feet thick with a max. length & height
equalling 10 square inches.
The wall will last
until dispelled, broken down or battered through as a usual stone wall.
Range: 6".
Wall of Iron:
Like a Wall of Stone, but the thickness of the wall is 3 inches and its
max. AREA 5 square inches.
Duration: 12 turns.
Range: 6".
Animate Dead: The creation of skeletons
or zombies.
It in no way brings a creature back to
life.
For the number of dead animated simply
roll one die for every level above the 8th the MU is, thus a "Sorcerer"
gets one die or from 1-6 animated dead.
Note that the skeletons or dead bodies
must be available in order to animate them.
The spell lasts until dispelled or the
animated dead are done away with.
Magic Jar: By means of this device
the MU houses his life force in some inanimate object (even a rock) and
attempts to possess the body of any other creature within 12" of his Magic
Jar.
The container for his life force must
be within 3" of his body at the time the spell is pronounced.
Possession of another body takes place
when the creature in question fails to make its save vs. Magic.
If the possessed body is destroyed, the
spirit of the MU returns to the Magic Jar, and from thence it may
attempt another possession or return to the MU's body.
The spirit of the MU can return to the
Magic
Jar at anytime he so desires.
Note that if the body of the MU is destroyed
the life force must remain in a possessed body or the Magic Jar.
If a Magic Jar is destroyed the MU is
totally annhilated.
Contact Higher Plane: This spell
allows the magical-type to seek advice and gain knowledge from creatures
inhabiting higher planes of existence (the referee).
Of course, the higher the plane contacted,
the greater the nnumber of questions that
can be asked, the greater the chance that
the info will be known, and the
higher the probability that the question
will be answered truthfully.
USE the table below to determine these
factors, as well as the probability of the MU going insane.
Only questions which can be answered "yes"
or "no" are permitted.
Plane | # of Questions | Chance of Knowing | Veracity | Insanity |
3rd | 3 | 25% | 30% | nil |
4th | 4 | 30% | 40% | 10% |
5th | 5 | 35% | 50% | 20% |
6th | 6 | 40% | 60% | 30% |
7th | 7 | 50% | 70% | 40% |
8th | 8 | 60% | 75% | 50% |
9th | 9 | 70% | 80% | 60% |
10th | 10 | 80% | 85% | 70% |
11th | 11 | 90% | 90% | 80% |
12th | 12 | 95% | 100% | 90% |
If a MU goes insane, he will remain so
for a number of weeks equal to the
number of the plane he was attempting
to contact, the strain making him totally
incapacitated until the time has elapsed.
For each level above the 11th, MUs should
have a 5% better chance of retaining their sanity.
The spell is usable only once every game
week (referee's option).
Pass-Wall: A spell which opens a
hole in a solid rock wall, man-sized and up to 10' in length.
Duration: 3 turns.
Range: 3".
Cloudkill: This spell creates a
moving, poisonous cloud of vapor which is deadly to all creatures with
less than 5 HD.
Movement: 6"/turn according to wind direction,
or directly away from the spell caster if there is no wind.
Dimensions: 3" diameter.
Duration: 6 turns, but the cloud is dispelled
by unusually strong winds or trees.
Note that the cloud is heavier than air,
so it will sink to the lowest possible level.
Feeblemind: A spell usable only
against MUs, it causes the recipient to become feeble-minded until the
spell is countered with a Dispell Magic.
Because of its specialized nature the
Feeblemind
spell has a 20% better chance of success, i.e. lowers the MU's save vs.
Magic by 4,
so that if normally a 12 or better were
required to save against magic, a 16 would be required against a Feeblemind.
Range: 24".
Growth of Animals: A spell which
will cause from 1-6 normal sized animals (not merely mammals) to grow to
giant-size with proportionate attack capabilities.
Duration: 12 turns.
Range: 12".
6th Level:
Stone to Flesh: This spell turns
stone to flesh, and it is reversable, so as to turn flesh to stone.
It is particularly useful in reviving
characters who have been "stoned" by some monster.
