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THE HOLMES TREASURY

SUPPLEMENT FOR THE 77-79 DUNGEONS & DRAGONS BASIC BOX SET EDITED BY ERIC HOLMES

TABLE OF BONUS AND PENALTIES TO ABLITIES (Tables continued from pg6) Charisma 18 Maximum # Hirelings 12 17 Maximum # Hirelings 6 15-16 Maximum # Hirelings 5 7-14 Maximum # Hirelings 4 6 or less Maximum # Hirelings 2 Constitution 18 Resurrection Survival 99% 17 Resurrection Survival 95% 15-16 Resurrection Survival 90% 7-14 Resurrection Survival 60% 6 or less Resurrection Survival 30%

Loyalty Base +4 Loyalty Base +2 Loyalty Base +1 Loyalty Base none Loyalty Base -1

Save vs. Save vs. Save vs. Save vs. Save vs.

Paralyzation 100% Paralyzation 98% Paralyzation 95% Paralyzation 65% Paralyzation 35%

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. Experience Level Points Hit Dice Spells 4 (Theurgist) 10,000 4-4 sided 3,1 5 (Thaumaturgist) 20,000 5-4 sided 4,2 6 (Magician) 35,000 6-4 sided 4,2,1 7 (Enchanter) 50,000 7-4 sided 4,2,2 8 (Warlock)** 75,000 8-4 sided 4,3,2,1 9 (Sorcerer) 100,000 9-4 sided 4,3,3,2 10 (Necromancer) 200,000 10-4 sided 4,3,3,2,1 11 (Wizard) 300,000 11-4 sided 4,4,3,3,2 Thieves At 4th level gain +4 bonus to striking silently from behind. Optional, double damage. At 10th level 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. Experience Points 4,800 9,600 20,000 40,000 60,000 90,000 125,000

ADDITIONAL CLASS INFORMATION Level limits for *Dwarves, **Elves and ***Halflings Fighting Men 9th level Fighting Men (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 / game year. Experience Level Points 4 (Hero) **,*** 8,000 5 (Swashbuckler) 16,00 6 (Myrmidon)* 32,000 7 (Champion) 64,000 8 (Super Hero) 120,000 9 (Lord) 240,000

Hit Dice 4-8 sided 5-8 sided 6-8 sided 7-8 sided 8-8 sided 9-8 sided

Spells 0 0 0 0 0 0

Level 4 (Burglar) 5 (Cutpurse) 6 (Sharper) 7 (Pilferer) 8 (Master Pilferer) 9 (Thief) 10 (Master Thief)

Hit Dice 4-4 sided 5-4 sided 6-4 sided 7-4 sided 8-4 sided 9-4 sided 10-4 sided

Spells D E F G H I J

Magic-Users At 9th 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: Scroll Spells 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

Clerics When Clerics reach the 8th level (Patriarch) they may opt to build their own stronghold. After constructing their stronghold loyal followers will come to the castle and serve at no cost. Followers will range from 10-60 heavy cavalry, 10-60 horsed crossbow men and 30-180 armed men. ** 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 per each inhabitant yearly.

Level 4 (Vicar) 5 (Curate) 6 (Bishop) 7 (Lama) 8 (Patriarch) INFRAVISION

Experience Points 6,000 12,000 25,000 50,000 100,000

Hit Dice 4-6 sided 5-6 sided 6-6 sided 7-6 sided 8-6 sided

Spells 2,1 2,2 2,2,1,1 2,2,1,1,1 2,2,2,2,2

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

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. DMs 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 SAVING THROWS Saving Throw Table --- Levels 4 to 10 (Use a 20-sided die)

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.

