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Attack: d20+(Attack Bonus). At or above (target's AC) hits.

Natural 1 counts as a roll of -10; natural 20


automatically hits.
Initiative: d20+(Initiative Modifier). Highest goes first; one initiative per combat.
Saving Throw: d20+(Save Modifier). At or above difficulty score succeeds.
Skill Check: d20+(Skill Modifier). At or above difficulty score succeeds.

Random Rooms: (roll 1d6)


1: Short Corridor (2x3)
2: Medium Corridor (2x6)
3: Long Corridor (2x9)
4: Small Room (3x4)
5: Large Room (4x5)
6: Special Room (stairs or quest room) Characters:
Treasure Tables Chartan Level 3 Sorcerer
Kill List

List of Difficulties
Encounter Levels

Sorcerer Level One

Current magic items for sale:


1,600 gp - Book of (spell name)
Random 3rd level spell
2,520 gp - Bronze Scepter 1d6, crit x2, 4 lbs.,
Small, Blugeoning
+1 attack

Current normal items for sale: 5,020 gp - Mask of Protection +1AC (not
cumulative with armor)
5 gp - Cap +1AC (not cumulative with any
-2 damage taken from each attack
protection)
5 gp - Leather Armor +1AC (not cumulative with 7,510 gp - Skull Cap of Absorption +1AC (not
armor) cumulative with armor)
10 gp - Skull Cap +1AC (not cumulative with -3 damage taken from each attack
armor)
10 gp - Mace (light) 1d6, crit x2, 6 lbs., Small, 7,511 gp - Bolts of Quickness (11)
Bludgeoning +4 speed initiative bonus
20 gp - Robe +1AC 7,515 gp - Kris of the Leech 1d4, crit (18-20)x2, 2
30 gp - Saber 1d6, crit (19-20)x2, 4 lbs., Medium, lbs., Tiny, Piercing
Slashing Successful hit heals user 1d4 hit points
40 gp - Long Spear 1d8(2h), crit x3, 9 lbs., Large,
Piercing 10,005 gp - Wearying Leather Boots +1AC (not
40 gp - Hard Leather Armor +3AC cumulative with armor)
100 gp - Long Sword 1d8, crit (19-20)x2, 4 lbs., Chosen foe flatfooted 1d4; Will save (DC20)
Medium, Slashing negates
150 gp - Crystal Sword 1d8, crit (18-20)x3, 5 lbs.,
Medium, Slashing 10,100 gp - Slayer's Flawed Diamond of
Absorption
+1 melee attack and rank with class skills
(Barbarians only)
-3 damage taken from each attack
Power Item (rolled at party level +10): 15,010 gp
Heavy Boots of the Tiger +1AC (not cumulative
with armor)
+15 hit points
I'm typing out the treasure table for our Diablo II AD&D game. So far, ? pages of fourteen done.
Base Treasure Table (roll d20):
1 Trap (roll 1d20+CR)
1-15: 1d6 points of fire damage per level to all within 5 feet; Reflex save for half damage
(DC=10+level)
16-19: Missile deals 1d4 points of damage, +1 damage per level; Reflex save for half damage
(DC=10+level)
20: Gas (1d3: 1 Choking, 2 Rancid, 3 Strangling)
2-10 no treasure
11 Healing Potion (roll 1d20+CR)
1-5: Minor Healing (1d4+1)
6-10: Light Healing (2d8+3)
11-20: Healing (4d8+7)
21-30: Greater Healing (6d8+12)
31+: Super Healing (8d8+15)
12 Mana Potion (roll 1d20+CR)
1-5: Minor Mana (1 spell level)
6-10: Light Mana (2 spell levels)
11-20: Mana (4 spell levels)
21-30: Greater Mana (6 spell levels)
31+: Super Mana (8 spell levels)
13-17 (d20 x CR) gold pieces
18-20 Item (roll 1d20+CR)
1-15: roll d60 on base item table
16-17: roll d100 on base item table, then for appropriate prefix.
