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Advanced Dungeons And Dragons: Eye Of The Beholder (1994) - SNES Manual

Advanced Dungeons And Dragons: Eye Of The Beholder

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Advanced Dungeons And Dragons: Eye Of The Beholder (1994) - SNES Manual
Advanced Dungeons And Dragons: Eye Of The Beholder
__________________________________________________________________________________
Topics: SNES Manual, Game Manual, SNES, Super Nintendo

Collection: manuals_snes; consolemanuals; manuals; additional_collections
__________________________________________________________________________________
Language: English
__________________________________________________________________________________
https://archive.org/details/advanced-dungeons-and-dragons-eye-of-the-beholder-usa
__________________________________________________________________________________

Full text:

Advanced Dungeons^pragons

SAFETY PRECAUTIONS

Follow these suggestions to keep your Eye of the Beholder
Game Pak in perfect operating condition.

1. DO NOT subject your Game Pak to extreme temperatures,
either hot or cold. Always store it at room temperature.

2. DO NOT touch the terminal connectors on your Game Pak.
Keep it clean and dust-free by always storing it in its protective
plastic sleeve.

3. DO NOT try to disassemble your Game Pak.

4. DO NOT let your Game Pak come in contact with thinners,
solvents, benzene, alcohol, or any other strong cleaning agents
that can damage it.

WARNING: PLEASE READ THE ENCLOSED CONSUMER
INFORMATION & PRECAUTIONS BOOKLET CAREFULLY BEFORE
USING YOUR NINTENDO* HARDWARE SYSTEM OR GAME PAK.

CAPCOM U.S.A., Inc.

475 Oakmead Parkway
Sunnyvale, California 94086

ADVANCED DUNGEONS & DRAGONS
and the TSR logo are trademarks
owned by TSR. Inc.. Lake Geneva. Wl.
USA and used under license from
Strategic Simulations. Inc.

LICENSED BY

(Nintendo)

NINTENDO, SUPER NINTENDO
ENTERTAINMENT SYSTEM AND
THE OFFICIAL SEALS ARE
REGISTERED TRADEMARKS
OF NINTENDO OF AMERICA
INC ©1991 NINTENDO OF
AMERICA INC.

©1990, 1994 TSR Inc
All Rights Reserved
©1990, 1994 SSI
All Rights Reserved

2

THIS OFFICIAL SEAL IS YOUR ASSURANCE
THAT NINTENDO HAS APPROVED THE
QUALITY OF THIS PRODUCT ALWAYS
LOOK FOR THIS SEAL WHEN BUYING
GAMES AND ACCESSORIES TO ENSURE
COMPLETE COMPATIBILITY WITH YOUR
SUPER NINTENDO ENTERTAINMENT
SYSTEM. ALL NINTENDO PROOUCTS
ARE LICENSED BY SALE FOR USE ONLY
WITH OTHER AUTHORIZED PRODUCTS
BEARING THE OFFICIAL NINTENDO
SEAL OF QUALITY

*f ahle of Contents

Safety precautions. i

Getting started. 4

Basic controls.5-7

The invitation. 8

The eye of the beholder world.9

Building a party.10-13

How to play eye of the beholder.14-22

Actions.23-27

Player references. 28-58

Warranty information.59

3

G etting Started

1. Insert your EYE OF THE BEHOLDER Game Pak into your
Super Nintendo Entertainment System and turn the
power ON.

2. Watch closely as a tale terror unfolds or press the START
button to skip to the title screen.

3. When the title screen appears, you will see the
following choices:

LOAD A SAVED PARTY:

CREATE A NEW PARTY:

This option allows you to
return to the maze, if you
have previously explored
the maze and used the
SAVE GAME option.

This option allows you to
create a party of adventur¬
ers. Please read section
entitled ” Building a Party "
on how to do this.

Select the option you wish and press the Y Button to begin
your journey into the twisting caverns beneath Waterdeep.

4. Once enter the tunnels of Waterdeep, you will soon find
that there is no way out. It will be up to you to venture into
the heart of the evil and dispell it for all time.

5. To end your adventure at any time, simply select the SAVE
GAME option and turn your Super Nintendo Entertainment
System OFF and remove your Game Pak.

4

Basic Controls When Making
Selections on the Adventure Screen

To move the pointer:

Press the control pad UP,

DOWN, LEFT or RIGHT:

To select an item:

Move the cursor to the item
and press the A button.

To use an item:

Move the cursor to the item
and press the B button.

To open the

Equipment Screen:

Press the X button.

To select the

Camp Screen:

Press the START button.

To lock the pointer
and use the control
pad to control your
movement:

Press the Y button.

(To unlock, Press the Y
button again.)

5

gasic Controls When Making

Selections on the Equipment Screen

To move the pointer:

Press the control pad UP,

DOWN, LEFT or RIGHT.

To select an item:

Move the cursor to the item
and press the A button.

To use an item:

Move the cursor to the item
and press the B button.

To close the

Equipment Screen:

Press the X button.

