7 Voyages of Zylarthen v3 Book of Magic
7 Voyages of Zylarthen v3 Book of Magic
7 Voyages of Zylarthen v3 Book of Magic
Of Zylarthen
Rules for Original Style Sword and Sorcery
Campaigns Playable with Paper and Pencil
and Imagination
OAKES SPALDING
BOOK OF MAGIC
PUBLISHED BY
SEVEN VOYAGES
OF ZYLARTHEN
VOLUME 3
BOOK OF MAGIC
BY
OAKES SPALDING
AFTER
GARY GYGAX AND DAVE ARNESON
INDEX&
&
&
Spells Table . . . . . . . . . . . . . . . . . . . . . . . . . . . 3
Spell Descriptions . . . . . . . . . . . . . . . . . . . . . . . . 4
1st Level . . . . . . . . . . . . . . . . . . . . . . . . . . . . 4
2nd Level . . . . . . . . . . . . . . . . . . . . . . . . . . .
3rd level . . . . . . . . . . . . . . . . . . . . . . . . . . . . 7
4th level . . . . . . . . . . . . . . . . . . . . . . . . . . .
10
5th Level . . . . . . . . . . . . . . . . . . . . . . . . . . . 13
6th Level . . . . . . . . . . . . . . . . . . . . . . . . . . . 17
Magic Books . . . . . . . . . . . . . . . . . . . . . . . . . . 18
Magical Research . . . . . . . . . . . . . . . . . . . . . . . . 19
Evil High Priest Spells Table . . . . . . . . . . . . . . . . . . . . 20
High Priest Spells Table . . . . . . . . . . . . . . . . . . . . . 20
Witch Spells Table . . . . . . . . . . . . . . . . . . . . . . .
21
22
Maps/Magic Determination . . . . . . . . . . . . . . . . . . . . 25
Magic Items Tables . . . . . . . . . . . . . . . . . . . . . . . 25
Potions . . . . . . . . . . . . . . . . . . . . . . . . . . . . 32
Scrolls . . . . . . . . . . . . . . . . . . . . . . . . . . . . 34
Swords . . . . . . . . . . . . . . . . . . . . . . . . . . . . 35
Armor . . . . . . . . . . . . . . . . . . . . . . . . . . . .
Magic Books (As Treasure) . . . . . . . . . . . . . . . . . . .
39
. 39
Miscellaneous Weapons . . . . . . . . . . . . . . . . . . . . . 40
Rings . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 41
Rods, Staves and Wands . . . . . . . . . . . . . . . . . . . . . 42
Miscellaneous Magic . . . . . . . . . . . . . . . . . . . . . .
47
SPELLS TABLE:
1st Level
1. Charm Person
2. Cure Light Wounds
3. Detect Evil
4. Detect Magic
5. Hold Portal
6. Light
7. Magic Missile
8. Protection from Evil
9. Purify Food & Water
10. Pyrotechnics
11. Read Languages
12. Read Magic
13. Shield
14. Sleep
15. Snake Charm
16. Speak with Animals
17. Strength
18. Ventriloquism
19. Web
20. Cause Light Wounds*
2nd Level
Arcane Lock
Clairaudience
Continual Light
Darkness, 5' Radius
Detect Invisible
ESP
Find Traps
Fortify
Hold Person
Infravision
Invisibility
Knock
Levitate
Locate Object
Magic Mouth
Mirror Image
Phantasmal Forces
Silence, 15' Radius
Water Breathing
Spoil Food & Water*
3rd Level
Clairvoyance
Cure Disease
Dispel Magic
Distract
Explosive Runes
Fire Ball
Fly
Growth of Plants
Haste Spell
Invisibility, 10' Radius
Lightning Bolt
Protection/Evil, 10' r.
Protect./Normal Missiles
Remove Curse
Rope Trick
Slow Spell
Speak with Dead
Suggestion
Summon Monsters I
Cause Disease*
4th Level
1. Charm Monster
2. Confusion
3. Create Water
4. Cure Serious Wounds
5. Dimension Door
6. Extension I
7. Fear
8. Hallucinatory Terrain
9. Ice Storm
10. Invisible Eye
11. Massmorph
12. Neutralize Poison
13. Polymorph Others
14. Polymorph Self
15. Speak With Plants
16. Summon Monsters II
17. Turn Sticks to Snakes
18. Wall of Fire
19. Wall of Ice
20. Cause Serious Wounds*
5th Level
Animate Objects
Cloudkill
Conjure Elemental
Contact Higher Plane
Create Food
Dispel Evil
Extension II
Feeblemind
Growth of Animals
Hold Monster
Insect Plague
Magic Jar
Pass-Wall
Summon Monsters III
Telekinesis
Teleport
Transmute Rock to Mud
Wall of Iron
Wall of Stone
Animate Dead*
6th Level
Anti-Magic Shell
Blade Barrier
Conjure Animals
Control Weather
Disintegrate
Extension III
Find The Path
Geas
Legend Lore
Lower Water
Move Earth
Part Water
Projected Image
Repulsion
Speak With Monsters
Stone to Flesh
Summon Monsters IV
Summon Servant/Stalker
Word of Recall
Death Spell*
SPELL DESCRIPTIONS:
1st Level:
Charm Person: This spell will cause the recipient, if he fails his saving throw vs. magic, to regard the caster as a trusted mentor, friend or ally for an indefinite period. After a
number of days equal to 19 minus the victims intelligence score, a saving throw may
be attempted to break the charm. If it fails, then another may be tried in a like number
of days, and so on. Alternatively, a Dispel Magic spell will always break the charm. It is
important to note that the spell does not enable the caster to control the recipient as an
automaton or to successfully order him to perform any actions which obviously contradict any of his previously and strongly held beliefs, loyalties, moral principles or the like.
So, for example, if a witch charms a good prince, she cannot force him to embrace evil
or perform what he would regard as evil acts, but she will cause him to believe that she
herself is not evil, and thus he might be induced to defend her to the death even
against his friends. The spell will work against, humans, demi-humans and humanoids
shorter than Ogre-size. Undead are immune. Range: 120.
Cure Light Wounds: This spell will restore 2-7 hit points to the target character
during the course of a full turn. Alternatively, it may be cast during surgery, giving
the patient a +5% bonus to his adversity check. A character may be the recipient
of this spell but once per day. Range: touch.
Detect Evil: This spell will detect evil intentions and thoughts or the presence of
an evil object or entity. Duration: 2 turns, Range: 60.
Detect Magic: This spell will determine whether an enchantment or charm has
been placed on a place, thing or person. It is often used to divine whether a discovered item is magical. Duration: 2 turns, Range: 10.
Hold Portal: This spell will bar a door, gate or similar. A Dispel Magic or Knock
spell, or a creature with strong magical resistance will negate it. Duration: 2-12
turns, Range: 60.
Light: This spell will create a 30 diameter globe of light around the caster, a point
in space or a mobile or immobile object. The light created will not equal full daylight
and thus cannot be used, say, to destroy a Vampire. Duration: 6 turns + 1 turn per
level.
Magic Missile: This spell conjures a magic arrow that will do 2-7 points of damage
if it hits. Those of 6th-10th levels may cast three simultaneous missiles. Those of
11th or higher levels may cast five simultaneous missiles. Chance to hit is computed as for a +1 bow, potentially modified by dexterity. Range: 150.
Protection from Evil: This spell prevents attacks on the caster from enchanted,
summoned or conjured monsters. As well, it subtracts -1 from the attack rolls of all
evil creatures and gives the caster +1 to his saving throws against the same. Duration: 6 turns.
Purify Food and Water: This spell makes spoiled or even poisoned quantities of
food or water usable again. These will serve up to a dozen people.
4
Pyrotechnics: This spell will produce a small-scale fireworks display from an already existing fire sourcea torch, bonfire or the likeor a temporary 20 diameter cloud of smoke from the same. Depending on the context the effect might be
delightful, frightening, obscuring, surprising, distracting, etc., but not directly harmful. Duration: 6 turns, Range: 240.
Read Languages: This spell allows the caster to read an otherwise incomprehensible or indecipherable non-magical language or code. Duration: one or two maps,
scrolls or sets of inscriptions, or perhaps 5% of a book.
Read Magic: This spell allows the caster to initially read and understand the writings in a magic book or scroll. In the case of a book, this will enable him to attempt
to know the spells contained therein, or in the case of a scroll to use the scroll at a
later time.
Shield: This spell will form a magical barrier around the caster equivalent to armor
class 2 vs. missile attacks and armor class 4 vs. melee attacks. Duration: 2 turns.
Sleep: This spell will put to sleep all of the following within a 30 area of effect (no
saving throw): 2-16 creatures of up to 1+1 hit dice, 2-12 creatures of up to 2+1 hit
dice, 1-6 creatures of up to 3+1 hit dice and/or 1 creature of up to 4+1 hit dice.
Range: 240.
Snake Charm: The caster may hypnotically calm any number of snakesnormal
or giantwith maximum collective hit dice equaling the level of the caster. Duration: 2-12 turns (as long as the caster maintains rough eye contact), Range: 60.
Speak with Animals: This spell allows conversation between the caster and one
form of animal. The animal or animals will never attack the caster and a positive
reaction may mean that it or they may perform services for him. Duration: 6 turns,
Range: 30.
Strength: This spell will increase the strength of a willing target by from 2-8 points
if he is a Fighting-Man and from 1-4 points if he is a Thief. Magic-Users will obtain
no benefit. For each additional 2 points increased over a score of 18, an additional
+1 bonus (cumulative with that already granted at 18) will be added to melee damage rolls. After use, the recipient must sleep for a full day. Duration: up to 8 hours.
Ventriloquism: The caster may throw his voice such as to make it issue from an
animal, statue, around a corner, etc. If centered on a creature or object, those paying close attention may notice that the mouth is not moving. Duration: 2 turns,
Range: 60.
Web: This spell produces great sticky webs sufficient to cover an area 10 x 10 x
20. The strands are quite strong, requiring a determined creature a number of
turns equal to 22 minus his strength score to break through. The webs will last for
8 hours under normal conditions but are of course flammable. Range: 30.
Cause Light Wounds: The mere touch of the caster will inflict 2-7 damage points
over the course of one full turn. A standard attack roll may be required to hit, unless the target is unaware, surprised, etc.
5
2nd Level:
Arcane Lock: This spell will bar a door, gate or the like for an indefinite period. A
Knock spell will only temporarily negate it. A Magic-User of at least three levels
above the caster may ignore such a lock. Range: touch.
Clairaudience: This spell allows hearing at a distance. It is blocked by more than
two feet of stone or by a thin coating of lead. Note that it can be cast through a
Crystal Ball. Duration: 12 turns, Range: 60.
Continual Light: Similar to a light spell but with these differences: It has an area
of effect of a 240 diameter sphere, may not be cast on a mobile object and lasts
permanently unless dispelled or countered with a Darkness spell or similar. Range:
120.
Darkness, 5 Radius: This spell causes complete and utter darknesssufficient
even to block the sight of monsters that may normally see in the darkwithin an
area 10 x 10 x 10. A Light spell will counter it, and vice versa. Duration: 6 turns,
Range 120.
Detect Invisible Creatures or Objects: This spell will reveal invisible (but not
hidden) entities or items. Duration: 6 turns, Range: 10 per level of the caster.
ESP: This spell allows the caster to read the thoughts of most creatures (at least
those that have thoughts). It will be blocked by more than two feet of stone or by a
thin coating of lead. If the caster does not understand the targets language, the
emanations will be quite general. Duration: 12 turns, Range: 60.
Find Traps: The spell allows the caster to detect any mechanical or magical trap
within 30. Duration: 2 turns.
Fortify: This spell will give a bonus of +1 to the morale and attack rolls of all allied
creatures within an area 50 x 50. Duration: 6 turns.
Hold Person: This spell will completely immobilize 1-4 persons in the casters
area of vision at a distance of up to 180 (saving throw allowed). If the caster
chooses to target but one person, the saving throw against the spell will be made
at a -2 penalty. Duration: 9 turns.
Infravision: This will allow a willing recipient to see up to 60 in pitch darkness.
Duration: 1 day.
Invisibility: This spell may be cast on a willing recipient and lasts until he chooses
to break it, or until he attacks or is attacked. Range: 240.
Knock: This spell will open all doors, even if locked, secret, magically held, etc.
Range: 60.
Levitate: This spell may lift the caster at a speed of 60 per turn up to a total
height equal to his level x 20. The spell does not enable lateral movement per se
but the caster may use his hands to pull himself along the ceiling, etc. Duration: 6
turns plus the level of the caster.
6
Locate Object: The caster will be informed of the direction of a known item or a
specific sort of objecta sword, a stairway upward, a doorway, etc. Range: 60
plus 10 per level of the caster. The thing sought must be within that range.