18-19: roll d100 on base item table, then for appropriate suffix.
20+: roll d100 on base item table, then for appropriate prefix and suffix.
Base Item Table (roll d100):
1-8 body armor (d20+CR, uses d60 on prefix/suffix tables)
9-13 head protection (d20+CR, uses d60 on prefix/suffix tables)
14-16 foot protection (d20+CR, uses d60 on prefix/suffix tables)
17-18 hand protection (d20+CR, uses d60 on prefix/suffix tables)
19-20 belts (d20+CR, uses d60 on prefix/suffix tables)
21-25 shields (d20+CR, uses d60 on prefix/suffix tables)
26-30 daggers (d20+CR, uses d60+25 on prefix/suffix tables)
31-40 swords (d20+CR, uses d60+25 on prefix/suffix tables)
41-44 clubs (d20+CR, uses d60+25 on prefix/suffix tables)
45-48 spears (d20+CR, uses d60+25 on prefix/suffix tables)
49-50 polearms (d20+CR, uses d60+25 on prefix/suffix tables)
51-55 axes (d20+CR, uses d60+25 on prefix/suffix tables)
56-63 bows (d20+CR, uses d60+30 on prefix/suffix tables)
64-65 crossbows (d20+CR, uses d60+30 on prefix/suffix tables)
66-70 wands (d20+CR, uses d60+40 on prefix/suffix tables)
71-75 staves (d20+CR, uses d60+40 on prefix/suffix tables)
76-79 accessories (d20+CR, uses d40+30 on prefix/suffix tables)
80 gems (d20+CR, uses d40+30 on prefix/suffix tables)
81-90 inscribed spells (d20+CR, uses d10+90 on prefix/suffix tables)
91-00 perishables (see perishables table)

Prefixes:
1-20 improves armor class (d20+CR)
21-35 improves saving throws (d20+CR)
36-39 affects foe's reaction (d20+CR)
40 affects fatigue (d20+CR)
41-45 improves skills and spells (d20+CR)
46-49 cursed (roll base item's prefix roll again)
50 capricious (roll again on prefix table using d100)
51-55 affects visibility (d20+CR)
56-60 affects number of castable spells (d20+CR)
61-62 affects magical items (d20+CR)
63-70 affects user's stats (d20+CR)
71-77 improves attack scores (d20+CR)
78-82 improved damage (d20+CR)
improves attack scores
83-90 (d20+CR)
and improves damage
91-00 affects item's charges (d20+CR)

Suffixes:
1-20 reduces damage taken (d20+CR)
21-25 effect when attacked (d20+CR)
26-27 improves durability (d20+CR)
28-30 affects movement (d20+CR)
31-35 increases hit points (d20+CR)
36-45 improves skills and spells (d20+CR)
46-49 cursed (roll base item's prefix roll again)
50 capricious (roll again on prefix table using d100)
51-53 improves recovery (d20+CR)
54-56 affects spell preparation (d20+CR)
57-60 affects casting in combat (d20+CR)
61-63 improves treasure finding (d20+CR)
64-67 improves light sources (d20+CR)
68-70 reduces effects of hazards (d20+CR)
71-73 increases damage (d20+CR)
74-75 improves minimum damage (d20+CR)
76-77 affects attack speed (d20+CR)
78-80 adds damage effect (d20+CR)
81-82 restores on a successful hit (d20+CR)
83-84 damages armor or weapons (d20+CR)
85 affects weapon proficiencies (d20+CR)
86-90 affects available uses (d20+CR)