To select another
character in
your party:

Press the L or R buttons.

To select the

Camp Screen:

Press the START button.

To lock the pointer
and use the control
pad to control your
movement:

Press the Y button.

(To unlock, Press the Y
button again.)

6

Basic Controls When Using
the Mouse _

To move the pointer:

To select an Item:

To use an item:

Drag the mouse in the
desired direction.

Move the cursor to the
item and press the LEFT
mouse button.

Move the cursor to the
item and press the RIGHT
mouse button.

All other function in the game can be activated by moving
the pointer over the selected item and pressing the RIGHT
mouse button.

7

The Invitation

Piergeiron, the chief Lord of Waterdeep, has called the party
to a meeting and gives you the following letter:

(Piergeiron,

I have investigated your concerns, my friend, and 1 am afraid the
news is not good. More than that, it is maddening and frustrating.

Idle signs of evil are dear, as you know, andgrowing. ‘Before I (eft I
heard rumors of assassins in the city, By ‘Tyr. In Waterdeep! I am not
sure what to Befieve anymore.

I have visited Both Amn and Ccdimshan, these cities have given us
trouble in the past. I suspected that our problems now might Be their
doing, but I find no evidence of it. My informants seem clear on this
point at least. ([pne have even heard of our elusive Xanathar. 9(o,
these traces of evil are not from outside Waterdeep, But from with *
in...or perhaps Below? (My magics did detect the evil, But not its
source. All of our attempts to find its cause have Been for naught.

'The only thing we have " learned " is that the name Xanathar recurs
with grave persistence. Where have we C(OTlooked, ‘Paladinson my
friend? Where is it the City Watch never patrol? Where would yVZl
hide from the Watch and the Lords of Waterdeep without leaving the
area of the city? 1 can only thin/^that we are overlooking something
under our very noses.

I ivill return to the Council soon, my investigations here are clearly
fruitless. But do not wait for me — hire adventures as the others have
suggested. Lhey may not have our Biases. Perhaps a new outlook^uhll
help.

‘y'our trusted friend,

‘KhelBen

8

T he Eye of the Beholder World

Eye of the Beholder is an all 3-D, Legend Series role-playing
adventure based on the popular Advanced Dungeons
Dragons, 2nd Edition game rules and an original story created
for this game. The action takes place in the sewers and cata¬
combs beneath the City of Waterdeep in TSR’s forgotten
realms, game world.

Everything in Eye of the Beholder is from your point of view.
Watch the walls pass by as you move through the sewers
beneath the ancient city of Waterdeep. Pick up items by grab¬
bing them. Open doors with keys or by pressing buttons or
pulling release levers. See monsters draw nearer to you and
close for battle. Attack by using the weapons your characters
have in their hands, or cast spells by using your clerics and
mages spells. Those in the front of the party may attack with
weapons such as swords and maces, while characters in the
rear ranks may attack with spells or ranged weapons such as
bows.

A key to playing Eye of the Beholder is understanding the dif¬
ference between TAKE, USE, and SELECT. TAKING involves
actions such as picking up or dropping items. USING involves
actions such as attacking monsters with weapons, or indicating
that a cleric or mage wishes to cast a spell. You can only Use
items from the main Adventure Screen. SELECTING involves
choosing buttons such as spell Level Buttons or the Camp
Button, or choosing from lists such as picking spells to cast or
memorize.

9

Ruilding a Party

You must generate four charac¬
ters to have a complete party. A
good mix of races and classes is
essential to completing the
adventure. Warrior classes such
as Fighters, Paladins, and Rangers
are needed to deal with the
many horrors that block your
path. Clerics and Mages support
the quest with their magical abilities — clerics have powerful
healing and protective spells, while mages attack with mystic
force. Thieves are handy when progress is barred by a locked
gate for which the party has no key.

GENERATING CHARACTERS

To make a character Select one of the four Character Boxes.
After you have chosen a box, Select the new character’s race
and gender, class, alignment, and portrait. Generally you can
change your last choice by selecting the Back Button on the
bottom right of the screen.

RACE

There are six races, or species to choose from:

• Human • Elf

• Half-Elf • Dwarf

• Gnome • Halfling

Each race has unique advantages and characteristics. Different
races are eligible for different classes and each has unique
modifiers to attributes such as strength or wisdom. For more
information see the Races section on page 28.

10

B uilding a Party cont.

CLASS

Classes are occupations. Some races have the option of
having more than one class simultaneously, but there are
six basic options:

• Fighter • Ranger

• Paladin • Mage

• Cleric • Thief

A variety of classes is needed in a party to get all of the skills
needed for the

adventure. Paladins will not join parties with evil characters.

If you already have an evil party member you cannot generate
a Paladin. For more information see the Classes section on
page 31.

