The Holmes Treasury Compiled by Delve This material is an expansion for the John Eric Holmes D&D Basic Set to continue your adventures. *Special thanks to those who contributed their game experience to put this material together*
TABLE OF BONUS AND PENALTIES TO ABLITIES
Item Scroll Spells
*tables continued from page 6* Dexterity Dexterity Dexterity Dexterity
9 or less 13 -15 16 -17 18
fire any missile at -1 fire any missile at +1 fire any missile at +2 fire any missile at +3
Charisma
3-4
Charisma
5-6
Charisma
7-12
Charisma
13 -15
Charisma
16 -17
Charisma
18
maximum # hirelings 1 loyalty base -2 maximum # hirelings 2 loyalty base -1 maximum # hirelings 4 loyalty base maximum # hirelings 6 loyalty base +1 maximum # hirelings 9 loyalty base +2 maximum # hirelings 12 loyalty base +3
Intelligence Intelligence Intelligence Intelligence Intelligence
9 or less 10-12 13-14 15-16 17-18
languages 1 languages 3 languages 5 languages 7 languages 8
Constitution 3-6 Constitution Constitution Constitution Constitution
resurrection survival 30% to 40% save vs. Paralzaytion turned to stone 7-12 resurrection survival 41% to 55% save vs. Paralzaytion turned to stone 13-14 resurrection survival 56% to 90% save vs. Paralzaytion turned to stone +1 15-16 resurrection survival 91% to 95% save vs. Paralzaytion turned to stone +2 17-18 resurrection survival 96% to 98% save vs. Paralzaytion turned to stone +3
Cost 100 gold pieces x spell level + spell level x 1 week = the cost and time required to learn the new spell (5th level spell would require 500 gold pieces and 5 weeks.)
Potion of Healing
250 gold pieces +1 week
Potion of Giant Strength
1,000 gold pieces +4 weeks
Enchanting 20 Arrows
1,000 gold pieces +4 weeks
Enchanting Armor to +1
12,000 gold pieces +2 months
Wand of Cold
10,000 gold pieces +6 months
X-Ray Vision Ring
50,000 gold pieces +1 year
Clerics – When Clerics reach the 8th level (Patriarch) they may opt to build their own stronghold. 2d10 loyal followers will come to the castle and will serve at no cost. ** Note that there is a sharp distinction between 7th level Clerics of Law or Chaos. If a Patriarch changes alignment, all the benefits and followers will immediately be removed! Clerics with castles of their own will have control of a territory similar to the Barony of Fighting Men, and they will receive tithes equal to 20 gold pieces/ inhabitant/year. Thieves – At 4th level gain+4 bonus to striking silently from behind. Optional, double damage. At 10th level and above they 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, 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. INFRAVISION
ADDITIONAL CHARACTER CLASS INFORMATION Fighting Men – 9th level Fighting Men and above (Lords) who build castles are considered Barons, and as such they may invest in their holdings in order to increase their income. Base income for a Baron is a tax rate of 10 gold pieces/inhabitant/year. Magic-Users – At 10th Level they may manufacture for their own use (or for sale) such items as potions, scrolls, and just about anything else magical. Costs are equal to the value of the item, as is the amount of game time required to enchant it. Examples of costs are:
The ability to see into the infrared spectrum, thus heat radiation becomes visible and differences in temperature allow infrared sight. Warm things are bright, cool things grey, very cold things are black. Unnatural things like the Undead can be seen as an inanimate object in grey hues. DM’s may ask players to make a roll to see if they have been detected. All infravision is spoiled if a light source is shedding illumination upon the creatures possessing the infrared sight capability.
MORALE
DAMAGE BY WEAPON TYPE (Optional)
When hirelings 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 hireling(s) noted by the referee. (The player will not have any knowledge of what it is without some method of reading minds.)
1d4 – Dagger 1d6 – Hand Axe, Morning Star, Mace, Arrow, Quarrels 1d8 – Flail, Sword, Battle Axe, 1d10 – Halberd, Spear 1d12 – Two Handed Sword, Pike, Pole Arms, Lance CONSTRUCTION OF CASTLES & STRONGHOLDS
Loyalty Score 3 or less 4-6 7-8 9-12 13-14 15-18 19+
Morale Will desert at first opportunity -2 on morale dice -1 on morale dice Average morale dice +1 on morale dice +2 on morale dice Need never check morale
Morale Checks – use the hostile friendly reaction table from pg 11. Roll 2d6 + the morale adjustment. The Dungeon Master is left to interpret the outcome. MONSTER MORALE (roll 2d6 + the monsters hit dice) 5 or less 6-7 8-9 10-11 12-13 14+
Surrender Continued Retreat Retreat and Regroup Retreat, Contact Other Monsters Ranged Attacks Stand and Fight
Surrender – monsters will cease all attacks and lay down their arms to negotiate, join your party or be captured. Continued Retreat – monsters retreat in an unorganized manner and lose their desire to attack. The Dungeon Master may choose to remove them from the game or have them forced back into battle. Retreat and Regroup – monsters are forced back with backs to the enemy. An attempt will be made to regroup in another location. Retreat and Contact Other Monsters – retreating monsters will attempt to gather or contact another group of monsters to join in and attack the players. Ranged Attacks – monsters will not engage in close combat, but attack from a distance with missile weapons. If the melee gets too close, they will fall back and continue their ranged attack. Stand and Fight – monsters will hold their ground and continue fighting.