allows the casting of a spell,
maximum 10d10 charges,
90-00 (d20+CR)
all are rechargable (except
inscribed spells)
Armor (roll d20+level, use d60 on prefix/suffix tables)
XP GP
1-4 Cape AC 10 0 5
5-6 Rags AC 10 0 10
7-9 Cloak AC 10 0 15
10-12 Robe AC 10 0 20
13-14 Quilted Armor AC 8 0 25
15-17 Leather Armor AC 8 0 30
18 Hard Leather Armor AC 7 0 40
19-21 Studded Leather Armor AC 7 0 50
22-23 Ring Mail AC 7 0 100
24-25 Scale Mail AC 6 0 120
26-27 Chain Mail AC 5 0 150
28 Breast Plate AC 5 0 200
29 Light Plate AC 4 0 200
30 Splint Mail AC 4 0 250
31-32 Plate Mail AC 3 0 600
33 Field Plate AC 2 0 2,000
34 Ancient Armor AC 2, absorbs 1 hp of damage per attack 0 3,750
35 Gothic Plate AC 1 0 4,000
36+ Full Plate AC 1 0 5,000
Headgear (roll d20+level, use d60 on prefix/suffix tables)
XP GP
1-10 Cap AC 9 for head shots 0 5
11-14 Skull Cap AC 8 for head shots 0 10
15-18 Helm AC 7 for head shots 0 15
19 Mask AC 6 for head shots 0 20
20-23 Full Helm AC 5 for head shots 0 30
24-27 Great Helm AC 4 for head shots 0 50
28 Bone Helm AC 3 for head shots 0 200
29+ Crown AC 2 for head shots 0 250
Accoutrements (roll d20+level, use d60 on prefix/suffix tables)
XP GP
1-5 Gloves AC 8 for hand shots 0 5
6-7 Sash AC 8 for waist shots 0 5
8-10 Leather Boots AC 8 for foot shots 0 5
11-15 Bracers AC 5 for hand shots 0 15
16-17 Belt AC 5 for waist shots 0 15
18-20 Chain Boots AC 5 for foot shots 0 15
21-25 Gauntlets AC 3 for hand shots 0 40
26-27 Girdle AC 3 for waist shots 0 40
28+ Plate Boots AC 3 for foot shots 0 40
Shields (roll d20+level, use d60 on prefix/suffix tables)
XP GP
1-10 Buckler -1 AC for one attack per round 0 10
11-16 Small Shield -1 AC for two attacks per round 0 15
17-21 Large Shield -1 AC 0 20
22-25 Kite Shield -1 AC 0 50
26 Spiked Shield -1 AC, off-hand attack for 1d4/1d4 0 100
27 Bone Shield -2 AC for melee attacks 0 150
28-30 Tower Shield -1 AC, -2 AC vs. missile attacks 0 250
31+ Gothic Shield -2 AC, minimum STR 18 0 500
Knives (roll d20+level, use d60+25 on prefix/suffix tables)
XP GP
1-10 Dagger 1d4/1d3, 10/20/30 (ROF 2/1) 0 5
11-14 Throwing Knife 1d3/1d3, 10/20/30 (ROF 3/1) 0 10
15-20 Blade 1d4/1d4, 10/20/30 (ROF 1/1) 0 20
21+ Kris 1d4+1/1d4, 10/20/30 (ROF 1/1) 0 40
Swords (roll d20+level, use d60+25 on prefix/suffix tables)
XP GP
1-5 Dagger 1d4/1d3, 10/20/30 (ROF 2/1) 0 5
6-10 Short Sword 1d6/1d8 0 10
11-13 Sabre 1d6+1/1d8 0 20
14-15 Blade 1d6+1/1d8+1 0 25
16-17 Scimitar 1d8/1d8 0 30
18 Falchion 2d4/1d6 0 35
19-23 Long Sword 1d8/1d12 0 50
24-27 Broad Sword 2d4/1d6+1 0 75
28 Claymore 1d8+1/1d12+ 0 100
29-31 Bastard Sword 1d8/1d12 one-handed, 2d4/2d8 two-handed 0 150
32-35 Two-Handed Sword 1d10/3d6 0 300
36+ Great Sword 1d12/2d8 two-handed, minimum STR 18 0 500
Clubs (roll d20+level, use d60+25 on prefix/suffix tables)
XP GP
1-8 Club 1d6/1d3, 10/20/30 (ROF 1/1) 0 1