Magic Mouth: This spell will enchant an inanimate mouth such as that of a statue,
or will create a temporary magical mouth on a wall, pillar, etc. When triggered, the
mouth will utter a one-time message of up to twenty-five words. The caster may
designate a necessary condition or set of conditions for the mouth to be triggered,
subject to the approval of the referee. For example: Speak at exactly midnight
during the next full moon/when a beautiful woman comes within five paces/when
my friend Casimir returns, etc.
Mirror Image: This spell will create 1-4 images that will look, move and act in a
manner identical with the caster. Any attempted melee attack or successful missile
attack against an image will dispel that image. Duration: 6 turns.
Phantasmal Forces: The caster may create the visual illusion of virtually anything
he can imagine in a two-dimensional space with an area of up to 40 x 30. The
illusion may be maintained indefinitely by concentration but will vanish if touched.
Range: 240.
Silence, 15 Radius: This spell may be cast on a stationary point or object, or on
the caster and his party to move with them. It will completely suppress all sounds,
including the spoken words required to cast spells. The caster may cancel the
spell at any time. Duration: 12 turns, Range: 180.
Water Breathing: This spell allows the chosen recipient to breathe normally underwater. Duration: 12 turns, Range: 30.
Spoil Food & Water: The reverse of Purify Food & Water.
3rd Level:
Clairvoyance: This spell allows seeing at a distance. It will be blocked by more
than two feet of stone or by a thin coating of lead. Like Clairaudience it can be cast
through a Crystal Ball. Duration: 12 turns, Range: 60.
Cure Disease: This spell will cure any form of disease.
Dispel Magic: This spell can permanently dispel most enchantments, though it
affects magic items and the like only temporarily. If the dispeller is of a lower level
than the original caster, then the chance of success is expressed as a percentage
determined by dividing the level of dispeller by the level of the original caster. Duration (if cast on a magic item): 1 turn, Range: 120.
Distract: This spell inflicts a -1 penalty to the saving throws of all creatures within
an area 20 x 20. If cast by an Archimagus or a Wizard, the penalty will be -2. Duration: 2 turns (including the turn in which it was cast). Range 30.
Explosive Runes: These may be placed on a book, map or scroll. If anyone other
than the caster reads them, they will explode, doing three dice of damage to the
7
reader (no saving throw) and destroying the object they were placed upon. A Magic-User of at least two levels above the original caster will have a 50% chance of
noticing the runes and a 75% chance of succeeding in removing them. They can
also, of course be removed by the original caster whenever he desires.
Fire Ball: A hurled fire ball will tend to explode in a 40 diameter sphere, doing as
many dice of damage to those inside as the level of the caster (a successful saving throw indicates half damage). The caster should always be aware that the blast
naturally shapes itself to the area concerned in order to affect a similar volume of
space. Range: 240.
Fly: This spell allows the caster to fly through the air at a move rate of 12. Duration: 1-6 turns plus 1 turn per level of the caster.
Growth of Plants: This spell will cause an area of normal brush or woods with an
area of up to 30 x 30 to become overgrown and virtually impassable. Duration:
until dispelled, Range: 120.
Haste: This spell will enable up to 24 creatures in a 60 x 120 rectangle to move at
twice their usual rate and attack/defend at +2. A Haste spell may counter a Slow
spell and vice versa. Duration: 3 turns, Range: 240.
Invisibility, 10 Radius: This spell may be cast on a multiple group of persons and
will last for each until he chooses to break it, or until he attacks or is attacked.
Range: 240.
Lightning Bolt: A lightning bolt will affect all creatures in a line 60 x 8, doing as
many dice of damage as the casters level (a successful saving throw indicates
half damage). If there isnt space to allow a full 60 extension, the bolt will double
back. Range: 240.
Protection from Evil, 10 Radius: This spell will prevent attacks from enchanted,
summoned or conjured monsters on those within a circle centered on the caster.
As well, it subtracts -1 from the attack rolls of all evil creatures and gives those
protected +1 to their saving throws against the same. Duration: 12 turns.
Protection against Normal Missiles: This spell will completely protect the target
from normal-sized non-magical missiles such as arrows or bolts. Duration: 12
turns, Range: 30.
Remove Curse: This spell will remove one curse from a creature or object.
Rope Trick: This odd but useful spell begins by enabling the caster to toss a
length of magical rope 6 to 24 in the air where it will hang taught from an invisible
point in space. The caster and up to three companions may then climb the rope
and retreat into an extra-dimensional space where they may safely hide for up to 6
turns plus 1 turn per level of the caster. The rope will remain in physical space
unless or until it is tampered with or removed, etc. Characters emerging from hiding without the rope will of course fall the appropriate distance.
Slow: This spell will slow up to 24 creatures in a 60 x 120 rectangle such that
they will move at only half their usual rate (saving throw allowed) and at8
tack/defend at a -2 penalty. A Slow spell may counter a Haste spell and vice versa.
Duration: 3 turns, Range: 240.
Speak with Dead: The caster may communicate with a dead person or creature,
provided there is a body (or at least a skeleton) available. The spell generally only
works on beings that have been dead 1-4 days, though an Archimagus or Wizard
may communicate with those dead for 1-4 months. Up to three questions may be
asked, and the responses will most likely be in riddles. Note that only evil or neutral beings may be conversed with. Good beings will have already passed on to
another place where they will no doubt have better things to do than banter with
inquisitive Magic-Users.
Suggestion: Using this spell, a hypnotic suggestion is imparted to the target (saving throw allowed) that may be carried out at any point within a weeks time according to the instructions of the caster. This may very well end up having a harmful effect but the Suggestion itself may not be obviously or directly harmful.
Summon Monsters I: The caster summons one or more monsters to faithfully
serve himattacking his enemies or performing some other task. The type and
number of monster will be determined randomly but will include 1-6 creatures from
Monster Level Tables A or B, or 1-3 creatures from Monster Level Table C. Note
that there is at least the possibility that the particular arrivals may very well be inappropriate or ineffective given the situation. The monsters take 1 turn to arrive
and will stay for up to 6 turns.
Cause Disease: This spell will cause the victim to contract a randomly determined
serious disease (saving throw allowed).
9
4th Level:
Charm Monster: If the target creature fails its saving throw, it will come under the
influence of the caster in a manner identical to a Charm Person spell. A check to
break the Charm will be made weekly, with possible success determined by the
creatures hit dice:
Hit Dice
Under 2
2-4
5-7
8-10
11 and up
5%
10%
20%
40%
80%
10
Confusion: This spell will affect up to 2-12 enemy creatures (rolled secretly by the
referee and determined randomly). Creatures of 2 hit dice or fewer are affected
immediately, while those of 3 or more hit dice are affected in a number of turns
equal to the score on a twelve-sided die less the level of the caster. Only creatures
with 4 or more hit dice are entitled to saving throws. These are made each turn and
determine only whether or not the creature will be affected in that turn. Affected
creatures roll two dice each turn to determine their actions: attack the casters party
(2-5), do nothing (6-8) or attack each other (9-12). Duration: 12 turns.
Create Water: This spell creates water sufficient to supply two-dozen men and
two-dozen horses for one day. It must be consumed on the day it is created.
Cure Serious Wounds: This spell will restore 4-14 hit points to the target character during the course of one full turn. Alternatively, it may be cast during surgery,
giving the patient a +5% bonus to his adversity check. A character may be the
recipient of a Cure Wounds spell (Light or Serious) but once per day. Range:
touch.
Dimension Door: This spell allows a willing recipient to teleport up to 360 in any
direction (including up or down). The recipient will appear exactly where the caster
calls, e.g. 150 northeast and 20 up. Materializing within a solid wall or beneath
the ground will result in death, but the existence of a smaller object or creature at
the targeted spot will merely cause the recipient to conform himself around ithe
might arrive sitting in a chair or hugging a Goblin, etc.
Extension I: This useful spell increases the duration of any 1st through 3rd level
spell by 50%.
Fear: Within the area of effecta cone projecting 60 from the user with a perpendicular base of 30all that fail their saving throws vs. magic must flee in fear for 6
turns. There is a 50% chance that fleeing creatures will drop any items they had in
hand. Range: 240.
Hallucinatory Terrain: By means of this spell a large item of terraina hill,
swamp, forest, etc.may be concealed or caused to appear as something else.
The spell lasts until an enemy makes contact with the affected area. Range: 240.
Ice Storm: Via this spell a hailstorm of short duration but tremendous force is created within an area 30 x 30. All those within take three dice of damage (no saving
throw). The spell may only be cast outdoors. Duration: 1 turn. Range: 120.
Invisible Eye: This spell creates an invisible eye, linked so as to function as the
eye of the caster that he can direct at will. It may travel up to 240 away from the
caster at a Move rate of 12. It may go under doors, through large keyholes, etc.,
but cannot penetrate solid material. Duration: 6 turns.
Massmorph: Up to 100 man-sized creatures may be disguised as a grove of
trees. Contact will not dispel this multi-sensory illusion. Range: 240.
Neutralize Poison: This spell serves as an antidote to any kind of poison. However, it will not revive a character that has already been killed by poison.
11
Polymorph Others: This spell will transform a willing or unwilling target into any
creature the caster desires (saving throw
allowed if unwilling), the effect being
permanent unless or until dispelled. The
victim will take on most of the characteristics and abilities of the new creature,
though his offensive combat capabilities
will not be more than those of his old self
and his defensive combat capabilities will
be at least those of his old self. Because
of this, polymorphing, say, a Goblin into a
Red Dragon would not be wise. On the
other hand, polymorphing a Hill Giant into
a mosquito would render the Hill Giant
harmless but the mosquito would be
tough to kill (having 8 hit dice, an armor
class of 4 and a base move of 12!).
Range: 60.
Polymorph Self: The caster may change himself into
any creature he desires. He acquires most abilities of
the creature, though not those pertaining to magic or
combat. Duration: 6 turns plus 1 turn per level of the
caster.
Speak with Plants: This spell allows the caster to converse with grasses, flowers, trees, etc., as well as enabling him to issue easily performed commands to
theminviting them to part in order to allow passage,
etc. Duration: 6 turns, Range: 30.
Summon Monsters II: Identical to Summon Monsters I,
except that 1-2 creatures from Monster Level Tables 1
or 2 will appear.
Turn Sticks to Snakes: By means of this spell the
caster may turn up to 2-16 sticks into normal-sized
Snakes (see Vol. 2) with a 50% chance for each one
that it will be poisonous. Duration: 6 turns, Range: 120.
Wall of Fire: This spell creates a wall of fire in the form of a plane with an area of
up to 60 in width by 20 in height, or a circle with an area of up to 30 diameter and
20 in height. The wall is effectively opaque and creatures of fewer than 4 hit dice
will refuse to pass through it. More powerful creatures that attempt to penetrate
the wall will take one die of damage (two dice if they are Undead). The spell lasts
for as long as the caster concentrates on it. Range: 60.
Wall of Ice: This spell creates a wall of ice in the form of a plane with an area of
up to 60 in width by 20 in height or a circle with an area of up to 30 diameter and
12
20 in height. The wall is opaque and creatures of fewer than 4 hit dice will refuse
to pass through it. More powerful creatures that attempt to penetrate the wall will
take one die of damage (two dice if they are fire-using monsters). The spell lasts
for as long as the caster concentrates on it. Range: 120.
Cause Serious Wounds: The mere touch of the caster will inflict 4-14 hits on a
victim over the course of one full turn. A standard attack roll may be required to hit,
unless the target is unaware, surprised, etc.
5th Level:
Animate Objects: This spell temporarily vivifies physical objects. It can be used
for any purpose, though it will usually be invoked in combat situations. Up to one
large, two man-sized or four small items can be made to come to life, with recommended attack, defense and movement capabilities as outlined below:
Item
Chair
Rug
Statue, large
Statue, man-sized
Tapestry
Weapon
#
2
2
1
2
1
4
Hit
Dice
2
4
8
4
4
1
Armor
Class
7
8
2
2
6
5
Move
15
3/12
3
3
3/6
3/12
Attacks
Batter (one die)
Trip, Smother
Batter (four dice/2 turns)
Batter (two dice/2 turns)
Immobilize, Smother
Slash, Stab (one die)
A rug will trip any creatures standing upon it (saving throw allowed), and may then
make a flying attack, attempting to smother the targeta successful attack does
one die of damage on the first turn, and one automatic die of smothering damage
each additional turn until either the rug or it victim expires. A tapestry will immobilize all of those covered or enfolded by its dimensions (saving throws allowed) for
2-5 turns, or it may attempt to smother one target as a rug. And so on. Duration: 6
turns, Range: 60.
Cloudkill: This spell creates a 30 diameter cloud of poisonous vapors that will
slay creatures of fewer than 5 hit dice (no saving throw). The cloud will float directly away from the caster at a move rate of 6 unless its course is altered by the wind.
It may be dispelled by strong winds or broken by thick tree growth or similar terrain. Duration: 6 turns.