Class Fighting Men, Thief 4-6 7-9 10 Magic-User, Elf 4-5 6-10 Cleric 4 5-8 9-10 Dwarves & Halflings 4-6 7-9 10 MORALE

14 12 10

11 9 7

10 8 6

12 10 8

13 10 8

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 UNARMED COMBAT (These rules apply to humanoid types only) Grappling (throw down opponent, holding opponent in place) Roll to hit first. Then both player and opponent must roll 1d20 under their strength. If they both roll under their strength then it is a standstill and they are both still holding their ground. If one succeeds and the other fails then the other is overpowered for that turn. If there is an attack on the opponent being held the attacker gains a +4 to hit. Next turn whoever is being held gets an attempt to break free by repeating the process mentioned above. Punching Roll to hit then roll 2d6 for outcome 2-6 light punch 1 damage, 7-9 medium punch 2 damage, 1011 heavy punch 3 damage, 12 solid punch 4 damage. Rolling snake eyes is considered a knock out for 1d6 rounds.

15 12

14 12

13 11

13 11

16 14

15 12 9

12 10 7

11 9 6

14 12 9

16 14 9

12 10 8

9 7 3

8 6 4

10 8 6

10 8 6

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.)

CONSTRUCTION OF CASTLES & STRONGHOLDS 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 labour. 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. Buildings Cost Gate House, 2 floors with cellar 4,500 gold pieces Great Keep, 2 floors with attic and cellar 2,500 gold pieces Stone House, 1 floor with cellar 1,700 gold pieces Smial halfling home, 1 underground level 900 gold pieces Tlan elven tree home, 1 floor 800 gold pieces Tower, Square/Round 2,000 gold pieces/floor + 300 gold pieces for Roofed Tower Cap Wood Cottage, 1 floor 1,000 gold pieces Other Constructs Bridge, Stone 400 gold pieces/20 feet Bridge, Wood 200 gold pieces/20 feet Curtain Wall, 10 by 90 feet 3,500 gold pieces Ditch/Moat 40 by 20 feet, 10 feet deep 1,000 gold pieces Door, Iron, single 50 gold pieces double 75 gold pieces Door, Wood, single 10 gold pieces, double 15 gold pieces Drawbridge/Portcullis, 2,000 gold pieces Stable, 1 floor 500 gold pieces Stone Wall, 10 by 90 feet 2,000 gold pieces Tunnels, Earth 10 gold pieces/20 feet Tunnels, Stone Reinforced 40 gold pieces/20 feet SIEGE WEAPONRY Catapults are either set in one place or have wheels for hauling them long distances to battle. Missiles from catapults range from heavy rocks (3d6 damage) to whatever is within the area to be hurled at opponents. Light Catapult Range: 150-300 feet, Cost: 600 gold pieces Heavy Catapult Range: 240-480 feet, Cost: 900 gold pieces

Battering Rams a heavy timber fitted with a metal knob or point. Cost: 60 gold pieces. More elaborate battering rams anchored with chains and roofed with hide to protect its users from arrows, stones and boiling oil. Cost: 400 gold pieces Boiled Oil large cauldrons of boiling oil that form a pool up to 20 feet in circumference when poured. Anyone caught in the downpour receives 2d6 damage. If the oil is ignited anyone caught in the flames will receive additional fire damage (see page pg19). It will take 3 turns for the fire to burn out. Cost: 30 gold pieces Ladders ladders ranging in 10-15 feet in length used to scale high walls. Cost: 20 gold pieces Ballistas resembles a large crossbow mounted on a tripod that can fire spear like missiles at a great range. Range: 150-300 feet, Damage: 2d6, Cost: 400 gold pieces Battering Rams a heavy timber fitted with a metal knob or point. Cost: 60 gold pieces. More elaborate battering rams anchored with chains and roofed with hide to protect its users from arrows, stones and boiling oil. Cost: 400 gold pieces Siege Towers large wheeled towers that range up to three stories in height protecting its occupants during an assault. The top story holds archers. The second level holds assault troops that wait till the drawbridge lowered to attack and the bottom harbours troops that push the tower into position. Cost: 1500 gold pieces 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 & Defence, Ship Building, Canals, Animal Breeding, Sea Trade, Inns, Farming Land, Trade, Hunting, Fishing, Trapping, Religion, Exploration and Tourism.