9-10 Spiked Club 1d6/1d6, 10/20/30 (ROF 1/1) 0 5
11-17 Mace 1d6+1/1d6 0 10
18-21 Morning Star 2d4/1d6+1 0 20
22-24 Flail 1d6+1/2d4 two-handed 0 50
25-30 War Hammer 1d8/1d8 two-handed 0 60
31-32 Maul 1d10/1d8+1 two-handed, minimum STR 18 0 200
33+ Malus 1d10/1d10 two-handed, minimum STR 18 0 200
Spears (roll d20+level, use d60+25 on prefix/suffix tables)
XP GP
1-8 Javelin 1d6/1d6, 20/40/60 (ROF 1/1) 0 5
9-15 Spear 1d6/1d8, 10/20/30 (ROF 1/1) 0 10
16-17 Pilum 1d6+1/1d8, 10/20/30 (ROF 1/1) 0 25
18-21 Glaive 1d8/1d8, 10/20/30 (ROF 1/1) 0 30
22-24 Trident 1d6+1/3d4 0 30
25-30 Pike 1d6/1d12, x2 damage when set for charge 0 40
31+ Brandistock 1d10/2d6, minimum STR 18, cannot be disarmed 0 100
Polearms (roll d20+level, use d60+25 on prefix/suffix tables)
XP GP
1-8 Bardiche 2d4/2d6 two-handed 0 20
9-15 Scythe 1d10/1d12 two-handed, minimum STR 18 0 40
16-19 Poleaxe 1d10/1d12 two-handed, minimum STR 18 0 50
20+ Halberd 1d10/2d6 two-handed, minimum STR 18 0 80
Axes (roll d20+level, use d60+25 on prefix/suffix tables)
XP GP
1-9 Small Axe 1d6/1d4 0 5
10-12 Throwing Axe 1d4/1d4, 10/20/30 (ROF 1/1) 0 10
13-17 Axe 1d6/1d6 0 10
18-21 Large Axe 1d6/1d6 0 15
22-24 Broad Axe 1d6+1/1d6+1 0 20
25-30 Battle Axe 1d8/1d8 two-handed 0 50
31-32 Great Axe 1d10/1d10 two-handed, minimum STR 18 0 200
33+ Giant Axe 1d12/2d8 two-handed, minimum 18/00 0 200
Bows (roll d20+level, use d60+30 on prefix/suffix tables)
XP GP
1-5 Arrows (1d12) damage as per bow 0 3
6-9 Short Bow 1d6/1d6, 50/100/150 (ROF 2/1) 0 30
10-11 Hunter's Bow 1d8/1d8, 50/100/160 (ROF 2/1) 0 50
12-17 Long Bow 1d8/1d8, 50/100/170 (ROF 2/1) 0 75
18-21 Composite Bow 1d8/1d8, 40/80/170 (ROF 2/1) 0 100
22-24 Short Battle Bow 1d8/1d8+1, 50/100/150 (ROF 2/1) 0 150
25-29 Short War Bow 1d8+1/1d8+1, 50/100/150 (ROF 2/1) 0 250
30-31 Long Battle Bow 1d8+1/1d8+1, 50/100/170 (ROF 2/1) 0 300
32+ Long War Bow 1d8+1/1d8+1, 50/100/170 (ROF 2/1) 0 500
Crossbows (roll d20+level, use d60+30 on prefix/suffix tables)
XP GP
1-5 Bolts (1d20) damage as per crossbow 0 3
6-12 Light Crossbow 1d4/1d4, 60/120/180 (ROF 1/1) 0 40
13-18 Crossbow 1d4/1d6, 70/140/210 (ROF 1/1) 0 80
1d3/1d3, 40/60/80 (ROF up to 5/1), one round to
19 Repeating Crossbow 0 200
reload
20+ Heavy Crossbow 1d4+1/1d8+1, 80/160/240 (ROF 1/2) 0 50
Wands (roll d20+level, use d60+40 on prefix/suffix tables)
XP GP
1-10 Wand 1d2/1d2 0 10
1d3/1d2 fire damage when lit, can be reused, light
11 Torch 0 20
radius 30'
12 Bone Wand 1d3/1d2, Necromancers only 0 70
13 Yew Wand 1d2/1d3, Sorcerers only 0 80
14+ Scepter 1d3/1d3 0 100
Staves (roll d20+level, use d60+40 on prefix/suffix tables)
XP GP
1-9 Short Staff 1d4/1d4 0 10
10-18 Long Staff 1d6/1d6 two-handed 0 25
19-21 Gnarled Staff 1d6/1d6+1 two-handed 0 30
22-24 Composite Staff 1d6+1/1d6+1 two-handed 0 50
25-30 Battle Staff 1d6+1/1d8 two-handed 0 75