Conjure Elemental: This spell will conjure and control an Air, Earth, Fire or Water
Elementalall detailed in Vol. 2. The caster must maintain total concentration on
the extremely dangerous and volatile creature (any successful attack will break
that concentration) or the Elemental will almost certainly turn on him. Duration:
until dispelled, the casters concentration is broken or the Elemental is directed
home, Range: 240.
Contact Higher Plane: This spell allows one to seek information concerning
earthly affairs from strange beings inhabiting higher planes of existence. Questions
will generally be answered by a simple yes or no with the occasional perhaps,
unknown or irrelevant thrown inespecially likely for those queries deemed
13
excessively vague, subjective or philosophical. The higher the plane the greater
the chance that the Magic-User will go temporarily insaneusually after only one
questionfor a number of weeks equal to the number of the plane contacted. In
addition, the mind-bending weirdness of the process is such that there is almost
always at least a small chance that the questioner will fall into a fatal coma (with
no saving throw and no means of reversal except perhaps with a Wish).
Plane
# of
Questions
Chance of
Knowing
Veracity
Chance of
Insanity
Chance of
Death
3rd
55%
70%
5%
4th
60%
75%
10%
1%
5th
65%
75%
15%
1%
6th
70%
80%
20%
2%
7th
75%
85%
25%
2%
8th
80%
85%
30%
3%
9th
85%
90%
35%
3%
10th
10
90%
90%
40%
4%
11th
11
95%
95%
45%
4%
12th
12
95%
99%
50%
5%
Create Food: This spell creates food sufficient for two-dozen men and two-dozen
horses for one day. It must be consumed on the day it is created.
Dispel Evil: This spell allows the caster to dispel any evil sending or spelleither
a summoned evil creature or any summoned creature impelled to perform evil
deeds. Range: 30.
Extension II: This spell increases the duration of any 4th level spell by 50%.
Feeblemind: This spell works only against Magic-Users. It will cause the target to
become feebleminded until the spell is countered with a Dispel Magic. Saving
throws against the spell are made at a -4 penalty. Range: 240.
Growth of Animals: This spell causes 1-6 normal creatures, such as insects,
mammals, reptiles, etc. to grow to giant size. Combat capabilities will be increased
proportionately. Duration: 12 turns, Range: 120.
Hold Monster: This spell completely immobilizes 1-4 monsters of any type in the
casters area of vision at a distance of up to 180 (saving throw allowed). If the
caster chooses to target but one monster, the saving throw against the spell will be
made at a -2 penalty. Duration: 6 turns plus 1 turn per level of the caster.
Insect Plague: By means of this spell, the caster summons a cloud of insects that
will swarm an area roughly the size of two football fields. The insects will not be
directly harmful, but vision within the cloud will be limited to 30 and all creatures
with less than 3 hit dice will immediately flee the area in panic. The caster may
direct the plague where he desires up to the range of the spell. Note that Insect
Plague may only be cast above ground. Duration: 1 day, Range: 480.
14
Magic Jar: The caster removes his soul to a hollow inanimate objecta box, vase
tree or even a rock containing some kind of cavitywithin 30. From there he may
attempt to introduce his soul into the body of any other creature within 120 of the
vessel. If successful (saving throw allowed), the Magic-User may stay in the creatures body for up to one day until another saving throw is made, and so on for
each day. If initially unsuccessful or if he is forced to leave, he must remain in or
return to the jar (if it is still within 120) from whence he may either return to his
own body (if it still within 30) or attempt another possession. If the body of the
caster is at any point destroyed, he must remain in the jar or in a possessed body,
where he will then live out a dull and/or short existence. If a possessed body is
destroyed, the Magic-User must return to the jar. If the jar is destroyed while the
Magic-User is occupying it, or if forced to move while out of range of the jar, he
will instantly die.
Pass-Wall: This spell opens up a man-sized hole or tunnel through up to 10 of
solid rock, wood or other otherwise impassable material. Duration: 3 turns, Range:
30.
Summon Monsters III: Identical to Summon Monster II, except that 1-2 creatures
from Monster Level Tables 3 or 4 will appear.
Telekinesis: This spell allows the caster to move objects or creatures merely by
exercising his will. The weight of the objects moved may be as much as 20 lbs. per
level of the caster. A creature is entitled to a saving throw. Duration: 6 turns.
Range: 120.
Teleport: This spell instantly transports the caster to any location desired, even,
say, somewhere thousands of miles away, as long as the destination features
some kind of solid surface to greet his arrival. However, use of the spell can be
extremely risky, due to the dangers generated by possibly arriving off target:
Chance of Teleporting
Destination Area Is
Low
Random
On
Target
Similar
High
Very Familiar
Studied Carefully
Seen Casually
Viewed Once
Never Seen
01
01-02
01-04
01-08
01
02-03
03-06
05-12
09-24
02-98
04-96
07-92
13-80
25-69
99
97-98
93-96
81-92
70-84
00
99-00
97-00
93-00
85-00
Low: The caster finds himself entombed within a solid, thus causing instant death.
Random: The caster appears safely at a location up to 10% of the total distance
traveled away from the desired location. (If the caster were attempting to teleport
to a location 1000 miles away, he would instead arrive at a random spot 1-100
miles away from the desired location.)
On Target: The caster arrives safely at his destination.
Similar: The caster arrives safely at some similar location. This may or may not be
at a distanceperhaps even a great distancefrom the desired location.
High: The caster appears 10-100 feet in the air above the desired location.
15
Transmute Rock to Mud: This spell will affect a volume of up to 100,000 cubic
feet of rocka cube 50 on a side, a 100 x 100 square with a height of 10, etc.
transforming it into mud. It may be negated if an identical spell is immediately cast
(the rock will be instantly restored to its formal shape and integrity). The water
comprising the mud will naturally evaporate or drain in 3-18 days, though the resulting volume of dirt will hardly be identical to the originally existing mountain face,
stone plateau, castle wall, etc. Those suddenly caught in the gook, of normal human weight or higher, and that have no extraordinary means of escape via levitation flight, teleportation or similar, will have a chance of drowning according to the
following table:
Encumbrance/Armor
Super-Heavy
Heavy or Plate
Medium or Mail
Light
Unencumbered
Chance of Drowning
90%
50%
30%
05%
Nil
Yes
Yes
Yes
Those not drowned will still have their movement rate slowed by 90%. Range: 120.
16
Wall of Iron: This spell creates an iron wall, three inches thick, with a maximum
surface area of 50 square feet. Duration: 12 turns, Range: 60.
Wall of Stone: This spell creates a 100 square foot stretch of wall, two feet thick.
It will last until destroyed or dispelled. Range: 60.
Animate Dead: This evil spell creates Skeletons or Zombies from available remains. Maximum number created = 1-6 for each level of the caster above 8th.
They will persist until slain or dispelled.
6th Level:
Anti-Magic Shell: This spell will create a shell around the caster that will prevent
all spells or magical effects from penetrating it in both directions. Duration: 12
turns.
Blade Barrier: This spell will create a whirling barrier of knives and razors enclosing a spherical area with a diameter of 30. Any creature attempting to pass
through it will take 12-48 hits of damage. Duration: 12 turns, Range: 60.
Conjure Animals: This spell will conjure 1 large animal (Cave Bears, Wooly Rhinos, Titanotheres, Mastodons or Mammoths), 3 medium-sized animals (Dire
Wolves, Lions, Bears or Giant Hogs) or 6 small animals (Wolves, Crocodiles, Giant
Weasels) that will obey the commands of the caster. Duration: 10 turns, Range: 30.
Control Weather: By use of this spell, the caster may create or cancel rain, alter
temperatures to extreme (though natural) levels, create or negate tornadoes, hurricanes or other storms, and so on.
Disintegrate: This spell will reduce any reasonably sized creature or non-magical
non-living object such as a dragon, giant, tree, boulder, cottage, section of wall,
etc. to dust. Living creatures are allowed a saving throw versus magic. Range: 60.
Extension III: This spell increases the duration of any 5th level spell by 100%.
Find the Path: This spell will enable the caster and his party to find the shortest or
quickest way out of a trap, maze or dungeon, or will guide them out of being lost in
the wilderness. Duration: 1 day if outdoors, or 6 turns plus 1 turn per level of the
caster if underground.
Geas: The Magic-User may compel the target to perform some task or duty (saving throw allowed). Deviating from or simply ignoring a Geas will bring on increasing weakness eventually resulting in death. Duration: until the task is completed,
Range: 30.
Legend Lore: The caster may gain knowledgeoften expressed in a riddle, poem
or similarof any authentically legendary item, place or person that he specifies.
Overall casting time will be 1-100 days.
Lower Water: This spell will cause the water in a section of river, small lake or
similar to drop to one-half of its depth. Duration: 10 turns, Range: 240.
17
Move Earth: By use of this spell, hills, ridges or other similar items of terrain may
be moved at a rate of 60 per turn. This spell will take 1 turn to go into effect. Duration: 6 turns, Range: 240.
Part Water: This spell will part water up to 120 in depth. Duration: 6 turns, Range:
120.
Projected Image: The caster projects an image of himself up to 240 away. All
spells will appear to originate from that source. Missiles or spells directed at the
image will appear to pass through it or have no effect. Duration: 6 turns.
Repulsion: All failing their saving throw must move as fast as possible away from
the caster for the duration of the spell. Duration: 6 turns. Range: 120.
Speak with Monsters: This spell will allow the caster to converse with any monster. Whether or not the monster will actually be interested in communicating will
be up to the monster. Duration: 3-12 questions. Range: proximity.
Summon Monsters IV: Identical to Summon Monsters III, except that 1 creature
from Monster Level Tables 5 or 6 will appear.
Stone to Flesh: This spell will free those that have been turned to stone. Range:
120.
Summon Aerial Servant or Invisible Stalker: This spell summons the desired
creature from the Ethereal Plane. See Vol. 2 for characteristics and effects.
Word of Recall: Uttering this spell will instantly remove the caster to the safety of
a previously visited and designated place (perhaps hundreds or even thousands of
miles away). Only one such location may be chosen and preparing it requires a
ritual of no less than a days duration. The location may be changed only if the
ritual is again performed at both the old and the new location.
Death Spell: This horrible spell instantly slays 2-16 creatures of fewer than 7 hit
dice within an area 60 x 60. There is no saving throw. Range: 240.
MAGIC BOOKS:
As explained in Vol. 1, each Magic-User begins the game with a Magic Book containing 1-9 spells. A Magic Book may contain up to 12 spells of a particular level.
Upon finding another Magic Book or scroll, a Magic-User has the option of copying
the new spells contained therein into one of his own books, as long as he does not
exceed the 12-spell limit. Even blank spell books are fabulously rare and expensive items, requiring the finest parchment or paper and specially crafted bindings.
Additional blank books and the appropriate ink and other supplies necessary to
inscribe spells into them may be created or purchased at a cost of 2,000 Silver
Pieces for a book capable of containing 1st level spells, 4,000 Silver Pieces for a
book capable of containing 2nd level spells, 8,000 Silver Pieces for a book capable
of containing 3rd level spells, and so on. Reading or rereading a spell from a book
is necessary in order to internalize the magical energies of the spell and thus temporarily memorize the spell for casting. However, Magic-Users that know a par18
ticular spell are assumed to have permanently memorized the written words of that
spell. Thus, if a spell-caster ever loses his book or books, he may rewrite the
spells that he knows into a new book or set of books, assuming he has the necessary books or has the funds necessary to obtain them.
MAGICAL RESEARCH:
There may come a time when a Magic-User wishes to create his own spells (the
form, nature and appropriate level being subject to the approval of the referee).
Researching a new spell will cost a minimum of 1,000 Silver Pieces per spell level.
For each 1,000 per spell level committed there is a 10% cumulative chance (90%
maximum) that the research will succeed. Of course the Magic-User may still not
exceed the maximum number of spells that can be known per level as determined
by his intelligence score.
REFEREE NOTES:
19
1.
2.
3.
4.
5.
1st Level
Cause Light Wounds
Darkness*
Detect Magic
Snake Charm
Speak with Animals
2nd Level
Find Traps
Hold Person
Silence, 15' Radius
Locate Object
Spoil Food & Water
3rd Level
Cause Disease
Continual Darkness*
Detect Good*
Minor Curse*
Speak with Dead
1.
2.
3.
4.
5.
6.
7.
4th Level
Finger of Death*
Cause Serious Wounds
Create Water
Energy Drain*
Summon Divine Aid*
Speak with Plants
Turn Sticks to Snakes
5th Level
Animate Dead
Commune*
Create Food
Earthquake*
Insect Plague
Sphere of Protection*
Wind Walk*
6th Level
Astral Spell*
Control Weather
Death Touch*
Speak with Monsters
Symbol*
Word of Power*
Word of Recall
1.
2.
3.
4.
5.
1st Level
Detect Evil
Detect Magic
Light
Purify Food & Water
Snake Charm
2nd Level
Continual Light
Find Traps
Hold Person
Locate Object
Silence, 15' Radius
3rd Level
Cure Disease
Protection/Evil, 10' r.