Upon reaching the appropriate level player characters may select a portion of land (or a city lot) upon which to build their castle, tower, or whatever. The costs shown are for the raw materials such as quarried stone, timber and labor. All costs are stated in gold pieces. The DM should take into consideration the amount of time it will take to build these constructs as well as any extra costs accumulated. An extra set of plans should be drawn up for the Dungeon Master who may be planning surprises, sieges and so on, which can take place. Tower, Square/Round 2,000 gold pieces/floor + 300 gold pieces for Roofed Tower Cap Great Keep, 2 floors with attic and cellar 2,500 gold pieces Gate House, 2 floors with cellar 4,500 gold pieces Stone House, 1 floor with cellar 1,700 gold pieces Wood Cottage, 1 floor 1,000 gold pieces Stable, 1 floor 500 gold pieces Tlan elven tree home, 1 floor 800 gold pieces Smial halfling home, 1 underground level 900 gold pieces Ditch/Moat 40 by 20 feet, 10 feet deep 1,000 gold pieces Stone Wall, 10 by 90 feet 2,000 gold pieces Curtain Wall, 10 by 90 feet 3,500 gold pieces Bridge, Wood 200 gold pieces/20 feet Bridge, Stone 400 gold pieces/20 feet Door, Wood, single 10 gold pieces, double 15 gold pieces Door, Iron, single 50 gold pieces double 75 gold pieces Drawbridge/Portcullis, 2,000 gold pieces Tunnels, Earth 10 gold pieces/20 feet Tunnels, Stone Reinforced 40 gold pieces/20 feet ** Note cost of strongholds will increase as the player’s designs become more elaborate and larger than what is listed above. Baronies – An advantage to those who build their strongholds in the wilderness is that they will gain control over the surrounding countryside. Clearing the countryside of monsters is the first requirement. Territory up to 20 miles distance from a stronghold may be kept clear of monsters
and once cleared, the inhabitation of the stronghold being considered sufficient to maintain the monster-free status. Within each territory there will be 2-8 villages of 100-400 inhabitants each. This populace will bring in annual tax revenue equal to 10 gold pieces each. The referee may also allow various investments in the territory, adjudicating revenue according to investment and area potential. Some possible investments are: Upkeep, Road Building, Armories & Defense, Ship Building, Canals, Animal Breeding, Sea Trade, Inns, Farming Land, Trade, Hunting, Fishing, Trapping, Religion, Exploration and Tourism.
Ladders – ladders ranging in 10-15 feet in length used to scale high walls. Cost: 20 gold pieces
Angry Villager Rule – Anyone who has viewed a horror movie is aware how dangerous angry villagers are. Whenever the referee finds that some player has committed an unforgiveable outrage this rule can be invoked to harass the offender into line. Within the realm of angry villagers are thieves from the thieves' quarter, city watches and militia, etc. Also possible is the insertion of some character like Conan to bring matters into line. This rule may also apply to Barons who overtax and mistreat the inhabitants in their Baronies. They may rise up and revolt or abandon their lands seeking refuge elsewhere.
Siege Towers – the siege tower is designed to provide maximum protection for its occupants until the moment of assault. It is always constructed to be higher than the walls being attacked, sometimes ranging three stories in height. The lowest level harbor troops that push the huge, wheeled tower into position. Assault troops wait in the second level for the lowering of the drawbridge. The top story holds archers, whose role is to sweep the defenders from the area of the wall attacked. Cost: 1500 gold pieces
SIEGE WEAPONRY
Table I. Chambers & Rooms, Shape & Size 1-2 Square, 10’ x 10’ 7-9 Rectangular, 20’ x 30’
Catapults – the framework is built of heavy timber with a pivoting beam in the middle that has a spoon like cup at the end. That is attached to a crank which allows the operator to change the distance the missile is to be fired. Catapults are either set in place upon battlements defending the stronghold or have wheels for hauling them long distances to battle. Missiles hurled from catapults range from heavy rocks (3d6 damage) to whatever is within the area to be hurled at opponents.
3-4 Square, 20’ x 20’
10 Rectangular, 30’ x 50’
5 Square, 30’ x 30’
11 Rectangular, 40’ x 60’
6 Square, 40’ x 40’