31+ War Staff 1d8/1d8 two-handed 0 100
Accessories (roll d20+level, use d40+30 on prefix/suffix tables)
XP GP
1-6 Charm effect active if carried on person 0 50
7-17 Ring worn on hand, one per character 0 75
18 Flag draped over body, one per character 0 100
worn on arm, cannot wear shield, one per
19 Orb 0 150
character
20+ Amulet worn on neck, one per character 0 200
Gems (roll d20+level, use d40+30 on prefix/suffix tables)
XP GP
1-7 Chipped Jewel roll 1d6 0 50
8-13 Flawed Jewel roll 1d6 0 100
14-19 Jewel roll 1d6 0 250
20-25 Flawless Jewel roll 1d6 0 500
22-24 Perfect Jewel roll 1d6 0 1,000
Use the 1d6 rolled above to determine the type of gem found; 1: amethyst, 2: diamond, 3: emerald, 4:
ruby, 5: sapphire, 6: topaz.
Inscribed Spells (roll d20+level, use d10+90 on suffix table only)
XP GP
1-17 Scroll one use at minimum level to cast spell 0 25
18 Rune set once (as glyph of warding) 0 50
read once to gain spell, allows one improvement
19+ Book 0 100
class for spell
improves armor class (roll d20+level)
XP GP
1-5 Sturdy -1 to AC (weighs same as normal) 400 2,000
6-10 Fine -1 to AC 500 2,500
11-12 Strong -1 to AC, -2 against missiles 750 3,750
13-16 Grand -2 to AC 1,000 5,000
17-18 Valiant -2 to AC, -3 against missiles 1,250 6,250
19-21 Glorious -3 to AC 1,500 7,500
22-23 Blessed -3 to AC, -4 against missiles 1,750 8,750
24-25 Awsome -4 to AC 2,000 10,000
26-27 Saintly -4 to AC, -5 against missiles 2,500 12,500
28-29 Holy -5 to AC 3,000 15,000
30+ Godly -5 to AC, -6 against missiles 3,500 17,500
improves saving throws (roll d20+level)
XP GP
1 Tawny +1 save vs. acid 400 2,000
2 Azure +1 save vs. cold 400 2,000
3 Crimson +1 save vs. fire 400 2,000
4 Ocher +1 save vs. lightning 400 2,000
5 Pearl +1 save vs. mind spells and effects 400 2,000
6 Beryl +1 save vs. poison 400 2,000
7 Coal +1 save vs. spell 400 2,000
8 Jasmine +2 save vs. acid 800 4,000
9 Lapis +2 save vs. cold 800 4,000
10 Burgundy +2 save vs. fire 800 4,000
11 Tangerine +2 save vs. lightning 800 4,000
12 Ivory +2 save vs. mind spells and effects 800 4,000
13 Jade +2 save vs. poison 400 2,000
14 Jet +2 save vs. spell 800 4,000
15 Pyrite +3 save vs. acid and -25% damage from acid 1,200 6,000
16 Cobalt +3 save vs. cold and -25% damage from cold 1,200 6,000
17 Garnet +3 save vs. fire and -25% damage from fire 1,200 6,000
+3 save vs. lightning and -25% damage from
18 Coral 1,200 6,000
lightning
19 Crystal +3 save vs. mind spells and effects 1,200 6,000
20 Viridian +3 save vs. poison and -25% damage from poison 1,200 6,000
21 Ebony +3 save vs. spells and -25% damage from spells 1,200 6,000
22 Crysolite +4 save vs. acid and -50% damage from acid 1,600 8,000
23 Sapphire +4 save vs. cold and -50% damage from cold 1,600 8,000
24 Ruby +4 save vs. fire and -50% damage from fire 1,600 8,000
+4 save vs. lightning and -50% damage from