Remove Curse
Speak with Dead
Turn Undead*
1.
2.
3.
4.
5.
6.
7.
4th Level
Create Water
Cure Serious Wounds
Neutralize Poison
Restoration*
Speak with Plants
Summon Divine Aid*
Turn Sticks to Snakes
5th Level
Commune*
Create Food
Dispel Evil
Earthquake*
Heal*
Sphere of Protection*
Wind Walk*
6th Level
Astral Spell*
Control Weather
Part Water
Speak with Monsters
Symbol*
Word of Power*
Word of Recall
20
Additional spells not on the standard list for Magic-Users. See below for descriptions.
1.
2.
3.
4.
5.
6.
7.
8.
9.
10.
1st Level
Cause Blindness*
Cause Deafness*
Change Self*
Detect Magic
Evil Charm*
Hold Portal
Magic Missile
Misdetection*
Sleep
Speak with Animals
2nd Level
Clairaudience
Detect Invisible
ESP
Hold Person
Infravision
Invisibility
Knock
Locate Object
Silence, 15' Radius
Water Breathing
3rd Level
Clairvoyance
Curse*
Fire Ball
Growth of Plants
Hypnotic Pattern*
Lightning Bolt
Protect./Normal Missiles
Slow
Speak with Dead
Wall of Fog*
1.
2.
3.
4.
5.
6.
7.
8.
9.
10.
4th Level
Cause Serious Wounds
Charm Monster
Confusion
Energy Drain*
Hallucinatory Terrain
Ice Storm
Polymorph Self
Speak with Plants
Wall of Fire
Wall of Ice
5th Level
Feeblemind
Growth of Animals
Hold Monster
Insect Plague
Sphere of Protection*
Telekinesis
Teleport
Teleport
Transmute Rock to Mud
Wall of Stone
6th Level
Anti-Magic Shell
Conjure Demon*
Contact Demon*
Control Weather
Geas
Illusory Item*
Legend Lore
Repulsion
Speak with Monsters
Word of Recall
21
Duration
Range
Move Rate
Outdoors
Underground
8 hours
100 miles
100 miles/hour
12 turns
240
12
Cause Blindness: This spell will cause the target to lose his sight (saving throw allowed). The Witch may remove the condition at will, or it may be dispelled. Range: 120.
Cause Deafness: As Cause Blindness, but affects hearing.
Change Self: This spell will enable the Witch to appear to be any sort of human,
demi-human or humanoid creature (in terms of age, sex, physical build, etc.) of
roughly the same size (no more than 20% variance in height). It generally cannot
be used to imitate a particular person except in special circumstancesat a distance, under low light, etc. Duration: 24 turns.
Commune: This spell allows the caster to ask up to three questions of his deity.
Veracity will be almost total within the scope of the god or demi-gods competence
or knowledge. Commune may only be cast once per week, and after each instance
the caster must rest for three days.
Conjure Demon: As Conjure Elemental, but the Demon will have 12 hit dice, inflict
3-18 hit of damage, have an armor class of 5 and a move rate of 18.
Contact Demon: As Contact Higher Plane.
Continual Darkness: Similar to a Darkness spell but with these differences: It has
an area of effect of a 240 diameter sphere, may not be cast on a mobile object
and lasts permanently unless dispelled or countered with a Light spell or similar.
Range: 120.
Curse: If the target fails his saving throw, the Witch may inflict an uncomfortable,
annoying or potentially harmful (though not inevitably deadly) condition on the target. It will last until a Remove Curse spell is used, the Witch decides to lift the
curse, or a condition specified by the Witch is fulfilled.
Death Touch: This spell slays the target outright with no saving throw. Casting the
spell in a combat situation requires a successful to hit roll. Range: touch.
Detect Good: This spell will detect strongly virtuous intentions and thoughts or the
presence of a supernatural or enchanted object or entity allied with Law. Duration:
2 turns, Range: 60.
22
Dispel Good: This spell will dispel summoned or enchanted creatures allied with
Law.
Earthquake: This will create a local earthquake in a donut beginning 20 away
from the caster and extending out to a radius of 300. Small buildings or dwelling
will be toppled. Walls, palisades and ramparts will be dislodged and weakened.
And so on. Crevices will appear in the earth that will swallow 1 in 6 creatures within the area of effect (saving throw allowed for those with 5 or more hit dice).
Energy Drain: Drains one level with no saving throw. Range: 120.
Evil Charm: As Charm Person but the target will be -2 on his saving throw. Also,
the target must look the Witch in the eyes. Range: 80.
Finger of Death: This spell will instantly slay any creature unless a saving throw is
made. Range: 120.
Heal: This spell may be used on any living human or demi-human creature, even a
creature at zero hit points. The subject will fall into a deep sleep for one full day.
Upon waking, all hit points will be restored and he will be cured of any disease or
similar natural affliction such as blindness, deafness, paralysis, etc.
Hypnotic Pattern: This spell creates a pattern of gently swirling colors that will
cause all creatures within the area of effect that view it to fall into a motionless
trance (saving throw allowed). Duration: as long as the Witch concentrates plus 49 turns. Area of Effect: a half circle with a radius of 60.
Illusory Item: This spell enables the Witch to create physical items that will have a
temporary existence. Up to 30 lbs. worth of items may be created per day, and
they will last for 14 days plus or minus up to 13 days based on the hardness of the
item or items (a diamond will last for only 1 day, while a pillow will last for 27 days).
23
Minor Curse: This will give a -1 penalty to the attack and morale rolls of all enemies within a radius of 360.
Misdetection: This spell, often cast discreetly, will cause any Detect Magic or
Detect Evil spell to give a false result. Duration: 13 turns. Range: 30.
Quest: This is similar to the 6th level Magic-User spell Geas, except that failure to
carry out the service will result in a curse.
Restoration: Restores one lost life level. The caster must then rest for 2-20 days.
Sphere of Protection: As the 6th level Magic-User spell Blade Barrier, but the
barrier will be a swirl of stars, or pitch black or invisible, etc., at the referees discretion.
Summon Divine Aid: This will summon 1-6 creatures in a manner identical to a
Summon Monster spell. The creatures will be appropriate to the deity in question
and may have up to 6 hit dice.
Symbol: The caster may inscribe a runepeculiar and appropriate to his deity
on an object or surface. All those of opposite alignment or of hostile intent that
read, touch or pass by it will be affected with no saving throw. Possible runes include:
Fear:
Discord:
Sleep:
Stun:
Temporary Insanity:
Turn Undead: By means of this spell a High Priest may Turn Undead as a 14th+
level character with a +2 wisdom bonus, whatever his actual level or wisdom
score.
Wall of Fog: This spell creates a 60 diameter wall of fog that will float directly
away from the caster at a move rate of 6 unless its course is altered by the wind. It
may be dispelled by strong winds or broken by thick tree growth or similar terrain.
Duration: 6 turns.
Wind Walk: This spell allows the caster and if desired, one companion, to stride
rapidly through the wind and clouds at a move rate of 48. Duration: 1 day maximum.
Word of Power: This will affect all creatures within a 30 radius. Those of under
5th level will be killed (or, for High Priests, fall asleep). Those of 5th-8th levels will
be stunned for 2-20 turns, and those of 9th-12th levels will be deafened. There is
no saving throw.
24
MAPS/MAGIC DETERMINATION
MAGIC ITEMS
Roll on
100% Dice
Roll on
100% Dice
01-75
76-00
Magic Item
Treasure Map*
01-24
25-43
44-62
63-76
77-81
82-86
87-91
92-95
96-00
Potions
Scrolls
Swords
Armor
Magic Books
Miscellaneous Weapons
Rings
Rods, Staves and Wands
Misc. Magic (Roll 100%
Dice for Table)
49-52
53-55
56-58
59-62
63-65
66-68
69-71
72-75
76-78
79-82
83-85
86-89
90-92
93-95
96-00
Heroism
Human Control
Invisibility
Invulnerability
Levitation
Longevity
Oil of Etherealness
Oil of Slipperiness
Plant Control
Poison
Polymorph Self
Speed
Super-heroism
Treasure Finding
Undead Control
POTIONS:
01-03
04-06
07-09
10-12
13-15
16-18
19-21
22-24
25-28
29-31
32-34
35-37
38-41
42-44
45-48
Animal Control
Clairaudience
Clairvoyance
Delusion
Diminution
Dragon Control
ESP
Extra-healing
Fire Resistance
Flying
Gaseous Form
Giant Control
Giant Strength
Growth
Healing
25
SCROLLS:
01-30
31-45
46-50
51-60
1 Spell*
3 Spells*
7 Spells*
1 Curse
61-70
71-80
81-90
91-00
Protection: Elementals
Protection: Lycanthropes
Protection: Magic
Protection: Undead
* Roll a die to determine the level of the spell or spells on each scroll (for reasons
involving the arcane frequencies of magic, multiple spells on a single scroll will
all be of the same level). Then roll a twenty-sided die to determine the identity of
each spell.
SWORDS:
01-14
15
16-45
46-50
51-55
56-60
61-63
64-67
68-72
73-74
75-79
80
81-82
83-88
89-90
91
92
93
94-98
99
00
Cursed Sword -2
Cursed Sword +1
Sword +1
Sword +1, +2 vs. Lycanthropes
Sword +1, +2 vs. Magic-Users and Enchanted Monsters
Sword +1, +3 vs. Trolls
Sword +2
Dragon Slaying Sword +2
Flaming Sword: +1, +2 vs. Trolls, +3 vs. Undead
Sword +3
Sword +1, +3 vs. Dragons
Sword +1, Nine Steps Draining Ability
Sword of Cold: +1, +3 vs. Fire Using and Fire Dwelling Creatures
Sword +1, Locating Objects Ability
Sword +2, Charm Person Ability
Holy Sword +3
Dancing Sword +2
Sword, One Life Energy Draining Ability
Sword +1, Three Wishes Included
Sword of Sharpness +1
Vorpal Blade +1
ARMOR:
01-06
07-12
13-42
43-47
48-62
63-67
68-77
Armor of Vulnerability
Shield of Missile Attraction -1
Magic Shield
Buckler +1
Plate Armor +1
Mail + 3
Mail & Shield +4
26
78-85
86-88
89-93
94-96
97
98-99
00
MAGIC BOOKS:
01-25
26-50
51-70
1st Level
2nd Level
3rd Level
71-85
86-95
96-00
4th Level
5th Level
6th Level
43
44
45-47
48-60
61-82
83-85
86
87
88-90
91-94
95-96
97-98
99-00
Spear +2
Spear +3
Cursed Spear of Backbiting
2-5 Javelins of Lightning
1-12 Magic Arrows +1
1-12 Magic Arrows +2
1-12 Magic Arrows +3
Arrow of Slaying
2-16 Magic Bolts +2
Magic Bow
Crossbow of Accuracy +3
Crossbow of Speed
Crossbow of Distance
Contrariness
Delusion
Djinn Summoning
Fire Resistance
Human Control
Invisibility
Mammal Control
Many Wishes
Protection, +1
Protection, +2, 5' Radius
64
65-66
67-68
69-70
71-72
73-74
75-78
79-83
84-98
99-00
Protection, +3
Regeneration
Shooting Stars
Spell Storing
Spell Turning
Telekinesis
Three Wishes
Water Walking
Weakness
X-Ray Vision
42-45
46-50
51-55
56-59
60-64
65-68
69-73
74-83
84-87
88-91
92-95
96-00
Wand of Cold
Wand of Enemy Detection
Wand of Fear
Wand of Fire Balls
Wand of Illusion
Wand of Lightning Bolts
Wand of Magic Detection
Wand of Metal Detection
Wand of Negation
Wand of Paralyzation
Wand of Polymorphing
Wand of Secret Doors &
Traps Detection
MISCELLANEOUS WEAPONS:
01-09
10-13
14-17
18
19
20-29
30
31-34
35-37
38
39-42
RINGS:
01-13
14-33
34-35
36-40
41-45
46-50
51-55
56
57-61
62-63
Rod of Absorption
Rod of Beguiling
Rod of Cancellation
Rod of Lordly Might
Rod of Resurrection
Rod of Rulership
Snake Staff
Staff of Commanding
Staff of Healing
Staff of Power
Staff of Striking
Staff of the Archimagus
Staff of Withering
27
Bean Bag
Bracers of Defense +3
Cloak of Protection +1
Crystal Ball
Crystal Ball with Clairaudience
Crystal Ball with ESP
Decanter of Endless Water
Deck of Many Things
Disappearance Dust
38
39-41
42-44
45-47
48
49
50-52
53-54
55-57
58-60
61
62-64
65-66
67-68
69-70
71-73
74-78
79-80
81-83
84
85-86
87-88
89
90-91
92-93
94-95
96
97
98-00
Dust of Appearance
Elven Boots
Elven Cloak
Figurine of Wondrous Power, Ebony Fly
Figurine of Wondrous Power, Marble Elephant
Figurine of Wondrous Power, Onyx Dog
Figurines of Wondrous Power, 2 Golden Lions
Figurines of Wondrous Power, 3 Ivory Goats
Gauntlets of Dexterity
Gauntlets of Swimming and Climbing
Girdle of Giant Strength
Horseshoes of Speed
Manual of Bodily Health
Manual of Gainful Exercise
Manual of Quickness of Action
Mattock of the Titans
Medallion of ESP, 30' Range
Necklace of Missiles
Pipes of the Sewers
Rope of Climbing
Scarab of Enraging Enemies
Spade of Colossal Excavation
Talisman of the Sphere
Tome of Clear Thought
Tome of Leadership and Influence
Tome of Understanding
Trident of Commanding Water Creatures
Trident of Warning
Wings of Flying
69-71
72-74
75-76
77-78
79-82
83-87
88-95
96-98
99-00
Bag of Holding
Bowl Commanding Water Elementals
Bracers of Defense +7
Brazier Commanding Fire Elementals
Bronze Horn of Valhalla
Censor Controlling Air Elementals
Cloak of Protection +3
Flying Carpet
Gem of Seeing
Girdle of Femininity/Masculinity
Helm of Teleportation
Luckstone
Lyre of Building
Manual of Golems
Mirror of Life Trapping
Scarab of Protection from Evil High Priests
Sphere of Annihilation
Talisman of Lawfulness
30
31
POTIONS: A potion will generally (though not always) be one-use. Often a small
sip will give a hint as to its properties without depleting its effectiveness. However
such hints can be misleading. For example, tasting a Polymorph (into a small Roc)
potion might convey the same sensation as tasting a Flying potion. Sampling an oil
may (or may not) give useful hints. Effects last for 7-12 turns unless otherwise
implied or stated.