CLERIC VS. UNDEAD TABLE (use 2d6) Undead Type Cleric Level 4 5 6 7 8 9 10 Skeleton D D D D D D D Zombie T D D D D D D Ghoul T T D D D D D Wight 7 T T D D D D Wraith 9 7 T T D D D Mummy 11 9 7 T T D D Spectre no effect 11 9 7 T T D Vampire no effect no effect 11 9 7 T T

Number = score this number or greater to turn away T = automatically turned away, up to 2 dice in number D = dispelled/dissolved, up to two dice in number.

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. MAGIC-USER SPELLS Book of Third Level Spells: Clairaudience Invisibility, 10 Radius Clairvoyance Dispel Magic Explosive Runes Fire Ball Fly Haste Spell Hold Person Infravision Lightning Bolt Monster Summoning I Protection from Evil, 10 Radius Protection from Normal Missiles Rope Trick Slow Spell Suggestion Water Breathing

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 Magic-User 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 Magic-User 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 springs forth 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

Book of Fourth Level Spells: Charm Monster Polymorph Others Confusion Dimension Door Extension I Fear Growth of Plants Ice Storm Polymorph Self Massmorph Monster Summoning II Remove Curse Wall of Fire Wizard Eye

Book of Fifth Level Spells: Animate Dead Monster Summoning III Cloudkill Conjure Elemental Extension II Feeblemind Growth of Animals Hold Monster Magic Jar 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 Pass-Wall Telekenesis Teleport Transmute rock to Mud Wall of Iron Wall of Stone

monster or monsters summoned will faithfully serve the Magic-User until the spell ceases to function or they are killed. 01-15 16-25 26-45 Kobold Goblin Orc 46-60 61-75 76-00 Skeleton Rat, giant 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. 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. 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). 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 16-25 26-45 Centipede, giant Devil, Lemure Gnoll 46-60 61-75 76-00 Stirge Toad, giant Troglodyte

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 Magic-User 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. 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. Wall of Fire Range: 60 feet The spell will create a Wall of Fire which lasts until the Magic-User 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. 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 nonfire 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 once a day and will remain until dispelled. There are variations of hit dice due to the manner in which they are conjured. Device* Elementals 12 Hit Dice Staff Elementals 8 Hit Dice Conjured Elementals 16 Hit Dice * Those from medallions, stones, gems, or bracelets All elementals must be controlled at all times by the persons who have called them forth. Failure to control any elemental will result in its turning upon the one who summoned it. Being attacked, moving, or any other action will tend to break the summoners concentration. The elemental will move directly toward the one who summoned it, attacking anything that gets in its path as it returns. Once control is lost it can never be re-established.

(Elementals can only be hit with magic weapons)


Air Elemental Move: 360 feet/turn Hit Dice: variable Armor Class: 2 Treasure Type: Nil Alignment: neutral Attacks: 1 Damage: variable

When engaged in combat in the air they add +1 to damage scored from hits. They normally do one die roll of damage. They can turn into a whirlwind which will sweep all creatures under two hit dice away, the whirlwind being conical in shape, 30 feet diameter at the base, 60 feet diameter at the top, and as high as the number of hit dice possessed by the Elemental, forming a whirlwind requires one full turn as does dissolving it. Earth Elemental Move: 60 feet/turn Hit Dice: variable Armor Class: 2 Treasure Type: Nil Alignment: neutral Attacks: 1 Damage: variable

Earth Elementals cannot cross water. However, when they hit they score damage with three dice (3-18 points) against any opponent which rests upon the earth and walls. They score two dice of damage against all other opponents. Fire Elemental Move: 120 feet/turn Hit Dice: variable Armor Class: 2 Treasure Type: Nil Alignment: neutral Attacks: 1 Damage: variable

Fire Elementals score two dice of damage against all non-fireusing opponents, and one die -1 (2-7 hit points of damage) against fire-using opponents. They act as incendiaries when in contact with inflammable material. They cannot cross water are brought forth from flame of considerable heat, i.e. a large fire, lava pool, etc.