25 Amber 1,600 8,000
lightning
26 Diamond +4 save vs. mind spells and effect 1,600 8,000
27 Emerald +4 save vs. poison and -50% damage from poison 1,600 8,000
28 Obsidian +4 save vs. spells and -50% damage from spells 1,600 8,000
29 Topaz +2 on all saves 2,000 10,000
30+ Prismatic +3 on all saves 3,000 15,000
affects foes's reactions (roll d20+level)
XP GP
foe saves or gets +5 initiative penalty for 1d4
1-6 Subduing 1,500 7,500
rounds
7-10 Wearying foe saves or loses initiative for 1d4 rounds 2,000 10,000
11 Phasing foe saves or next attack is at 50% damage 2,000 10,000
12-16 Depleting foe saves or loses initiative 2d4 rounds 2,000 10,000
foe saves or suffers fear for 1d4 rounds (if 4hd or
17-19 Howling 2,500 12,500
less)
foe saves or changes to random alignment for
20 Chaotic 2,500 12,500
1d4+1 rounds
21-23 Subjugating foe saves or loses initiative for 4d4 rounds 2,500 12,500
24-26 Fatiguing foe saves or is slowed for 1d4 rounds 2,500 12,500
27-29 Exhausting foe saves or is slowed for 2d4 rounds 3,000 15,000
30+ Overwhelming foe saves or is slowed for 3d4 rounds 3,500 17,500
Here is a list of the evil we have cleared from our reality. The subsequent shift in reality has forced us to
reasses our success. We have started our list over.
Bone Warrior (Skeleton) - 9
Dark One (Fallen One) - 2
Hungry Dead (Zombie) - 3
Returned Mage (Skeleton) - 2
Shadow Beasts (Scavengers) - 6
Action Type of Roll Difficulty Class
Balance on uneven floor Balance Skill 10
Balance on 7-12 inch wide surface Balance Skill 10
Balance on 2-6 inch wide surface Balance Skill 15
Balance on surface less than 2 inches wide Balance Skill 20
Balance on angled surface +5
Balance on slippery surface +5
Climb knotted rope and wall Climb Skill 0
Climb rope and wall, knotted rope Climb Skill 15
Climb ruined wall of tower Climb Skill 15
Climb uneven surface with narrow
Climb Skill 20
handholds (typical dungeon or ruins)
Climb rough surface (natural rock or brick
Climb Skill 25
wall)
Climb slippery surface Climb Skill +5
Climb bracing against perpendicular walls Climb Skill -5
Climb bracing against two opposite walls Climb Skill -10
Counterspell Spellcraft Skill 15+(spell level), then cast same spell
Open door: simple wooden door Strength Check 13
Open door: good wooden door Strength Check 18
Open door: strong wooden door Strength Check 23
Open door: iron-barred wooden door Strength Check 25
Open door: iron door Strength Check 28
Open door: Hold Portal or Arcane Lock +5 or +10
Save against spell d20+(save modifier)10+(spell level)+(caster's ability bonus)
Spell Resistance d20+(caster level) (Creature's Spell Resistance)
This table is lifted directly from the Dungeon Master's Guide (table 4-1). Now that I know how to use it
properly, I can make sure we're not taking on encounters three or four levels too high.