Animal Control: One who drinks this mixture will be able to completely control 318 small animals, 2-12 medium-sized animals and/or 1-6 large animals. Magical,
fantastic or unusual giant-sized creaturesgiant insects, etc.will not be affected. Range: 120.
Clairaudience: As the 2nd level spell. Range: 60.
Clairvoyance: As the 3rd level spell. Range: 60.
Delusion: The user will believe (either upon taking a sip or quaffing it in its entirety) that the potion is whatever he most desires it to be. The referee will either decide what this is or else randomly determine it. This error may or not be apparent
to others.
Diminution: If a full portion is used, the imbiber will shrink to six inches in height.
Dragon Control: This works as a Charm Monster spell on one type of Dragon
(saving throw allowed as with the spell). It will potentially affect 1-3 in number.
Dragon types: die 1 = Black, die 2 = Blue, die 3 = Brass, die 4 = Bronze, die 5 =
Copper, die 6 = Golden, die 7 = Green, die 8 = Red, die 9 = Silver, die 10 = White.
Range: 120.
ESP: As the 2nd level spell. Range: 60.
Extra Healing: This potion will restore 3-18 hit points. Alternatively, the full portion
may be used during surgery, giving the patient a +5% bonus to his adversity check.
Fire Resistance: The drinker will be unaffected by normal fires and the Wall of
Fire spell. Against extraordinary firesa Fire Ball spell, Dragon breath, etc.he
will be at +2 to save and will subtract -1 from damage.
Flying: As the 3rd level spell.
Gaseous Form: The imbiber will temporarily assume gaseous form. He thus may
penetrate any solid body, moving at normal speed. Arms, armor and equipment
must unfortunately be left behind.
Giant Control: This works as a Charm Monster spell on one type of Giant (saving
throw allowed as with the spell). It will potentially affect 1-4 in number. Giant types:
die 1 = Cloud, die 2 = Fire, die 3 = Frost, die 4 = Hill, die 5 = Stone, die 6 = Storm.
Range: 120.
Giant Strength: The drinker of this potion will become as strong as a Hill Giant,
allowing him to inflict two dice of damage in melee combat, among other things. He
may also hurl boulders up to 120 for three dice of damage.
32
Growth: He who drinks the full measure will increase his size such that he will be
roughly 30 in height. Quaffing lesser amounts will have proportionate effects.
Healing: This potion will restore 2-7 hit points. Alternatively, the full portion may be
used during surgery, giving the patient a +5% bonus to his adversity check.
Heroism: This potion will cause the drinker to temporarily assume the characteristics of a Knightwith 4 hit dice and an attack bonus of +2. Fighting-Men of 4th-7th
level will temporarily advance in ability by two levels, and Fighting-Men of 8th-10th
level will temporarily advance in ability by one level (with additional hit dice as well
as possible advances in attack bonuses and saving throws). Fighting-Men of 11th
level and above, Magic-Users of 7th level and above and Thieves of 4th level and
above will be unaffected. Hit point losses will be reduced proportionately after the
potion wears off.
Human Control: This will allow the imbiber to influence others as with a Charm
Person spell (saving throw allowed), but the user may affect 1-12 persons of 3 or
fewer hit dice, 2-8 persons of 4-6 hit dice, 1-4 persons of 7-9 hit dice and 1 person
of 10 or more hit dice. Range: 120.
Invisibility: As the 2nd level spell.
Invulnerability: The name is a bit of exaggeration, but the stuff is useful nonetheless. The drinker will receive a +2 bonus to all saving throws and all attacks
against him will be at a -2 penalty. Only one such potion may be quaffed per week
or it will have the reverse effect.
Levitation: As the 2nd level spell.
Longevity: This will reduce magical or supernatural aging by 10 years. It will reduce natural aging by 1 year but if used for this purpose, it will subtract 1 point
from the drinkers constitution score.
Oil of Etherealness: When applied fully this will make the user ethereal, with the
ability to move through solid objects. In that state he may attack out-of-phase or
ethereal creatures and in turn may be attacked by such creatures. However, he
may not engage in combat with ordinary opponents nor will he be vulnerable to
attack by them.
Oil of Slipperiness: If applied to ones body and/or armor, it will make one fully
resistant to being constrained by webs, ropes, tentacles, brawling holds, etc. Alternatively it may be spread over a stretch of floor or steps, giving a 95% chance that
any person or creature will slip and fall. It lasts 24 hours or until removed with alcohol or a similar substance.
Plant Control: This will allow the drinker to control 1-6 plants or fungoid entities, or
all smaller growths within a 10 x 10 area. Range is 60.
Poison: This is quasi-magical and extremely toxic and will probably be undetectable as poison by sight or smell. However, if it is ingested or absorbed into the
blood in a dose as small as a mere sip or drop, then it will kill (saving throw allowed). A flask of the liquid may be utilized in combat but at extremely high risk.
33
Polymorph Self: As the 4th level spell. Precisely what creature the drinker polymorphs into will already be determined as a property of the potion.
Speed: Imbibing this potion will double ones move rate.
Super-Heroism: This potion will cause the drinker to temporarily assume the characteristics of a Vindicatorwith hit dice of 8+2 and an attack bonus of +5. (Regarding saving throws, Magic-Users and Thieves aided by the potion may use the most
advantageous of either the saving throws for a Vindicator or the saving throws for
their class at their original level.) Fighting-Men of 9th-12th level will temporarily advance in ability by two levels, and Fighting-Men of 13th-15th level will temporarily
advance in ability by one level (with additional hit dice as well as possible advances
in attack bonuses and saving throws). Fighting-Men of 16th level and above, MagicUsers of 12th level and above and Thieves of 13th level and above will be unaffected. Hit point losses will be reduced proportionately after the potion wears off.
Treasure Finding: This will allow the drinker to identify and locate treasure hordes at
distances of up to 360. What precisely constitutes a horde will be up to up to the referee.
Undead Control: This will enable the drinker to control 2-8 Undead of under 4 hit dice
and 1-4 Undead of 4 or more hit dice in a manner similar to the other control potions.
SCROLLS: Only Magic-Users or Thieves of 10th level and above may utilize
scrolls that contain standard spells. Magic-Users must first use a Read Magic spell
to identify the spell or spells, but may then use them at any time. High-level
Thieves may use them after a few turns of study. It is important to remember that a
Magic-user may always cast any scroll spell, regardless of whether he knows the
spell or whether he would normally be of a sufficient level to cast that spell. Whatever the level of the user of the scroll, spells will go off as if they were cast by a 6th
level Magic-User unless a higher casting level would be required, in which case
they will be of the minimum level to cast that spell. Members of any class may use
Protection Scrolls. If a Cursed Scroll is opened and even a glance is taken at its
contents by any class of character, he will find himself inexorably reading the foul
words aloud and will immediately suffer its effects.
Scroll of Protection: Elementals: This spell will completely protect the caster
and those within a 10 radius from 1 Elemental for 4 turns.
Scroll of Protection: Lycanthropes: This spell will completely protect the caster
and those within a 10 radius from 2-12 Lycanthropes for 6 turns.
Scroll of Protection: Magic: This spell will create an invisible but completely impenetrable sphere in a 10 radius around the caster that will block all magic in either direction. The sphere lasts 8 turns and will move with the caster.
Scroll of Protection: Undead: This spell will completely protect the caster and
those within a 10 radius from 2-24 Undead of 1-3 hit dice, 2-12 Undead of 4-5 hit
dice or 1-6 Undead of 6 or more hit dice for 6 turns.
Scroll: 1 Curse: Random monster attacks, or the reader is infected with a fatal
disease, is turned into a miniscule unicellular being, is instantly teleported to another planet, etc.
34
SWORDS: All magic swords were created many hundreds of years ago during the
Ancient Wars between Law and Chaos. All will have an alignment, an Intelligence
factor of from 1-12, and for those swords with an Intelligence of 7 or more, an additional Ego rating of from 1-12. The alignment of the sword is determined using
percentile dice:
01 - 65
66 - 90
91 - 00
Law
Neutrality
Chaos
Persons initially grasping a magic sword may suffer damage based on any differences in alignment:
Law vs. Chaos: 2-12 hits
Neutrality vs. Law/Chaos: 1-6 hits
For purposes of the above, Lawful Thieves will count as aligned with Neutrality.
There are a few mighty weapons allied with either Law or Chaos that have been
forged with a Special Purpose in the service of their side:
Dice Roll
Law/Chaos
Special Purpose
01-90
91-92
93-94
95-96
97-98
99-00
No Special Purpose
Defeat Magic-Users of the opposite alignment
Defeat Fighting-Men of the opposite alignment
Defeat Priests of the opposite alignment
Defeat Monsters of the opposite alignment
Defeat Law/Chaos
Weapons with a Special Purpose will automatically have an Intelligence factor and
Ego rating each of 12, and will have these special abilities versus those designated:
Law: The ability to slay members of the designated group.
Chaos: The ability to disintegrate members of the designated group.
If the sword does not have a special purpose, its Intelligence is determined using a
twelve-sided die:
Intelligence
(Die Roll)
1-6
7
8
9
10
11
12
Primary Powers
Dice Roll
Power
01-10
11-15
16-25
26-33
34-35
36-50
51-60
61-70
71-85
86-95
96-99
00
Detect Evil/Good
Detect Gems (# and Size)
Detect Magic
Detect Metal & What Kind
Detect Meal (Food Source) and What Kind
Detect Sloping Passages
Detect Traps
Locate Secret Doors
Note Shifting Walls & Rooms
See Invisible Objects
Roll Again Twice
Roll for an Extraordinary Ability
Extraordinary Abilities
Dice Roll
01-10
11-20
21-30
31-35
36-40
41-45
46-55
56-60
61-70
71-80
81-90
91-97
98-99
00
Ability
Clairaudience
Clairvoyance
ESP
Flying
Giant Strength (once per day)
Healing (1-6 hit points per day)
Illusion Generation
Levitation
Telekinesis
Telepathy
Teleportation
X-Ray Vision
Roll Twice
Roll Three Times
If the sword does not have a special purpose but has an Intelligence factor of 7+,
the Ego of the sword should then be determined using a twelve-sided die.
All magical swords (even those with only an Intelligence factor of 1-6) will strive to
advance the fortunes of their alignment. This may include exerting their influence
to lose a fightif the owners opponents are more favorable to their sideor attempting to pass into the hands of a creature or person better able to serve their
cause. Thus, magical swords may always choose to miss or do less damage than
rolledsomething the player character may or may not notice. Even swords
aligned with Law will not hesitate to perform actions that might be to the detriment
of their owners if they perceive that it will further the cause, especially if the owners
themselves are judged to be lukewarm in their commitment to it. While swords are
generally inanimate, they have been known to slip from the grips of their owners at
the wrong moment. Scabbards may become loose. Weapons may go lost or turn
up in the possession of other party members. And so on.
36
Result
Sword controls
Which side prevails based on situational check
Owner controls
Situational checks involve comparing the Intelligence Factor + Ego Rating of the
sword with the wisdom + strength score of the owner, with these modifiers:
Extraordinary Ability/Hit Point Loss
Modifier
+1 for Sword
+1-6 for Owner
-1-4 for Owner
-2-8 for Owner
Difference
6 or more
2-5
0-1
Result
Higher score controls
Higher score controls 75% of the time
50% chance either way
Controlling weapons will force the user to act in the interests of their alignment, but
will often attempt to do so in a way that is not obvious to other party members.