12 Unusual Shape
Light Catapult – Range: 150-300 feet, Cost: 600 gold pieces Heavy Catapult – Range: 240-480 feet, Cost: 900 gold pieces
Ballistas – resembles a giant crossbow placed upon a tripod which can fire spear like missiles at a great range. Range: 150-300 feet, Damage: 2d6, Cost: 400 gold pieces Boiled Oil – large cauldrons of boiling oil are poured down upon invaders. The flaming oil will form a pool up to 20 feet in circumference. Anyone caught in the downpour or in the flames will receive 2d8 damage. The fire will take 3 turns to burn out. Cost: 50 gold pieces
Battering Rams – made from heavy timbers, frequently cut from the largest tree available. The head is fitted with a metal knob or point. The timber hangs from large chains or ropes anchored into the roof. The roof is made of wood, covered with hides, called a penthouse, designed to protect its users from arrows, stones and boiling oil. The hides can be kept wet, lessening the chance of fire damage. Cost: 400 gold pieces
DUNGEON DESIGN
Table II. Unusual Shape 1 Circular 3 Trapezoidal 2 Hexagonal
2 Octagonal
Table III. Caves & Caverns 1 Cave about 30’ x 50’ 4 Cavern about 95’ x 125’ 2 Cave about 40’ x 60’
5 Cavern about 120’ x 150’
3 Cave about 50’ x 75’
6 Cavern about 150’ x 200’
Table IV. Doors 1 Door/Wooden 2 Door/Iron 3 Iron Gate 4 Archway no door
5 Entrance has no door 6 Secret Door/Stone 7 Secret Door/Illusion 8 Entrance caved in
Table V. Stairs – (1d4) direction 1-2 up 3-4 down 1 Stairs/Stone
3 Stairs/Wood
2 Spiral/Stone
4 Spiral/Iron
Table VI. Light Source 1 Hanging Oil Lamp
6 Magic Spell
2 Luminescent Lichen
7 Large Brazier
3 Torch
8 Clay Oil Lamp
4 Lantern 5 Fireplace
9 Floor Candle 10 No Light
Table VII. Chamber or Room Contents 01-02 Hanging Cage 57-58 Scroll/Spell 03-04 Altar 59-60 Scroll/Map 05-06 Stone Shelf 61-62 Wood Table and Chairs 07-08 Chamber Toilet
63-64 Ornate Floor Rug
09-10 Cauldron
65-66 Large Circular Fire Pit
11-12 Cabinet 13-14 Shackles
67-68 Iron Grate/Drain 69-70 Ladder
15-16 Treasure*table VIII 71-72 Coil of Rope 40’ 17-18 Statue
73-74 Anvil, Smithy Tools
19-20 Fountain 21-22 Barrels
75-76 Well 77-78 Rubbish
23-24 Secret Door
79-80 Tricks/Traps*table XII
25-26 Bow
81-82 Water Covers Floor
27-28 Shield
83-84 Old Bones
29-30 Sword
85-86 Mallet and Chisel
31-32 Straw on Floor
87-88 Wall Partially Caved in
33-34 Chest
89-90 Hole in Ceiling/Floor
35-36 Pillar
91-92 Tomb, Casket
37-38 Stairs*table V
93-94 Fungi Growth on Floor
39-40 Magic Mouth 95-96 Shovel 41-42 Keys 97-98 Jar of Herbs, Spice 43-44 Magic Item 99-00 Mining Picks 45-46 Mosaic, Wall Carving 47-48 Secret Compartment 49-50 Food Storage, Jars, Sacks 51-52 Ornate Patterned Floor Tiles 53-54 Thick Layer of Dust Covers Floor 55-56 Small Barrel with Arrows Table VIII. Treasure Without Monster 01-25 1,000 copper pieces x level of dungeon 26-50 1,000 silver pieces x level of dungeon 51-65 750 electrum pieces x level of dungeon 66-80 250 gold pieces x level of dungeon 81-90 100 platinum pieces x level of dungeon 91-94 1-4 gems x leveI of dungeon 95-00 1 piece of jewellery x level of dungeon
Table IX. Treasure Contained In 1 Sacks 5 Metal Urns 2 Small Coffers 6 Stone Containers 3 Chests 7 Iron Trunks 4 Pottery Jars 8 Loose Table X. Treasure Is Hidden By/In 1 Invisibility 4 Under Loose Stone on Floor 2 Illusion 5 Behind Loose Stone on Wall 3 Secret Compartment 6 In Plain View Table XI. Treasure is Guarded By 1 Poisoned Needles in Lock, 1d4 damage see pg19 2 Trapdoor, opening in front of container *table XIII 3 Gas,*table XIV 4 Poisonous Insect/Reptile inside container 5 Wizard Lock, see spell for info pg 16 6 Explosive Rune, see spell for damage Table XII. Tricks/Traps 1 A 10 foot wall slides either in front or behind blocking the passage for 2d10 turns 2 Floor descends down 1d4 levels and will not return back up for 30 turns 3 Spear trap, 1-4 spears, 1 in 4 is poisoned 4 Arrow trap, 1-6 arrows, roll for each to see if they hit, 1in 6 is poison. 5 Gas seeps out covering an area of 60 feet *table XIV, gas will disperse in 8 turns 6 Pit *table XIII 7 Secret Panel, opens releasing monster, Dungeon Master chooses. 8 Fire Ball trap, see spell for damage ** Note most traps are activated by stepping on a switch or moving an item Table XIII. Pits 01-50 Empty Pit, 10 feet, 1d6 damage 51-75 Monster Occupied Pit, Dungeon Master chooses 76-88 Iron Spikes, 1d8 damage 89-00 Corpse, possibility of items, Dungeon Master chooses Table XIV. Gas 1 Only effect is to obscure vision when passing through. 2 Blinds for 1d6 turns after passing through. 3 Sleep, party sound asleep for 1d10 turns 4 Poison, save vs. Poison 1d6 damage