Encounter Five Seven Ten
Level One Two Three Four or Six to Nine to Twelve
1 1 or 2 1/2 1/3 1/4 1/6 1/8 1/8
2 2 or 3 1 1/2 or 1 1/2 1/3 1/4 1/6
3 3 or 4 1 or 2 1 1/2 or 1 1/2 1/3 1/4
4 3, 4, 5 2 1 or 2 1 1/2 or 1 1/2 1/3
5 4, 5, 6 3 2 1 or 2 1 1/2 1/2
6 5, 6, 7 4 3 2 1 or 2 1 1/2
7 6, 7, 8 5 4 3 2 1 1/2
8 7, 8, 9 6 5 4 3 2 1
9 8, 9, 10 7 6 5 4 3 2
10 9, 10, 11 8 7 6 5 4 3
11 10, 11, 12 9 8 7 6 5 4
12 11, 12, 13 10 9 8 7 6 5
13 12, 13, 14 11 10 9 8 7 6
14 13, 14, 15 12 11 10 9 8 7
15 14, 15, 16 13 12 11 10 9 8
16 15, 16, 17 14 13 12 11 10 9
17 16, 17, 18 15 14 13 12 11 10
18 17, 18, 19 16 15 14 13 12 11
19 18, 19, 20 17 16 15 14 13 12
20 19+ 18 17 16 15 14 13
Sorcerer Spells Level One
Fire Bolt (S1)
Range: 90 feet
Area: one creature
Duration: Instantaneous
Save: half damage
A small bolt of fire flies from the caster's fingertips to the creature in range, inflicting 1d6 points per
level of fire damage. Maximum damage for a fire bolt is 10d6 points of damage.
Frost (S1)
Range: 0
Area: 10-foot radius
Duration: 1 round/level
Save: special
Solid ground in a 60-foot radius around the caster freezes over, except for a 15-foot diameter "eye" in the
center of the effect, forming a slick blue-tinged surface. Any creature trying to move on the icy surface
can choose to move carefully, moving and attacking at half their normal rate. Those choosing to move or
attack normally most make a successful saving throw vs. spell each round or fall.
Frozen Armor (S1)
Range: 0
Area: caster
Duration: 1 turn/level
Save: none
Ice coalesces, forming a frigid iceball that orbits around the caster. The ice satellite absorbs the first 1
point of damage taken by the caster, before shattering. Every 2 levels beyond first level achieved by the
caster allows the creation of an additional iceball, which all work together to protect the caster. A caster
can be protected by a maximum of 10 iceballs.
Ice Bolt (S1)
Range: 90 feet
Area: one creature
Duration: instantaneous
Save: special
A small shard of ice flies from the caster's fingertips to the creature in range, inflicting 1d4 points of cold
damage per level of caster (save vs. spell for half). Those who fail their saves move as if slowed for 3
rounds, while those who make their saves move as if slowed for 1 round. Maximum damage is 10d4
points of damage.
Identify Item (S1, N1)
Range: 0
Area: 1 item/level
Duration: 1 round/level
Save: none
The identify item spell allows one magical item from the world of Diablo to be positively identified by
full name and function. All combat bonuses, powers, and charges are revealed. Most magical items
(including scrolls) in the world of Diablo cannot be used until this spell is employed to unlock their
secrets; however, potions of healing and mana can be recognized and used without recourse to this spell.
Certain quest items also may not yield to this spell - in such cases, the services of a powerful sage or
similar entity may be required.

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