Swords aligned with Neutrality or Chaos may also desire to be housed in richer
scabbards, to have additional jewels or precious metals added to their hilts, etc.
Magic swords apply their first bonus to hit but not for damage. Their second bonus,
if any, is in turn applied to damage only. Most swords will emit a moderate glow
with a radius of illumination of 20, at least when drawn in the dark. All magic
swords are long swords. Further explanations for specific swords follow:
Cursed Sword -2: This weapon will force the wielder to immediately attack monsters at every possible opportunity. It may be removed from the hand only with a
Remove Curse spell. It will always be aligned with Chaos
Cursed Sword +1: As above but luckily the sword carries an attack bonus.
Sword +1, +3 vs. Trolls: If the sword is Chaotic, then it will be +3 vs. Lawful
Priests and High Priests.
Dragon Slaying Sword +2: In addition to the attack bonus, valid against all opponents, the sword will do 4-32 points of damage against one Dragon type: die 1 =
Black, die 2 = Blue, die 3 = Brass, die 4 = Bronze, die 5 = Copper, die 6 = Golden,
die 7 = Green, die 8 = Red, die 9 = Silver, die 10 = White. The alignment of the
sword cannot contradict its mission.
Flaming Sword +1, +2 vs. Trolls, +3 vs. Undead: In addition to inflicting extra
damage against the aforementioned types, the sword will be useful in slicing
through the strongest webs, and so on, in one turn. If the sword is Chaotic, then it
will be +2 vs. Pegasi, Hippogriffs, & Rocs, +3 vs. Treants.
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Sword +1, Nine Steps Draining Ability: This super-powerful magic sword will
drain one or more life energy levels from the target on any natural attack roll of 20.
On the first such roll it will drain one life energy level. On the second roll (against
the same target or a different one), it will drain two life levels, and so on up to nine,
at which point it will revert to being an ordinary +1 magic sword.
Holy Sword + 3: In addition to having the largest attack bonus of any weapon, the
Holy Sword will completely negate all hostile magic within a 10 radius. The
swords alignment will always be Lawful, and therefore it can only be wielded by
Fighting-Men (not Thieves) devoted to the side of Law.
Dancing Sword: This Magic Sword +2 will, after three turns of combat, leap out of
the hands of its owner and fight on its own for three turns. Then it will return to its
owner for three turns, perhaps to leap out again later for another three turns. And
so on. While it is fighting on its own it cannot be hit and will attack at the level of its
owner. The owner may of course use another weapon while his sword is dancing.
Sword, One Life Energy Draining Ability: This sword will drain one life level on any
attack roll of a natural 20, subsequent to and in addition to inflicting standard damage.
Sword +1, Three Wishes Included: Wishes are useful and powerful, but they are
not a grant to do anything, nor are they a license to reward either aggression or
greed. Typically they are used defensivelyI wish that Dragon would fly back to
his cave, I wish Fombur had never tried to open that chest, I wish we would
quickly find an exit to this dungeon are all standard and legitimate. However,
wishes that transgress these boundaries will either yield results that require some
additional effort or task from the person making the wish, or if too greedy or hostile, will often have Monkeys Paw sorts of consequences such that the wish
might be carried out in an unexpected manner and with unpleasant effects. For
example, wishing to, say, gain an additional point in ones prime requisite ability
may bestow a map to the lair of a monster guarding a magic item that will accomplish that purpose. On the other hand, wishing for an ability score to go from, say,
8 to 18 may instantly polymorph the individual into a disgusting monster with such
a score. Wishing for the death of another character or creature might result in the
person who made the wish being whisked a million years into the future, where the
wish will now be satisfied. And so on. Hastily or ill-formulated wishes may be (annoyingly enough) scrupulously instantiated to the letter. And of course inadvertent
uses of one or more wishesI wish you would just shut upare all too common.
Sword of Sharpness +1: This is another form of the Holy Sword, above, in that it
will negate all magic within a 10 radius. Though it has a smaller to hit bonus, it
does have the additional power that if the attack roll is +4 or more over that required to hit, or is a natural 19 or 20, it will sever a randomly determined extremity,
such as a limb, tentacle, head or heads, etc. The sword may only be used by
Fighting-Men aligned with Law.
Vorpal Blade +1: This is a third form of the Holy Sword, with the same powers
and restrictions. It is similar to the Sword of Sharpness but only requires an attack
roll +2 or more over that required, or a natural roll of 18 to 20, to unhead an evil
opponent. As with the other Holy Swords, only Lawful Fighting-Men may wield a
Vorpal Blade.
38
ARMOR: Armor will subtract the specified bonus from an opponents attack roll.
Bucklers will subtract the specified bonus only if used while unarmored or wearing
leather armor. Mail and shield combinations will subtract the specified bonus if
used together. If used separately, the mail will function as +1 armor and the shield
will function as an ordinary magic shield with no bonus. Those using magic
shields (but not bucklers) may invoke the shields shall be splintered option once
per day without the shield being destroyed. In addition, they may invoke the option
anytime in the standard way, with the probability that the shield will be destroyed
as with normal shields. Users of magic bucklers may invoke the shields may be
splintered option in the normal fashion, as for non-magical shields, with the probability that the buckler will be destroyed. Magic bucklers and shields will have the
encumbrance of their non-magical counterparts. Enchanted mail will have an encumbrance of !!! whereas magical plate armor will have an encumbrance of
!!!!!!.
Armor of Etherealness: This suit of Mail +4 allows the wearer to become ethereal at will, as per the potion. The power to become ethereal may be used but 49
times. However, the suit will always retain its status as Mail +4.
Armor of Vulnerability: This will appear to be magical plate armor (+1 to +3) but
when the first blow is struck against the wearer it will become apparent that it is a
cursed item that works in reversethe attacker adds +1 to +3 to his attack roll.
After that it may only be removed with a Remove Curse spell.
Shield of Missile Attraction -1: This shield will appear to be a helpful magic
shield. Its negative influence will only become apparent during the next attack
from a missile or missiles. Thereafter the shields shall be splintered option cannot be used (in either form) and the shield may only be removed from the shield
arm with a Remove Curse.
MAGIC BOOKS: 20% of these will be blank. The other 80% will contain from 1-12
spells of the specified level.
39
RINGS: Any character class may use rings. However, only two may be worn at the
same timeone on each hand. Where relevant, spells will operate at 11th level.
Contrariness: This cursed ring will make the wearer unceasingly argumentative
and contrary (though the referee and player are cautioned to use discretion here).
The ring can only be removed by a Remove Curse spell, though of course the
wearer will oppose that.
Delusion: The wearer of this ring will periodically see exactly and only what he
wants to see. These will not be bizarre and impossible visions, but rather things
that will initially at least seem plausible to the rest of the party. The ring can be
removed at any time.
Djinn Summoning: This ring contains a resident Djinni who will serve the wearer
for an indefinite period, possibly permanently.
Fire Resistance: As the potion, but the protection effect will last as long as the
ring is worn.
Human Control: As the potion, but it may be used once per day.
Invisibility: The wearer of this ring may become invisible (or become visible
again) at will. As with the spell, invisibility cannot be maintained during spell casting or combat.
Mammal Control: This ring allows the wearer to completely control from 3-18
small mammals or from 1-8 large mammals. Range: 60.
41
Protection: Like magic armor, the ring subtracts its bonus from any attack roll
directed against the wearer. In addition, it adds the bonus to any saving throw roll
made by the wearer. It will function with armor but not with magic armor.
Protection, 5' radius: As above. In addition, a few of the wearers nearby companions may also receive its benefits.
Regeneration: This powerful item will allow the wearer to regenerate 1 hit per turn
in a manner identical to that of Trolls. It will even restore hit points if the wearer is
at zero hit points, and similarly will reconnect or restore severed or damaged organs. As with Trolls, the process can only be stopped by fire, acid or similar.
Shooting Stars: This ring is only usable at night under the open sky. It may cast a
Light spell, hurl a Fire Ball that will do 9 points of damage to all within a 30 diameter circle, or cause a falling meteor to do 12 points of damage to one creature
(save for half-damage in both cases), all at a range of 240. Each of these functions may be used once in a twenty-four hour period.
Spell Storing: This ring contains 1-6 spells of 1st to 6th level. As soon as he puts
on the ring the wearer will know what spells it contains, and he may then cast them
at any time, whatever his class. However, only a Magic-User may restore or recharge the ring, and only if he knows the spells in question.
Spell Turning: For any spell aimed directly at the wearer, 1%-100% of its effect or
chance of effect will be reflected back at the caster. The ring will not work against
rods, staves or wands, nor will it turn the Finger of Death.
Telekinesis: This ring will give the wearer permanent telekinetic power, as the
spell cast by a 10th level Magic-User.
Three Wishes: See the description of Sword +1, Three Wishes Included, above.
Water Walking: This mischievous magic item will initially function as per the
name, but at the most inappropriate point the wearer will sink.
Weakness: Once placed on the finger, this ring will quickly drain the wearer of half
of his strength, inflicting a -2 penalty for purposes of attack, defense and saving
throws. It may only be taken off with a Remove Curse. Note: anyone attempting to
simply cut his finger off will receive 1-6 hits of electrical shock damage, doubling in
magnitude with each additional attempt.
X-Ray Vision: Using this ring, the wearer may see through most solid substances.
Up to 10 of stone or of iron may be penetrated. In addition, most hidden doors
or built-in traps will be revealed. However, lead or gold will block the operation of
the ring.
RODS, STAVES AND WANDS: Rods will have varying requirements for which
classes may use them. Staves and wands will generally only be usable by MagicUsers unless otherwise stated. Some will be of unlimited use, whereas others will
only be usable a certain number of times per day or per week, or will contain a
fixed number of charges. For those that contain charges it is up to the referee
whether or not they can be recharged, how this may be accomplished and by
42
whom. If the referee does allow this, it is recommended that only high-level MagicUsers have this ability, and such an effort will in addition require a not insubstantial
sacrifice of time and Silver Pieces.
Rod of Absorption: This rod will absorb any hostile spell directed at the wielder,
storing its energy. Up to 100 levels of spells may be absorbed in this way. It may
also be used to cast any spell the wielder has memorized without discharging the
spell from his memory but instead using the energy stored by the rod. Both of these functions may be used in the same turn as long as the spell cast is not of a
higher level than the spell absorbed. Magic-Users only.
Rod of Beguiling: This rod will, in effect, Charm all enemies within a half circle
extending out from the wielder to a radius of 20. There is no saving throw but the
beguilement will only last for 4-16 turns and cannot subsequently be repeated on
the same targets. Charges 1-25. Usable by Magic-Users and Thieves.
Rod of Cancellation: Upon striking a magical item, the Rod will permanently and
irrevocably drain the item of its magic. Usually a successful to hit roll will be required (as if one were attacking the wielder of the item), though this may be modified based on the circumstances. The Rod will only work once, though multiple
misses are allowed. Usable by all classes.
Rod of Lordly Might: This amazing mechanical device appears to be an ordinary (and
somewhat short) staff, however, at the touch of a button it will extend, retract or otherwise conform itself into the wielders choice of one of the following magic weapons:
Axe +2
Sword +1 (unlike most magic swords this will be a sword as opposed to a long sword)
Flaming Sword +1, +2 vs. Trolls, +3 vs. Undead
Spear +3
Pole Arm +1
If a hostile party witnesses one of these transformations, he will be paralyzed unless he makes his saving throw. However, if a saving throw is made, he will then
flee in fear unless he makes a second saving throw. At the end of hostilities the
rod will reconfigure itself back to its normal shape. In addition, another button will
cause the rod to extend to 50, with rungs spaced along its length and multiple
pitons or spikes that will penetrate and fasten to even the hardest stonemaking
the item into a formidable climbing apparatus. Using the weapon function will expend a charge, and the rod will have 1-25 of them. However, the climbing mechanism will continue to operate even after all charges are spent. Fighting-Men only.
Rod of Resurrection: Touching a deceased person with this horrible item will
resurrect him as a Zombie. Only the Redeemer can truly give new life.
Rod of Rulership: This awesomely powerful item will allow the wielder to command up to 500 levels worth of creatures within a radius of 100 for a period of ten
turns. Command will be equivalent to an enhanced Charm and only instructions
explicitly and completely contrary to the nature and desires of the creature or creatures concerned will be disobeyed. Charges: 1-10. Usable by all classes.
43
Snake Staff: This useful item grants a +1 bonus to hit and to damage. If it hits, then
the Magic-User may command it to entwine around the target where it will remain for
1-4 additional turns. If the target is man-sized or smaller, it will completely immobilize
him, while if he is larger then man-sized, it will simply make him incapable of attacking.
Staff of the Archimagus: This staff will have the capabilities of a Staff of Power
(see below) plus these additional powers:
+1 to hit in melee.