CLERICS
ELVES
Level 1
Experience Points 0
2
1,500
2d6
3
3,000
3d6
4
6,000
5 6
Spells Usable by Level 1 2 3 4 5 0
Level 1
Experience Points 0
1
2
4,500
2d6
2
2
3
9,000
3d6
2, 1
4d6
2, 1
4
18,000
4d6
3, 2
12,000
5d6
3, 2
5
36,000
5d6
4, 2, 1
24,000
6d6
3, 2, 1
6
72,000
6d6
4, 2, 2
7
48,000
7d6
3, 3, 1
7
144,000
7d6
4 3, 2, 1
8
96,000
8d6
3, 3, 2, 1
8
288,000
8d6
4, 3, 3, 2
9
192,000
9d6
3, 3, 3, 2
9
576,000
9d6
4, 3, 3, 2, 1
10
384,000
10d6
3, 3, 3, 3, 3
10
1,152,000
10d6
4, 4, 3, 2, 2
11
768,000
11d6
4, 4, 4, 3, 3
12
1,536,000
12d6
4, 4, 4, 4, 4
Hit Dice 1d6
Spells Usable by Level 1 2 3 4 5 1
Hit Dice 1d6
FIGHTING MEN, HALFLINGS AND DWARVES Experience Level Points Hit Dice 1 0 1d8
MAGIC-USERS Experience Level Points 1 0
2
2d8
2
2,500
2d4
2
5,000
3d4
2, 1
2,000
Hit Dice 1d4
Spells Usable by Level 1 2 3 4 5 6 1
3
4,000
3d8
3
4
8,000
4d8
4
10,000
4d4
3, 2
5
16,000
5d8
5
20,000
5d4
4, 2, 1
6
32,000
6d8
6
40,000
6d4
4, 2, 2
7
64,000
7d8
7
80,000
7d4
4, 3, 2, 1
8
128,000 *
8d8
8
160,000
8d4
4, 3, 3, 2
9
256,000
9d8
9
320,000
9d4
4, 3, 3, 2, 1
640,000
10d4
4, 4, 3, 2, 2
10
512,000 **
10d8
10
11
1,024,000
11d8
11
1,280,000
11d4
4, 4, 4, 3, 3
12
2,048,000
12d8
12
2,560,000
12d4
4, 4, 4, 4, 4, 1
* Halflings level limit, ** Dwarves level limit THIEVES Level 1
Experience Points 0
climb sheer surfaces 87%
hide in shadows 10%
2
1,200
2d4
B
20%
15%
25%
25%
88%
15%
roll of 1-2
3
2,400
3d4
C
25%
20%
4
4,800
4d4
D
30%
25%
30%
30%
89%
20%
roll of 1-3
35%
35%
90%
25%
roll of 1-3
5
9,600
5d4
E
35%
6
19,200
6d4
F
40%
30%
40%
40%
91%
30%
roll of 1-3
35%
45%
45%
92%
35%
roll of 1-3
7
38,400
7d4
G
45%
40%
50%
50%
93%
40%
roll of 1-4
8
76,800
8d4
9
153,600
9d4
H
50%
45%
55%
55%
94%
45%
roll of 1-4
I
55%
50%
60%
60%
95%
50%
roll of 1-4
10
307,200
11
614,400
10d4
J
60%
55%
65%
65%
96%
55%
roll of 1-4
11d4
K
65%
60%
70%
70%
97%
60%
roll of 1-5
12
1,228,800
12d4
L
70%
65%
75%
75%
98%
65%
roll of 1-5
Hit Dice 1d4 A
open remove lock trap 15% 10%
pick move pocket silently 20% 20%
hear noise roll of 1-2
DIE ROLL FOR CHARACTER TO SCORE A HIT, BY OPPENENTS ARMOR CLASS (use 1d20)
FIGHTING MEN, DWARVES, ELVES, HALFLINGS Armor Class
9 No Armor
Normal Man
8 Shield
7 Leather Armor
6 Leather & Shield
5 Chain Mail
4 Chain Mail & Shield
3 Plate Mail
2 Plate & Shield
11
12
13
14
15
16
17
18
Level 1-3
10
11
12
13
14
15
16
17
Level 4-6
8
9
10
11
12
13
14
15
Level 7-9
5
6
7
8
9
10
11
12
Level 10-12
3
4
5
6
7
8
9
10
CLERICS, THIEVES Armor Class
9 No Armor
Level 1-4
8 Shield
7 Leather Armor
6 Leather & Shield
5 Chain Mail
4 Chain Mail & Shield
3 Plate Mail
2 Plate & Shield
10
11
12
13
14
15
16
17
Level 5-8
8
9
10
11
12
13
14
15
Level 9-12
5
6
7
8
9
10
11
12
8 Shield
7 Leather Armor
6 Leather & Shield
5 Chain Mail
MAGIC-USERS Armor Class
9 No Armor
4 Chain Mail & Shield
3 Plate Mail
2 Plate & Shield
Level 1-5
10
11
12
13
14
15
16
17
Level 6-10
8
9
10
11
12
13
14
15
Level 11-12
5
6
7
8
9
10
11
12
SAVING THROW TABLE --- Levels 1 to 12 (Use a 20-sided die) Spell of Magic Staff
Paralyzation Magic Wand
Death Ray or Poison
Turned to Stone
Dragon Breath
17
14
13
15
16
1-3
16
13
12
14
15
4-6
14
11
10
12
13
7-9
12
9
8
10
10
10-12
10
7
6
8
8
1-5
15
14
13
13
16
6-10
12
12
11
11
14
11-12
8
9
8
8
11
1-4
15
12
11
14
16
5-8
12
10
9
12
14
9-12
9
7
6
9
9
1-3
14
11
10
12
14
4-6
12
9
8
10
10
7-9
10
7
6
8
8
8
3
4
6
6
Class Normal Human, Kobold Goblin, etc. Fighting Men & Thieves
Magic-Users & Elves
Cleric
Dwarves & Halflings
10-12
Monster Saving Throws – Most monsters use the same table as players, using whichever class applies to them best. Count each Hit Dice as one level, further info on pg 14. CLERICS VS. UNDEAD TABLE (use 2d6) Cleric Level 1
Skeleton 7
Zombie 9
Ghoul 11
Wight no effect
Wraith no effect
Mummy no effect
Spectre no effect
Vampire no effect
no effect
no effect
no effect
no effect
2
T
7
9
11
3
T
T
7
9
11
no effect
no effect
no effect
4
D
T
T
7
9
11
no effect
no effect
5
D
D
T
T
7
9
11
no effect
6
D
D
D
T
T
7
9
11
7
D
D
D
D
T
T
7
9
8
D
D
D
D
D
T
T
7
9
D
D
D
D
D
D
T
T
10
D
D
D
D
D
D
D
T
11+
D
D
D
D
D
D
D
D
“T” means the monsters are automatically turned away. “D” means the monsters are dispersed or dissolved
further info on pg 12.