It is permanent unless a reversed spell
is used.
Range: 12".
Reincarnation: A spell to bring
a dead character back to life in some other form.
The form in which the character is Reincarnated
is dependent upon his former alignment (Law, Neutrality or Chaos).
USE a random determination on the Character
Alignment table, and whatever the result is, the reincarnated character
is that creature and must play as it.
If he comes back as a man, determine which
class, and roll a d6 to determine which level in that class, and similarly
check level for reincarnation as an elf or dwarf.
Invisible Stalker: The conjuration
of an extra-dimensional monster which can be controlled with merely a word
from the MU who conjured him.
The Invisible Stalker will continue
on its mission until it is accomplished, regardless of time or distance.
They cannot be dispelled once conjured,
except through attack.
Details of the Invisible Stalker itself
will be found in the next volume.
Lower Water: Utterance of this spell
causes the water level in a river or similar body of liquid to drop 50%
of its depth for ten turns.
Range: 24".
Part Water: A spell which will part
water up to 10' deep for a maximum of six turns.
Range: 12".
Projected Image: By means of this
spell the MU project an image of himself up to 24" away, and all spells
and the like used thereafter appear to originate from the Projected
Image.
Duration: 6 turns.
Range: 24".
Anti-Magic Shell: A field which
surrounds the MU and makes him totally impervious to all spells.
It also prevents any spells from being
sent through the shell by the MU who conjured it.
Duration: 12 turns.
Death Spell: An incantation which
kills from 2-16 creatures with fewer than 7 HD.
The creatures must be within an AREA of
6" x 6" to come under the spell.
Range: 24".
Geas: A spell which forces the recipient
to perform some task (as desired by the MU casting the Geas).
Any attempt to deviate from the performance
of the task will result in weakness, and ignoring the Geas entirely brings
death.
The referee must carefully adjudicate
the casting and subsequent performance of the geased individual when this
spell is used.
Duration: Until the task is completed.
Range: 3".
Disintegrate: This spell will cause
material of any kind -- other than that of a magical nature -- to Disintegrate.
It will blast a tree, dragon (if it fails
to make its saving throw against magic), wall section, or whatever.
Range: 6".
Move Earth: When above ground the
MU may utilize this spell to move prominences such as hills or ridges.
The spell takes one turn to go into effect.
The terrain affected will move at the
rate of 6" per turn.
Duration: 6 turns.
Range: 24".
Control Weather: The MU can perform any one of the following weather control operations with this spell: Rain, Stop Rain, Cold Wave, Heat Wave, Tornado, Stop Tornado, Deep Clouds, Clear Sky.
Clerics:
1st Level:
Cure Light Wounds: During the course
of one full turn this spell will remove hits from a wounded character (including
elves, dwarves, etc.).
A die is rolled, one pip added, and the
resultant total subtracted from the hits points the character has taken.
Thus from 2-7 HP of damage can be removed.
Purify Food & Water: This spell
will make spoiled or poisonous food and water usable.
The quantity subject to a single spell
is approximately that which would serve a dozen people.
Detect Magic: This spell is the same as that for MUs.
Detect Evil: This spell is the same as that for MUs except that it has a duration of 6 turns and a range of 12".
Protection from Evil: This spell is the same as that for MUs except that it lasts for 12 turns.
Light: This spell is the same as that for MUs, except that it has a basic duration of 12 turns.
2nd Level:
Find Traps: By means of this spell
the Cleric will locate any mechanical or magical traps within a radius
of 3".
The spell lasts 2 turns.
Hold Person: This spell is the same as that for MUs except that its duration is 9 turns and its range 18".
Bless: During any turn the prospective
recipients of a Bless spell are not in combat the Cleric may give them
this benison.
A blessing raises morale by +1 and also
adds +1 to attack dice.
The spell lasts six turns.
Speak with Animals: This spell allows
the Cleric to speak with any form of animal life, understanding what they
say in reply.