Invisibility: As the 2nd level spell.
Paralysis: May be invoked on a successful hit (saving throw allowed).
Pass-Wall: As the 5th level spell.
Summon Elemental: The wielder may summon an 8 hit die Elemental (roll a
four-sided die to determine type).
Wall of Fire: As the 4th level spell.
Webs: See the entry for Giant Spiders in Vol. 2, p. 56.
Whirlwind: As a Djinni. See Vol. 2, p. 13.
Each will use one charge. Charges: 1-200.
Staff of Commanding: This item gives the wielder the powers of Animal, Plant
and Human Control in a manner identical to the relevant potions. Charges: 1-200.
Staff of Healing: This staff will heal 2-7 hits at a touch, or alternatively will grant a
+5% bonus to the adversity check for surgery. It may be used an unlimited number
of times, but only once per day on a single person.
Staff of Power: This staff has the following powers:
Cold: The staff may issue an icy blast in the form of a cone 60 long with a 30
outer base. Any creature within the area of affect will take eight dice of damage (save versus wands for half damage).
Continual Light: As the 2nd level spell.
Fire Balls: The staff will hurl fireballs as the spell for eight dice of damage
(save for half damage). Area of Effect: 40 diameter sphere. Range: 240.
Lightning Bolts: The staff will spit lightning bolts as the spell for eight dice of
damage (save for half damage). Area of effect: 60 x 8. Range: 240.
Striking: The staff will do two dice of damage if it hits in a melee attack.
Telekinesis: As the spell cast at the 9th level of ability.
Final Strike: In extremis the user may choose to break the staff, releasing all
of its stored energy in the form of 8 x the number of remaining charges in hits.
These will be evenly distributed to all creatures save the wielder within a radius of 30 (save for half damage).
The Staff of Power will have 1-200 charges. Use of any of these powers (except of
course Final Strike) will use up one charge.
44
Staff of Striking: This does two dice of damage if it hits, and of course counts as
a magical weapon, though with no to hit bonus. Unlike other staves, however, it
is only usable by Magic-Users. Charges: 1-200.
Staff of Withering: In addition to inflicting standard damage, a successful strike
with this staff will age the target by ten years. (Depending on the current age and
average lifespan of the creature concerned this may or may not have a meaningful
influence on the current battle.) Undead are immune.
Wand of Cold: This wand emits an icy blast in the form of a cone 60 long with a
30 outer base. Any creature within the area of affect will take six dice of damage
(save versus wands for half damage). Charges: 1-100.
Wand of Enemy Detection: This wand will reveal the presence (though not necessarily the exact location) of those who are themselves aware of the user and
have hostile intent towards him. Range: 60.
Wand of Fear: This wand will cause all within the standard 60 x 30 cone to flee in
panic unless they make a saving throw versus magic.
Wand of Fire Balls: This wand will hurl fireballs as the spell for six dice of damage (save for half damage). Area of Effect: 40 diameter sphere. Range: 240.
Charges: 1-100.
Wand of Illusion: This wand operates as the Phantasmal Forces spell. However,
the caster may move while concentrating. Area of effect: 40 x 30 rectangle.
Range: 240. Charges: 1-100.
Wand of Lightning Bolts: This wand will hurl lightning bolts as the spell for six
dice of damage. Area of effect: 60 x 8. Range: 240. Charges: 1-100.
Wand of Magic Detection: This wand functions as the spell but with a range of
20. At the referees discretion extended concentration may reveal more precise
aspects or properties of the enchantment.
Wand of Metal Detection: This wand will indicate the presence and type of any
body of metal, metal item or metal items equal to or greater than 30 lbs. in weight
(approximately 1,000 coins). Range: 20.
Wand of Negation: If this wand is pointed at another enchanted rod, staff or wand
that operates at a distance, it will negate (or almost negate) its effect for one use
or melee turn. Rods and staves will still operate at power. Charges: 1-100.
Wand of Paralyzation: All within a cone of 60 x 30 will be temporarily paralyzed
unless they make a saving throw. Charges: 1-100.
Polymorph Wand: This wand acts as either of the relevant spells. A friendly use
will last for a number of turns equal to 6 plus the level of the caster. A hostile use
will last indefinitely until dispelled. Range: 60. Charges: 1-100.
Wand of Secret Doors and Traps Detection: This wand will signal the presence
of either within a range of 20.
45
46
MISCELLANEOUS MAGIC: These items are usable by all classes unless otherwise indicated.
Amulet of Inescapable Locating: This appears to be an Amulet vs. Crystal Balls
and ESP but instead works in reverse, rendering the user 100% vulnerable to any
and all scrying attempts.
Amulet vs. Crystal Balls and ESP: Wearing this item will completely protect one
against all such devices and spells.
Animated Broom: This item will slyly position itself to resemble a Witchs Broom
of Flying. But if someone attempts to ride it, it will instead beat the user over the
head until he is knocked unconscious or until the broom is destroyed.
Arrow of Direction: This magical arrow will act as a compass, pointing to the destination desiredthe exit to the dungeon, a source of drinking water, the lair of the
monsters that just attacked, etc.for as long as seven turns. It may be used but
seven times every seven days.
Bag of Devouring: This appears to be a Bag of Holding (see below) but instead is
the gaping maw of a hungry extra-dimensional creature. It will devour anything
placed inside within 7-12 turns.
Bag of Holding: This magical bag, the size of a large sack, will hold up to 200
items or 1,000 lbs. while never weighing more than the equivalent of 5 items. The
opening of the bag may be stretched to a diameter of 3 and the interior volume will
amount to at least 10 per side. Thus, it may accommodate a ladder or a suit of
armor, etc.
Bag of Transmuting: This also appears to be a Bag of Holding, and will initially
function as such, but any gold or silver placed inside it will turn to lead. After this is
discovered, the bag will retain this function but cease to perform as a Bag of Holding.
Bag of Tricks: The owner of this otherwise empty looking bag may reach into it
and pull out an animal (determined randomly) that will then fight for him. When
combat is finished, the animal will be drawn back into the bag, and the same animal will emerge the next time around. Only if the current animal is killed will there
be a chance of a different animal later becoming available (though there will of
course be a 1 in 6 chance that the same animal that was just killed will be chosen
again).
Armor
Die Roll
Animal
Hit Dice
Attacks
Class
Move
1
Bear
2-12 hits
12
Lion
4+2
1-6 hits
12
Bull
1-6 hits
15
Ram
1-6 hits
15
Wolf
1-6 hits
18
Jackal
1-2 hits
12
47
Beaker of Plentiful Potions: This incredibly useful item will fill itself with 2-5 potionsany standard potions the user requestsonce per week.
Bean Bag: There will usually be six beans in each bag. When planted, each bean
will magically bring forth a randomly determined thing, with a greater chance, unfortunately, that it will be a bad thing:
Die Roll
Result
Determination Method
1-2
Curse
3-4
Monster
5-6
Treasure
Book of Darkness: This vile tome will only be useful to non-player character Evil
Priests and Evil High Priests. These will gain one level upon reading it. Lawful
Priests and High Priests who read it will have a 75% chance of going insane.
Thieves who read it will take 3-12 hits of damage and Fighting-Men aligned with
Law will take 4-24 hits of damage. If the book is read by Fighting-Men aligned with
Neutrality or Chaos or by Magic-Users of any alignment, they will be nominally
unaffected, though Lawful Magic-Users may be tormented by nightmares for some
time.
Book of Infinite Spells: This book has 24 pages. 3-18 of them will contain one
spell, while the remainder will be blank. If the book is currently marked at a particular spell that spell may be memorized and cast once per day in addition to the
standard number granted by level, even if it is a spell previously unknown or of a
higher-level than the reader can normally cast. Once a page is turned it cannot be
turned back. There is a 10% chance in between uses that a page will turn of its
own accord, and a 5% chance that fumbling, wind, etc., will turn a page while it is
being studied. The book may be utilized by high-level Thieves as well as by MagicUsers, but all non-Magic-Users will suffer 4-24 points of damage the first time they
touch the book. Thereafter they can handle it normally.
Boots of Dancing: These boots will first function as one of the three benign items
of footwear enumerated below. However on the first occasion where the wearer is
running for his life, the boots will cause the wearer to stop in place and instead
dance a jig, perform the Charleston or execute a Fouett rond de jambe en tournant. If the wearer survives, he may then remove the boots.
Boots of Levitation: These will work as a Levitation spell that can be invoked at
any time.
Boots of Speed: These boots grant a base move of 24. They may be used continuously for no longer than a day, and after each use the wearer must rest for at
least as long.
Boots of Traveling and Leaping: These boots increase overland walking speed
by ten miles per day. They will also enable the user to effortlessly leap 10 vertically and 30 horizontally.
48
49
Chime of Opening: This ornate and beautiful instrument will instantly open any
stuck, locked or magically held door. The gems, jewels and detailed metal work
alone are worth 30,000 Silver Pieces.
Cloak of Protection: This item will subtract the requisite number from an opponents attack roll, but only if the wearer has an armor class of 9. Magic-Users and
Thieves only.
Crystal Ball: This wondrous (though morally problematic) device enables the user
to zoom in on the current activities of a chosen subject at a distance. A Crystal
Ball will be most effective if the user knows the subject well or when, say, he has a
piece of the subjects clothing in his possession. Its operation will be hindered by
great distances, or may be completely foiled by lead or certain protective spells.
Each day, up to three viewing attempts only may be made (more than that may
drive the user mad). Long or multiple uses may mandate at least an equal amount
of rest. Each time a Crystal Ball is used that there is at least a small chance that
the subject will know or at least suspect that he is being watched. Magic-Users
only.
Crystal Ball with Clairaudience: As above but the user can hear conversations
and the like. Magic-Users only.
Crystal Ball with ESP: As above but the user can read the thoughts of the subject. Magic-Users only.
Crystal Hypnosis Ball: This appears to be a normal Crystal Ball, but at best it will
perform no positive function and will merely leave the user catatonic for 3-24 turns.
If combined with a previously placed Magic Mouth spell, it might hypnotize the user
with a Suggestion.
Cube of Force: Pressing one facet of this small trinket (1 to a side) will generate
a powerful force field around the user. Nothing can immediately pass through it,
though large-scale fires and Fire Ball, Lightning Bolt, Phase Door, Disintegrate and
Pass-Wall spells, as well as four blasts from a Horn of Blasting will at least destroy
the field. It is usable three times a day and may be lowered by the user at any
time.
Decanter of Endless Water: True to its name, this nifty container will pour out
water continuously and unceasingly (or at least until the stopper is put back) at the
rate of ten gallons per turn.
Deck of Many Things: This item will immediately be recognized for what it isa
magical deck of cards with awesome and ominous powers to affect ones fortunes
for good or ill. One and only one person may decide to make use of it, and he may
draw at least one card. The effects are applied immediately, and another card may
then be drawn (up to four in all, or more if a Joker or Jokers are chosen). After
deciding to stop, or upon drawing the maximum number of cards, the remainder of
the deck will vanish.
50
Card
Effect
Jack of Hearts
Queen of Hearts
King of Hearts
Ace of Hearts
Jack of Spades
Queen of Spades
King of Spades
Ace of Spades
Jack of Diamonds
Queen of Diamonds
King of Diamonds
Ace of Diamonds
Jack of Clubs
Queen of Clubs
King of Clubs
Ace of Clubs
Joker
Joker
Disappearance Dust: Sprinkling this powder in the air will cause all within a radius of 10 to become invisible for 5-30 turns.
Drums of Deafness: These resemble the Drums of Panic, below, but upon first
use all within 60 will be all but permanently deafened. Only a Remove Curse will
reverse this.
Drums of Panic: Each of these large kettledrums has an encumbrance of !!!!!
!!!!! and thus, a set of two may only be carried comfortably by a horse or the
equivalent. When struck, all creatures of fewer than 5 hit dice, and all noncarnivorous animals within a range of 120 will flee in panic. More powerful creatures may also flee but are entitled to a saving throw versus magic.
51
Helm of Brilliance: This incredibly rich looking fiery and bejeweled helm is capable of conveying to its wearer a number of special protections and powers:
1
2
3
5
6
Protection against all normal fires, a +4 bonus to saving throws against Fire
Balls, Dragon breath and the like, and -2 to each die of damage from similar.
The power to create a Wall of Fire around the user upon command.
The power to transform the wearers ordinary or magical sword into a Flaming
Sword (see above), though the sword will retain any additional magical properties it already possesses (Fighting-Men only)
Enhancement of all Fire Ball spells cast, by +1 hit per die, the granting of one
additional Light or Continual Light spell for each one memorized and the power
to cause flammable objects within 30 to burst into flame upon command (Magic-Users only).
The granting of a +2 bonus to all reaction rolls when dealing with fire-dwelling
or fire-using creatures.
All cold-dwelling or using creatures will be quite hostile.
that time.) In addition any door, gate or normal wall within the area of effect will be
crushed or smashed.