MAGIC-USER SPELLS Book of Third Level Spells: Clairaudience Invisibility, 10’ Radius Clairvoyance
Lightning Bolt
Dispel Magic
Monster Summoning I
Explosive Runes
Protection from Evil, 10’ Radius
Fire Ball
Protection from Normal Missiles
Fly
Rope Trick
Haste Spell
Slow Spell
Hold Person
Suggestion
Infravision
Water Breathing
Book of Fourth Level Spells: Charm Monster Polymorph Others Confusion
Polymorph Self
Dimension Door
Massmorph
Extension I
Monster Summoning II
Fear
Remove Curse
Growth of Plants
Wall of Fire
Ice Storm
Wizard Eye
Book of Fifth Level Spells: Animate Dead Monster Summoning III Cloudkill
Pass-Wall
Conjure Elemental
Telekenesis
Extension II
Teleport
Growth of Animals
Transmute rock to Mud
Hold Monster
Wall of Iron
Feeblemind
Wall of Stone
Magic Jar Book of Sixth Level Spells: Anti-Magic Shell Lower Water Control Weather
Monster Summoning IV
Death Spell
Move Earth
Disintegrate
Part Water
Geas
Projected Image
Invisible Stalker
Reincarnation
Legend Lore
Repulsion
THIRD LEVEL SPELLS Clairaudience – Same as Clairvoyance except it allows hearing rather than visualization. This is one of the few spells which can be cast through a Crystal Ball.
Clairvoyance – Range: 60 feet; Duration: 12 turns This spell 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 20 feet, but a thin coating of lead will prevent its penetration. Dispel Magic – Range: 120; Duration: 1turn 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 Dispel Magic spell is a ratio of the dispeller over the original spell caster, so if a 5th level MagicUser attempts to dispel the spell of a 10th level Magic-User there is a 50% chance of success. Explosive Runes – These runes when placed upon a parchment (book, scroll, map, etc.) safeguard it from unauthorized reading. If the reader is not the person who placed the runes upon the parchment they explode, destroying the parchment, and deal 4-24 points of damage to the reader (no saving throw). The runes may be removed by the MagicUser whenever he desires, and a Magic-User of two or more levels above the one who placed the runes may attempt to remove them (50% chance of detecting them, 75% chance of successfully removing them). Fire Ball – Range: 240 feet; Duration: 1 turn A missile which springs from the finger of the Magic-User. It explodes with a burst radius of 20 feet. 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 Magic-User rolls six 6-sided dice for damage. (Note that Fire Balls from Scrolls and Wands are 6-die missiles and those from Staves are 8-die missiles. Fly – The spell allows the user to fly at a speed of up to 120 feet per turn. The spell lasts for the number of turns equal to the level of the Magic-User plus one six sided die which is secretly determined by the referee. 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. Hold Person – Range: 120 feet; Duration: 6 turns + level of the caster A spell similar to a Charm Person but which is of both limited duration and greater effect. It will affect from 1-4 persons. If it is cast at only a single person it has the effect of reducing the target's saving throw against magic by -2. Infravision – Range: 40-60 feet; Duration: 1 day This spell allows the recipient to see infra-red light waves, thus enabling him to see in total darkness.
Invisibility, 10’ Radius – An Invisibility spell with an extended projection but otherwise no different from the former spell. Lightning Bolt – Range: 240 feet; Duration: 1 turn Utterance of this spell generates a lightning bolt 60 foot long and up to 40 feet wide. If the space is not long enough to allow its full extension, the missile will double back to attain 60 feet, possibly striking its creator. It is otherwise similar to a Fire Ball using 1d6 per level of Magic-User for damage. Monster Summoning I – Range: 10 feet Duration: 6 turns This spell gives the Magic-User the ability to call a monster to his aid from the table below, level 1, i.e. kobolds, goblins, skeletons, etc. If a relatively small monster is rolled then the referee will determine how many appear by rolling a six-sided die. The monster or monsters summoned will faithfully serve the Magic-User until the spell ceases to function or they are killed. 01-15
Kobold
46-60
Skeleton
16-25
Goblin
61-75
Rat, giant
26-45
Orc
76-00
Centipede, giant
Protection from Evil, 10' Radius – A Protection from Evil spell which extends to include a circle around the Magic-User that lasts for 12 turns. Protection from Normal Missiles – Range: 30 feet; Duration: 12 turns The recipient of this charm is impervious to non-magical missiles fired/thrown by those of 3rd level (Hit Dice) or less. This spell does not provide protection against large missiles, such as those hurled by giants, siege engines, etc. Rope Trick – Duration: 6 turns + the level of the Magic-User employing it This spell enables the user to cause a length of rope (6-24 feet) to stand upright by itself, and when he (and up to three others) climbs to its top, the climbers 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. Slow Spell – Range: 240 feet; Duration: 3 turns A broad-area spell which affects up to 24 creatures in a maximum area of 60 x 120 feet. Suggestion – Duration: 1 game week A spell which works on the principle of hypnosis. If the creature fails to make its saving throw vs. magic it will carry out the suggestion, immediately or deferred according to the wish of the Magic-User. 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. Water Breathing – Range: 30 feet; Duration: 12 turns A spell whereby it is possible to breathe under water without harm or difficulty. FOURTH LEVEL SPELLS Charm Monster – Range: 120 feet The counterpart of a Charm Person spell which is employable against all creatures. If animals or creatures with three or fewer hit dice are involved determine how many are affected by the spell by rolling three six-sided dice. It is otherwise identical to the Charm Person spell. The number of hit dice possessed by the charmed monster allows it a greater possibility of breaking free of the spell. A check must be made weekly. Hit Dice 1 2-4 5-7 8-10 11+
Chance of Breaking Charm 5% 10% 20% 40% 80%