Water Elemental Move: 60 feet/turn outside water,180 feet/turn in water Hit Dice: variable Armor Class: 2 Treasure Type: Nil Alignment: neutral Attacks:1 Damage: variable

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 MagicUser 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 (1-10%) 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. CLERICAL SPELLS Book of Third Level Spells: Continual Light Prayer Cure Disease Locate Object Remove Curse Speak with Dead

In water they do damage equal to two dice, while out of water they do but one die of damage during melee. Water Elementals can only be brought forth from a considerable body of water, i.e. a pond, stream, or larger body of water. Extension II Same as Extension I except it also applies to 4th level spells. 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 Magic-Users 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 against a Feeblemind. 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. 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 MagicUsers 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 MagicUser 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 08-17 18-25 26-32 33-40 41-47 Beetle, boring Bugbear Gelatinous Cube Ghoul Lizard, giant Lycanthrope, Wererat 48-57 58-67 68-75 76-85 86-95 96-00 Ochre jelly Orge Spider, huge Spider, large Tick, giant Weasel, giant

Book of Fourth Level Spells: Create Water Protection from Evil, 10 Radius Cure Serious Wounds Neutralize Poison Speak with Plants Turn Sticks to Snakes

Book of Fifth Level Spells: Commune Quest Create Food Dispel Evil Insect Plague Raise Dead The Finger of Death

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.

THIRD LEVEL CLERIC SPELLS Continual Light This spell is the same as that for Magic-Users, 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. Locate Object This spell is the same as that for Magic-Users, except that the base range is 90 feet. 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 Magic-Users. 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 Clerics 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. From 2-16 snakes can be conjured (roll two eight-sided dice). He can command these conjured snakes to perform as he orders.

FIFTH LEVEL CLERIC SPELLS 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 Anti-Cleric.)

DIE ROLL FOR CHARACTER TO SCORE A HIT, BY OPPENENTS ARMOR CLASS (use 1d20) FIGHTING MEN, DWARVES, ELVES, HALFLINGS Armor Class

Level 4-6 Level 7-9

9 No Armor 8 5

8 Shield 9 6

7 Leather Armor 10 7

6 Leather & Shield 11 8

5 Chain Mail 12 9

4 Chain Mail & Shield 13 10

3 Plate Mail 14 11

2 Plate & Shield 15 12

CLERICS, THIEVES Level 4 Level 5-8 Level 9-10 MAGIC-USERS Level 4 Level 6-10 Level 11 10 8 5 11 9 6 12 10 7 13 11 8 14 12 9 15 13 10 16 14 11 17 15 12 10 8 5 11 9 6 12 10 7 13 11 8 14 12 9 15 13 10 16 14 11 17 15 12

EXPLANATION OF THIEFS ABILITIES move silently 35% move E open lock 35% remove trap 30% pick pocket 40% silently 40% move silently 45% move G open lock 45% open lock 50% remove trap 40% remove trap 45% pick pocket 50% pick pocket 55% silently 50% move H silently 55% move silently 60% move J open lock 60% remove trap 55% pick pocket 65% silently 65% climb sheer surfaces 90% climb sheer surfaces 91% climb sheer surfaces 92% climb sheer surfaces 93% climb sheer surfaces 94% climb sheer surfaces 95% climb sheer surfaces 96% hide in shadows 25% hide in shadows 30% hide in shadows 35% hide in shadows 40% hide in shadows 45% hide in shadows 50% hide in shadows 55% hear noise roll of 1-4 hear noise roll of 1-4 hear noise roll of 1-4 hear noise roll of 1-3

open lock D 30%

remove trap 25%

pick pocket 35%

hear noise roll of 1-3

open lock F 40%

remove trap 35%

pick pocket 45%

hear noise roll of 1-3

open lock I 55%

remove trap 50%

pick pocket 60%

hear noise roll of 1-4

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