Horn of Bubbles: This resembles one of the Horns of Valhalla, below. But instead
of summoning Berserkers, the Horn will create a cloud of bubbles that will cling
around the user for 4-12 turns. The bubbles themselves will be transparent but
there will be so many of them that the cloud itself will be effectively opaque.
Horn of Collapsing: This cursed item appears to be a Horn of Blasting, but if
used indoors, will instead bring the ceiling down on the user, causing 7-42 points
of damage. If used out-of-doors, it will cause 4-24 rocks to fall out of the sky at the
user, each doing 1-3 points of damage. In either case the users companions, if
any, will be surprised but unharmed.
Horn of Valhalla, Bronze: Use of this item will summon 2-8 friendly Berserkers of
3rd level who will fight to the death, if necessary. Fighting-Men only.
Horn of Valhalla, Iron: As above but with Berserkers of 4th level. Fighting-Men only.
Horn of Valhalla, Silver: As above but with Berserkers of 2nd level. All classes
may use it.
Horseshoes of Speed: These will double the base move of any horse.
Jewel of Attacks upon the Owner: This unusually beautiful stone doubles the
chances of wandering monsters and increases the chances of pursuit by 50%.
Jug of Alchemy: This jug may be used to pour out one chosen ordinary liquid up
to seven times in in a day (a different liquid may be chosen each day). Maximum
amounts per pouring are as follows:
Liquid
Water
Beer
Wine
Oil
Acid
Hot Tea
Poison
Volume #/Containers
10 Gallons
10 Gallons
5 Gallons
2 Gallons
1 Gallon
1 Quart
1 Quart
10 Skins
10 Skins
5 Skins
18 Flasks
9 Flasks
3 Flasks
3 Flasks
Encumbrance
!!!!! !!!!! !!!!! !!!!! !!!!! !!!!!
!!!!! !!!!! !!!!! !!!!! !!!!! !!!!!
!!!!! !!!!! !!!!!
!!! !!!
!!!
!
!
Obviously, a great deal of liquid may be created in this manner. The catch, however is that unless it is ingested, whatever is magically poured will only remain
real until midnight of the day it was createdbefore evaporating or going bad,
etc.making accumulating it impossible and selling it problematic, to say the least.
Libram of Chaos: Magic-Users aligned with Chaos will gain one level upon carefully studying this volume. Neutral Magic-Users will not receive this benefit but will
be otherwise unaffected. Magic-Users aligned with Law will take 2-24 hits of damage. All others will take 3-12 hits.
Libram of Gainful Conjurations: Neutral Magic-users who read this book will
gain one level. Magic-Users not so aligned will take 4-16 hits of damage. All others
will be unaffected.
55
57
Mirror of Opposition: This small but ornate mirror comes with a fine embroidered
covering. If a person looks into the mirror, an exact duplicate will spring out and
attack him.
Necklace of Missiles: This pendant contains from five to nine large beads. Each
may be hurled up to 120 where it will burst as a Fire Ball doing 3, 4, 5, 6, 7, 8, 9,
10 or 11 dice of damage. Typical distribution of beads will be as follows:
Number
of Beads
10
7
9
1
1
7
2
2
2
2
2
4
2
Necklace of Strangulation: This piece looks like a Necklace of Missiles but when
placed around the neck will strangle the user in 2-5 turns. Only a Wish will stop the
process.
Phase Cloak: This garment, knit from the hairs of a Phase Spider, makes the user
appear to be 1-10 from his actual location. It will thus subtract -2 from the attack
rolls of opponents as well as adding +2 to saving throws against wands and the like.
Pipes of the Sewers: When played, these pipes will summon 10-60 Giant Rats in
1-4 turns. Each turn there is a 95% chance that they will obey the summoner, the
chance dropping cumulatively by 15% a turn if the summoner becomes otherwise
distracted. Note that the Pipes will not function in an area or type of terrain where
there is absolutely no chance of Rats (e.g., a desert).
Poisonous Cloak: This horrible covering appears to be a benign magical cloak,
but when donned it will kill the wearer (no saving throw).
Portable Hole: The hole will be 6 in diameter and up to 10 deep. One or more
persons may hide in it (pulling it up after them), though there will be no oxygen in
that extra-dimensional space.
Robe of the Archimagus: A Lawful Magic-User wearing this pure white robe will
have a 95% chance of success when casting the following spells: Charm, Hold
and Polymorph. There is a similar gray garment for neutral Magic-Users, and a
fulgin Robe of the Wizard for those aligned with Chaos. The chances for each
color are 60%, 30% and 10% respectively.
Robe of Blending: This garment allows the wearer to blend in, chameleon-like
with his surroundings in a manner tantamount to invisibility, though the robe will in
addition affect sound, smell and touch in a dynamic manner. Thus, if the wearer
walks amidst a horde of Goblins, he will sound, smell and (if a Goblin puts his
horny hand on him) feel like a Goblin. Characters of 11th or higher level or monsters of 11 or more hit dice have a 10% chance per level or hit die above 10 of
detecting the wearer. The wearer will always be completely visible to fellow party
membersthey will see him exactly as he actually is.
58
Spade of Colossal Excavation: This tool will excavate a hole of 81 cubic feet (1
cubic yard or meter) in but one turn. However, it cannot by itself break through
stone. Fighting-Men only.
Sphere of Annihilation: This 2 diameter sphere of utter blackness will completely
and irreversibly destroy anything it comes in contact with. Its normal state is to
hover in one place. However, any Magic-User within 60 may attempt to induce it to
move in a desired direction or towards a particular target. There is a chance based
on the level and intelligence score of the Magic-User that he will be successful.
Check each turn. Failure indicates that the Sphere will instead move in the MagicUsers direction. If two or more Magic-Users attempt to control the Sphere at the
same time, check at a 10% penalty for the stronger one first, and then the weaker.
Failure for both means the sphere will move towards the weaker party. The Sphere
has a move rate of 3.
Intelligence Score
15
16
Level
1-12
13
14
1-7
8
9
10-11
12-13
14-16
17
18+
25%
30%
35%
45%
55%
65%
70%
75%
27%
32%
37%
47%
57%
67%
72%
77%
29%
34%
39%
49%
59%
69%
74%
79%
31%
36%
41%
51%
61%
71%
76%
81%
33%
38%
43%
53%
63%
73%
78%
83%
17
18
35%
40%
45%
55%
65%
75%
80%
85%
37%
42%
47%
57%
67%
77%
82%
87%
Trident of Commanding Water Creatures: This item acts as a Staff of Commanding against water dwelling creatures (Charm for 12 turnssaving throw allowed). Creatures within 60 may be affected up to these maximum numbers:
Hit Dice of
Creatures
Number of
Creatures
1-3
4-6
7-9
10+
1-12
2-8
1-4
1
Trident of Submission: Any creature struck by this super-powerful item will immediately surrender to the wielder (saving throw vs. magic allowed). However, the
victim will snap out of it in 3-12 turns. Fighting-Men only.
Trident of Warning: This magical weapon allows the user to know the location,
type and number of any hostile sea creatures within 240. Fighting-Men and
Thieves only.
Trident of Yearning: This cursed item causes the holder to desire to move as
efficaciously as possible to a large body of water and completely and permanently
immerse himself in it. It may only be countered with a Dispel Magic spell.
Wings of Flying: These allow one to fly at a rate of 15. However, after one hour
the user must rest for at least an equivalent time.
61
Cost
Item
Cost
Growth
Plant Control
Polymorph
Animal Control
Clairaudience
Fire Resistance
Gaseous Form
Healing
Levitation
Clairvoyance
Diminution
Heroism
Invisibility
Invulnerability
200 + 1 week
200 + 1 week
200 + 1 week
300 + 1 week
300 + 1 week
300 + 1 week
300 + 1 week
300 + 1 week
300 + 1 week
300 + 2 weeks
300 + 2 weeks
300 + 2 weeks
300 + 2 weeks
300 + 2 weeks
Speed
Flying
Oil/Slipperiness
Super-heroism
ESP
Extra-healing
Human Control
Giant Strength
Longevity
Oil/Etherealness
Treasure Finding
Undead Control
Giant Control
Dragon Control
300 + 2 weeks
500 + 2 weeks
500 + 2 weeks
500 + 2 weeks
500 + 3 weeks
500 + 3 weeks
500 + 3 weeks
1,000 + 3 weeks
1,000 + 3 weeks
1,000 + 4 weeks
2,000 + 4 weeks
2,000 + 2 months
3,000 + 2 months
5,000 + 6 months
Scrolls:
These cost 100 Silver Pieces per spell level and will require 1 week per spell level
to inscribe. In addition, Protection scrolls will have these costs and times:
Item
Cost
Item
Cost
Lycanthropes
Elementals
62
2,000 + 4 weeks
3,000 + 2 months
Magic
Undead
3,000 + 2 months
3,000 + 2 months
Armor:
Item
Cost
Item
Cost
Magic Shield
Buckler +1
Plate Armor +1
Mail +3
Mail & Shield +4
Plate Armor +2
1,000 + 4 weeks
2,000 + 4 weeks
2,000 + 2 months
3,000 + 3 months
5,000 + 4 months
7,500 + 6 months
Mail +4
Mail & Shield +5
Plate Armor +3
Mail +5
Mail & Shield +6
Armor of Etherealness
10,000 + 9 months
15,000 + 1 year
20,000 + 15 months
25,000 + 18 months
30,000 + 21 months
50,000 + 2 years
Miscellaneous Weapons:
Item
Cost
Item
Cost
12 Arrows +1
Dagger +1, +2
Axe +1
12 Arrows +2
Dagger +1, +3
Javelin of Lightning
Hammer +1
12 Arrows +3
Spear +1
Axe +2
Magic Bow
500 + 3 weeks
1,000 + 3 weeks
2,000 + 4 weeks
2,000 + 2 months
2,000 + 2 months
2,000 + 2 months
2,000 + 3 months
3,000 + 3 months
3,000 + 3 months
3,000 + 4 months
3,000 + 4 months
Hammer +2
Mace +2
Axe +3
Spear +2
Crossbow of Distance
Crossbow of Speed
Crossbow of Accuracy
Spear +3
Mace of Disruption
Arrow of Slaying
5,000 + 4 months
5,000 + 4 months
7,500 + 6 months
7,500 + 6 months
7,500 + 6 months
7,500 + 6 months
15,000 + 1 year
15,000 + 1 year
20,000 + 2 years
25,000 + 2 years
Item
Cost
Item
Cost
Fire Resistance
Invisibility
Telekinesis
Mammal Control
Protection +1
Shooting Stars
Spell Turning
7,500 + 2 months
10,000 + 3 months
15,000 + 3 months
15,000 + 4 months
15,000 + 6 months
20,000 + 6 months
25,000 + 6 months
Human Control
Spell Storing
Protection +2
X-Ray Vision
Regeneration
Protection +3
30,000 + 6 months
35,000 + 6 months
50,000 + 6 months
50,000 + 1 year
60,000 + 1 year
100,000 + 1 year
Item
Cost
Item
Cost
Lordly Might
Cancellation
Beguiling
Absorption
Snake Staff
Striking
5,000 + 2 months
5,000 + 3 months
10,000 + 6 months
15,000 + 1 year
20,000 + 1 year
25,000 + 1 year
Rulership
Commanding
Healing
Staff of Power
Withering
Staff of the A.M.
35,000 + 1 year
50,000 + 2 years
50,000 + 2 years
100,000 + 5 years
125,000 + 6 years
200,000 + 10 years
Rings:
63
Wands:
Item
Cost
Item
Cost
Metal Detection
Enemy Detection
Fear
Negation
Illusion
Fire Balls
5,000 + 3 months
7,500 + 4 months
7,500 + 4 months
7,500 + 4 months
10,000 + 4 months
10,000 + 6 months
Paralyzation
Polymorphing
Cold
Lightning Bolts
Magic Detection
Doors/Traps Detection
10,000 + 6 months
10,000 + 6 months
10,000 + 6 months
10,000 + 6 months
15,000 + 9 months
25,000 + 1 year
Miscellaneous Magic:
5,000 + 6 months
25,000 + 1 year
Bracers of Defense +3
Cloak of Protection +1
Crystal Ball
Decanter of Endless Water
Disappearance Dust
Dust of Appearance
Wings of Flying
10,000 + 6 months
50,000 + 1 year
Bag of Holding
Bowl Commanding Water Elementals
Bracers of Defense +7
Brazier Commanding Fire Elementals
Censor Controlling Air Elementals
Cloak of Protection +3
Gem of Seeing
25,000 + 6 months
100,000 + 1 year
Boots of Levitation
Bracers of Defense +5
Cloak of Protection +2
Crystal Ball with ESP
Helm of Reading Magic and Languages
Rope of Entanglement
Trident of Submission
Flying Carpet
Helm of Telepathy
Helm of Teleportation
Medallion of ESP, 90' Range
Portable Hole
Robe of Blending
Robe of Eyes
Referee Notes:
64