Confusion – Range: 120 feet; Duration: 12 turns This spell will immediately affect creatures with two or fewer hit dice. For creatures above two hit dice the following formula is used to determine when the spell takes effect: score of a twelvesided die roll less the level of the Magic-User 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 four or more hit dice will have saving throws against magic, and on those turns they make their saving throw they are not confused; but this check must be made each turn the spell lasts, and failure means they are confused. The spell will affect as many creatures as indicated by the score rolled on two six-sided dice with the addition of + 1 for each level above the 8th that the Magic-User casting the spell has attained. Confused creatures will attack the Magic-User's party (dice score 2-5), stand around doing nothing (6-8), or attack each other (9-12). Roll each turn. Dimension Door – Range: 10 feet A limited Teleport spell allows the object to be instantaneously transported up to 360 feet in any direction (including up or down). There is no chance of misjudging when using a Dimension Door, so the user always arrives exactly where he calls, i.e. 120 feet upwards, 320 feet east, etc. Extension I – A spell to increase the duration of 1st through 3rd level spells by 50%. Range: as spell to be extended. Fear – Range: 240 feet; Duration: 6 turns (movement or melee as applicable)
This spell operates as if the user were employing a Fear Wand. All those not saving vs. fear react as follows: They immediately attempt to flee, or get as far away from the user as possible, with a 50% chance that they will drop any weapons they had in hand when struck by the Fear spell.
Remove Curse – Range: Adjacent to the object 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.
Growth of Plants – Range: 120 feet; Duration: until the spell is negated by a Dispel Magic The spell causes normal brush or woods 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 300 square feet, the dimensions decided by the caster of the spell.
Wall of Fire – Range: 60 feet The spell will create a Wall of Fire which lasts until the MagicUser 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 straight wall of up to 60 feet width, 20 feet in height and 20 feet in length, or it can be cast in a circle of 30 feet diameter and 20 feet in height.
Ice Storm – Range: 120 feet; Duration: 1 turn When cast this spell creates a cubic storm area of 30 feet per side. Great hailstones descend causing 3-30 points of damage to those within its confines (saving throws are not possible). Polymorph Others – Range: 60 feet Unlike the spell to Polymorph Self, this spell lasts until it is dispelled. The spell gives all characteristics of the form assumed, so a creature polymorphed into a dragon acquires all of the dragon's ability — not necessarily mentality, however. Likewise, a troll polymorphed into a snail would have innate resistance to being stepped on and crushed by a normal man. Polymorph Self – Duration: 6 turns + the level of the MagicUser employing it This spell allows the user to take the shape of anything he desires but he will not thereby acquire the combat abilities of the shape he has assumed. That is, while the user may turn himself into a dragon of some type, he will not gain the ability to fight and breathe, but he will be able to fly. Massmorph – Range: 240 feet 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 affect the spell. It will be negated by a command from the caster or by means of a Dispel Magic spell. Monster Summoning II – This spell is identical to Monster Summoning I except that either 1 or 2 2nd level monsters will appear. 01-15
Centipede, giant
46-60
Stirge
16-25
Devil, Lemure
61-75
Toad, giant
26-45
Gnoll
76-00
Troglodyte
Wall of Ice – Range: 120 feet A spell to create a wall of ice 6 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 hit dice, with damage equal to one die (1-6) for non-fire employing creatures and double that for fire-users. Wizard Eye – Duration: 6 turns A spell that allows the user to send a visual sensor up to 240 feet away in order to observe the scene without himself moving. The eye is invisible. It moves 120 feet/turn. FIFTH LEVEL SPELLS Animate Dead – The creation of animated 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 Magic-User 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. Cloudkill – Duration: 6 turns This spell creates a moving, poisonous cloud of vapor which is deadly to all creatures with less than five hit dice. Movement: 60 feet/turn according to wind direction, or directly away from the spell caster if there is no wind. Dimensions: 30 feet diameter and 10 feet in height. The cloud can be dispelled by unusually strong wind or trees. ** Note that the cloud is heavier than air, so it will sink to the lowest possible level. Conjure Elemental – Range: 240 feet A spell to conjure an Air, Water, Fire or Earth Elemental. Only one of each type can be conjured by a Magic-User during any one day. The Elemental will remain until dispelled, but the Magic-User must concentrate on control
or the Elemental will turn upon its conjurer and attack him. Conjured Elementals are the strongest, with 16 hit dice. Extension II – Same as Extension I except it also applies to 4th level spells. Growth of Animals – Range 120 feet; Duration: 12 turns A spell which will cause 1-6 normal-sized animals (not merely mammals) to grow to giant-size with proportionate attack capabilities. Hold Monster – Same as Hold Person but applicable to Monsters. Feeblemind – Range: 240 feet A spell usable only against Magic-Users, it causes the recipient to become feeble-minded until the spell is countered with a Dispel Magic. Because of its specialized nature the Feeblemind spell has a 20% better chance of success, i.e. lowers the MagicUser’s saving throw against magic by 4, so that if normally a 12 or better were required to save against magic, a 16 would be required againsta Feeblemind. Magic Jar – This spell allows the Magic-User to house his life force in some inanimate object (even a rock) and attempt to possess the body of any other creature within 120 feet of his Magic Jar. The container for his life force must be within 30 feet 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 saving throw against magic. If the possessed body is destroyed, the spirit of the Magic-User returns to the Magic Jar, and from thence it may attempt another possession or return to the Magic-User’s body. The spirit of the Magic-User can return to the Magic Jar at any time he so desires. Note that if the body of the Magic-User is destroyed the life force must remain in a possessed body or the Magic Jar. If the Magic-Jar is destroyed the Magic-User is totally annihilated. Monster Summoning III – Same as Monster Summoning II except that 1 or 2, 3rd level monsters appear. 01-07