There is a possibility that the animal
spoken with will perform services for the Cleric, and they will never attack
the party the Cleric is with.
(The manner of handling the probabilities
of action by animals is discussed in the next volume).
Duration: 6 turns.
Range: 3".
3rd Level:
Remove Curse: This spell is the same as that for MUs.
Cure Disease: A spell which cures
any form of disease.
The spell is the only method to rid a
character of a disease from a curse, for example.
Locate Object: This spell is the same as that for MUs, except that the base range is 9".
Continual Light: This spell is the same as that for MUs, except that the light shed is equal to full daylight.
4th Level:
Neutralize Poison: A spell to counter
the harmful effects of poison.
Note that it will not aid a character
killed by poison, however.
It will affect only one object.
Duration: 1 turn.
Cure Serious Wounds: This spell
is like a Light Wound spell, but the effects are double, so two dice are
rolled and one pip is added to each die.
Therefore, from 4 to 14 HP will be removed
by this spell.
Protection from Evil, 10' Radius: This spell is the same as that for MUs.
Turn Sticks to Snakes: Anytime there
are sticks nearby a Cleric can turn them into snakes, with a 50% chance
that they will be poisonous.
From 2-16 snakes can be conjured (roll
two eight-sided dice).
He can command these conjured snakes to
perform as he orders.
Duration: 6 turns.
Range: 12".
Speak with Plants: This spell allows
the Cleric to speak with all forms of plant life, understanding what they
say in reply.
Plants so spoken to will obey commands
of the Cleric, such as part to allow a passage and so on.
This spell does not give the Cleric the
power to command trees as Ents do.
Duration: 6 turns.
Range: 3".
Create Water: By means of this spell
the Cleric can create a supply of drinking water sufficient for a party
of a dozen men and horses for one day.
The quantity doubles for every level above
the 8th the Cleric has attained.
5th Level:
Dispell Evil: Similar to a Dispell
Magic spell, this allows a Cleric to dispell any evil sending or spell
within a 3" radius. It functions immediately.
Duration: 1 turn.
Raise Dead: The Cleric simply points
his finger, utters the incantation, and the dead person is raised.
This spell works with men, elves, and
dwarves only.
For each level the Cleric has progressed
beyond the 8th, the time limit for resurrection extends another 4 days.
Thus, an 8th level Cleric can raise a
body dead up to 4 days, a 9th level Cleric can raise a body dead up to
8 days, and so on.
Naturally, if the character's Constitution
was weak, the spell will not bring him back to life.
In any event raised characters must spend
2 game weeks time recovering from the ordeal.
The Finger of Death: Instead of
raising the dead, this spell creates a "death ray" which will kill any
creature unless a saving throw is made (where applicable).
Range: 12".
(A Cleric-type may use this spell in a
life-or-death situation, but misuse will immediately turn him into an Anti-Cleric).
Commune: A spell which puts the
Cleric in touch with the powers "above" and asks for help in the form of
answers to 3 questions.
Communing is allowed but once each week
maximum; referee's option as to making less frequent).
Veracity and knowledge should be near
total.
Once per year a special communing should
be allowed wherein the Cleric can ask double the number of questions.
Quest: This is similar to the Geas,
except that the character sent upon a Quest by the Cleric is not
killed by failure to carry out the service.
However, the Cleric may curse him with
whatever he desires for failure, and the referee should decide if such
a curse will take effect if the character ignores the Quest,
basing the effectiveness of the curse
on the phrasing of it and the alignment and actions of the character so
cursed.
Insect Plague: By means of this
spell, the Cleric calls to him a vast cloud of insects and sends them where
he will, within the spell range.
They will obscure vision and drive creatures
with less than 3 HD off in rout.
The dimensions of the Insect Plague
are 36 square inches.
Duration: 1 game day.
Range: 48".
(Note: This spell is only effective above
ground.)
Create Food: A spell with which
the Cleric creates sustence sufficient for a party of a dozen for one game
day.
The quantity doubles for every level above
the 8th the Cleric has attained.