Beetle, boring
48-57
Ochre jelly
08-17 18-25
Bugbear Gelatinous Cube
58-67 68-75
Orge Spider, huge
26-32
Ghoul
76-85
Spider, large
33-40
Lizard, giant
86-95
Tick, giant
41-47
Lycanthrope, Wererat
96-00
Weasel, giant
Pass-Wall – Range: 30 feet; Duration: 3 turns A spell which opens a hole in a solid rock wall, man-sized and up to 10 feet in length. Telekenesis – Range 120 feet; Duration: 6 turns The spells gives the ability to move objects by mental force. Weight limits are calculated by multiplying the level of the
Magic-User by 200 Gold Pieces weight. Thus, a 10th level Magic-User is able to move a weight equal to 2,000 Gold Pieces. Teleport – Instantaneous transportation from place to place, regardless of the distance involved, provided the user knows where he is going (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 (110%) means death if solid material is contacted. A high score (91-100%) indicates a fall of from 10 to 100 feet, also possibly resulting in death. If a careful study of the destination has been previously made, then the Magic-User has only a 1% chance of teleporting low and a 4% chance of coming in high (10-40 feet). Transmute Rock to Mud – Range: 120 feet The spell takes effect in one turn, turning earth, sand, and of course, rock to mud. The area affected is up to 30 square feet. 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 three six-sided dice). Wall of Iron – Range: 60 feet; Duration: 12 turns Like a Wall of Stone, but the wall is 3 feet thick and its maximum length and height equaling 10 feet. Wall of Stone – Range: 60 feet The creation of a stone wall two feet thick with a maximum length and height equaling 10 feet. The wall will last until dispelled, broken down or battered through. SIXTH LEVEL SPELLS Anti-Magic Shell – Duration: 12 turns A field which surrounds the Magic-User and makes him totally impervious to all spells. It also prevents any spells from being sent through the shell by the Magic-User who conjured it. Control Weather – The Magic-User 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. Death Spell – Range: 240 feet An incantation which kills from 2-16 creatures with fewer than seven hit dice. The creatures must be within an area of 60 x 60 feet to come under the spell.
Disintegrate – Range: 60 feet 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. Geas – Range: 30 feet; Duration: until the task is completed A spell which forces the recipient to perform some task (as desired by the Magic-User 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. Invisible Stalker – The conjuration of an extra-dimensional monster which can be controlled with merely a word from the Magic-User 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. Move: 120 feet Damage: 6-16
Hit Dice: 8 Armor Class: 3 Attacks: 1 Treasure Type: Nil
Legend Lore – The spell gives the Magic-User the ability to seek and gain knowledge of some legendary item, place or person. (It is necessary for the referee to decide if the sought after thing is in fact legendary 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 times the information gained through the spell will come in the form of a riddle or a poem. Lower Water – Range: 240 feet 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. Monster Summoning IV – Same as Monster Summoning III except that but a single monster of the 4th level appears.
Part Water – Range: 120 feet A spell which will part water up to 10 feet deep for a maximum of six turns. Projected Image – Range: 240 feet; Duration: 6 turns This spell gives the Magic-User the ability to project an image of himself up to 240 feet away, and all spells and the like used thereafter appear to originate from the Projected Image. 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) using the diagram on pg 8 as an example. Or the Dungeon Master may determine the outcome by his own means. The reincarnated character must play as the creature and its alignment. If he comes back as a man, determine which class, and roll a six-sided die to determine which level in that class and similarly check level for reincarnation as an elf, dwarf or halfling. Repulsion – Range: 120 feet; Duration: 6 turns A spell which enables the user to cause objects or entities to move in a course opposite from their intended course towards him. Stone to Flesh – Range: 120 feet This spell turns stone to flesh, and it is reversible, 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. CLERICAL SPELLS Book of Third Level Spells: Continual Light Prayer Cure Disease Remove Curse Locate Object
Speak with Dead
Book of Fourth Level Spells: Create Water Protection from Evil, 10’ Radius
01- 07
Ape, carnivorous
51-58
Lycanthrope, werewolf
Cure Serious Wounds
Speak with Plants
08-15 16-25
Gargoyle/ blink dog Ghast
59-67 68-76
Owlbear Shadow
Neutralize Poison
Turn Sticks to Snakes
26-35
Gray ooze
77-86
36-42 43-50
Hell hound Hydra, 5 heads
87-93 94-00
Snake, giant constrictor Book of Fifth Level Spells: Toad, ice Commune Quest Toad, poison Create Food Raise Dead
Move Earth – Range 240 feet; Duration: 6 turns When above ground the Magic-User may utilize this spell to move prominences such as hills or ridges. The spell takes one turn to take effect. The terrain affected will move at a rate of 60 feet per turn.
Dispel Evil
The Finger of Death
Insect Plague THIRD LEVEL CLERIC SPELLS Continual Light – This spell is the same as that for MagicUsers, except that the light shed is equal to full daylight.
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.
From 2-16 snakes can be conjured (roll two eight-sided dice). He can command these conjured snakes to perform as he orders.
Locate Object – This spell is the same as that for Magic-Users, except that the base range is 90 feet.
FIFTH LEVEL CLERIC SPELLS
Prayer – Range: 30 feet; Duration: 1 turn This spell allows the Cleric lower the saving throws of his opponents. The prayer affects an area of 20 square feet. It lowers the saving throws 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 saving throws by 10%. Remove Curse – This spell is the same as that for MagicUsers. 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 12th level Clerics can converse with creatures dead (within 1month). The referee will answer the three questions asked in any reasonable form he desires, riddles being recommended! FOURTH LEVEL CLERIC SPELLS Create Water – This spell gives the Cleric the ability to create a supply of drinkable 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. Cure Serious Wounds – This spell is similar to the Cure Light Wounds spell, but the effects are double, two dice are rolled and one is added to each die; the result is the number of hit points restored. Neutralize Poison – Duration: 1 turn 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. Protection from Evil, 10' radius – This spell is the same as that for Magic-Users. Speak with Plants – Range: 30 feet; Duration: 6 turns. This spell allows the Cleric to speak with all forms of plant life, understanding what they say in reply. Plants spoken to will obey the Cleric’s commands such as “Part!” in order to allow passage through and so on. Turn Sticks to Snakes – Range 120 feet; Duration: 6 turns. Anytime there are sticks nearby, a Cleric can turn them into snakes, with a 50% chance that they will be poisonous.
Commune – A spell which puts the Cleric in touch with the powers above and asks for help in the form of answers to three 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. Create Food – A spell with which the Cleric creates sustenance sufficient for a party of a dozen for one game day. The quantity doubles for every level above the 8th the Cleric has attained. Dispel Evil – Duration: 1 turn Similar to a Dispel Magic spell, this allows a Cleric to dispel any evil sending or spell within a 30 foot radius. It functions immediately. Insect Plague – Range: 480 feet; Duration:1 game day 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 three hit dice off in rout. The dimensions of the Insect Plague are 36 square feet. ** Note this spell is effective only above ground. 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. Raise Dead – The Cleric simply points his finger, utters the incantation, and the dead person is raised. This spell works with men, elves, halflings and dwarves only. For each level the Cleric has progressed beyond the 8th, the time limit for resurrection extends another four days. Thus, an 8th level Cleric can raise a dead body up to four days, a 9th level Cleric can raise a dead body up to eight days, and so on. Naturally, if the character's Constitution was weak, the spell will not bring him back to life. The Finger of Death – Range: 120 feet Instead of raising the dead, this spell creates a death ray which will kill any creature unless a saving throw is made (where applicable). (A Cleric-type may use this spell in a life-or-death situation, but misuse will immediately turn him into an AntiCleric.)
MAGIC-USER SPELLS Book of First Level Spells: Charm Person Protection from Evil Dancing Lights Read Languages Detect Magic Read Magic Enlargements Shield Hold Portal Sleep Light Tenser's Floating Disc Magic Missile Ventriloquism Book of Second Level Spells: Audible Glamer Locate Object Continual Light Magic Mouth Darkness Mirror Image Detect Evil Phantasmal Forces Detect Invisible Pyrotechnics ESP Ray of Enfeeblement Invisibility Strength Knock Web Levitate Wizard Lock Book of Third Level Spells: Clairaudience Invisibility, 10’ Radius Clairvoyance Lightning Bolt Dispel Magic Monster Summoning I Explosive Runes Protection from Evil, 10’ Radius Fire Ball Protection from Normal Missiles Fly Rope Trick Haste Spell Slow Spell Hold Person Suggestion Infravision Water Breathing Book of Fourth Level Spells: Charm Monster Ice Storm Confusion Polymorph Others Dimension Door Polymorph Self Massmorph Monster Summoning II Extension I Remove Curse Fear Wall of Fire Growth of Plants Wizard Eye
Book of Fifth Level Spells: Animate Dead Magic Jar Cloudkill Monster Summoning III Conjure Pass-Wall Elemental Telekenesis Extension II Teleport Hold Monster Transmute Rock to Mud Feeblemind Wall of Iron Growth of Animals Wall of Stone
Book of Sixth Level Spells: Anti-Magic Shell Lower Water Control Weather Monster Summoning IV Death Spell Move Earth Disintegrate Part Water Geas Projected Image Invisible Stalker Reincarnation Legend Lore Repulsion Clerics of the first level cannot cast any spells. When they reach the second level, however, they are capable of one spell per game day. Since clerical spells are divinely given, they do not have to be studied to master them. A second level cleric can call on any first level spell he wants to use, thus the entire gamut of spells is available to him for selection prior to the adventure. However, only that spell or spells selected can be used during the course of the adventure. CLERICAL SPELLS Book of First Level Spells: Cure Light Wounds Protection from Evil Detect Evil Purify Food and Water Detect Magic Remove Fear Light Resist Cold Book of Second Level Spells: Bless Resist Fire Find Traps Silence: 15' Radius Hold Person Snake Charm Know Alignment Speak with Animals Book of Third Level Spells: Continual Light Prayer Cure Disease Remove Curse Locate Object Speak with Dead Book of Fourth Level Spells: Create Water Protection from Evil, 10’ Radius Cure Serious Wounds Speak with Plants Neutralize Poison Turn Sticks to Snakes Book of Fifth Level Spells: Commune Quest Create Food Raise Dead Dispel Evil The Finger of Death Insect Plague
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