ALIGNMENT

Alignment is the philosophy by which a character lives and
deals with the world. There are nine possible alignments,
although a character’s class may limit the selection. Paladins,
for example, can only be Lawful Good. The choices are:

• Lawful Good • Lawful Neutral • Lawful Evil

• Neutral Good • True Neutral • Neutral Evil

• Chaotic Good • Chaotic Neutral* Chaotic Evil

Evil characters cannot join parties with paladins. If you already
have a Paladin you cannot generate an evil character. For more
information see the Alignment section on page 35.

11

B uilding a Party cont.

PORTRAIT

You must Select the picture, or Character Portrait, that repre¬
sents the character in the game. During the game the position
of the portrait on the screen indicates if a character is in the
front or rear ranks of the party. Select the portrait to examine
characters’ Equipment Screens.

Select the arrows to display sets of portraits, and then Select
your character’s Portrait.

ABILITY SCORES

Ability scores are generated for the character after you Select
the Character Portrait. These are a summary of the character’s
natural abilities and faculties. Each character has the following
scores:

• Strength • Intelligence

• Wisdom • Dexterity

• Constitution • Charisma

These scores can be modified or generated again after you
Select a portrait for the character. For more information see the
Ability Scores section beginning on page 36. After attribute
scores are generated options to keep or modify your character
are displayed. REROLL generates a new set of ability scores for
the character.

KEEP Accepts the character into the party.

Name your character after selecting KEEP and the new
character will join the adventuring party.

12

Building a Party cont.

WHEN THE PARTY IS COMPLETE

When you have generated four
characters that you are happy
with select the Play Button below
the Character Portraits to begin
the game.

CHARACTERS THAT/OIN YOUR PARTY (NPCs)

In addition to the four regular characters, up to two more non¬
player characters (NPCs) may join the party at a time. As you
adventure these characters may ask to join your characters.

If you accept, they join and act as any other characters under
your control. Occasionally NPCs offer advice or give you
information. NPCs may leave your party or you may drop
them at any time.

13

How to Play Eye of the Beholder

View Window This is your window to the world. Here you can
see the area around your party, items lying in the dungeon,
and attacking monsters.

6

1. GATE Gates occasionally block your path. Each gate may
be different. For example, some you can open simply by
pulling a lever or pressing a button, others may require a
key or lockpick.

2. BUTTON Buttons and levers can be found on the walls
near some gates.

3. ITEM Treasure, food, weapons, and other items can be
found throughout the dungeon.

4. MOVEMENT BUTTONS These move and turn the party.

14

H ow to Play Eye of the Beholdeiw.

5. COMPASS This indicates the party’s heading. Use the
compass to maintain your orientation and to map the
lower levels. The compass is replaced by the Spell Menu
when characters cast spells.

6. FRONT RANK CHARACTERS These two characters are the
only ones that can attack with melee weapons (swords,
maces, etc.) or certain short range spells.

7. REAR RANK CHARACTERS These characters are away from
the front line risks and can only attack monsters with
ranged weapons (bows, darts, etc.) and spells. Rear rank
characters can only be hit by monsters’ melee attacks if the
creatures are attacking from the sides or rear of the party.

8. CHARACTER PORTRAIT Select this to choose a character
or view his equipment. If the Character Portrait is grayed,
the character is unconscious. If it is replaced by a skull, the
character is dead.

9. SPELL EFFECT BOX A colored line around a character
shows that the character is affected by a spell. A dashed
line shows that the character is affected by two types of
spells. The color of the indicator describes the type of spell.

10. NAME BAR Use this to exchange positions of party mem
bers. Use one Name Bar and then another. The two party
members will trade places.

11. PRIMARY HAND Generally a character carries a weapon

in his primary hand. The character can hold anything in his
Primary Hand that he can hold in his Secondary Hand.

Use in-hand weapons to attack monsters.

15

|| ow to Play Eye of the Beholdercont.

12. SECONDARY HAND Generally a character carries a shield,
secondary weapon, spell book, grail symbol, or miscella
neous item in his secondary hand. Only fighters, paladins
and rangers can use a secondary weapon and even they
suffer a penaly in combat. Use spell book icons or grail
symbols to cast spells.

13. WEAPON Use in-hand weapons to attack monsters. This is
identical for both melee and ranged weapons.

14. SPELL BOOK Use this icon to cast memorized mage spells.
When you Use a spell book the compass is replaced by the
Spell Menu. When the menu is displayed Select a Level
Button and then the spell.

15. SYMBOL Use this to cast cleric spells. To cast cleric spells
USE a symbol and the compass is replaced by the Spell
Menu. When the menu is displayed SELECT a level button
and then a spell. Paladins invoke their natural healing
ability as they would a cleric spell.

16. HIT POINT BAR This displays the character’s current
condition. Color changes indicate the character’s status. To
display hit points as a numeric value Select Bar Graphs
ON/OFF from the Preferences Menu under the Camp
options.

17. CAMP BUTTON Select this to rest the party, memorize
spells, and heal the party. The camp menu also allows you
to save the current game, quit, or make adjustments to
game sounds and so on. See the Camp section on page

13 for more information.

16

H ow to Play Eye of the Beholdercont.

18. CHARACTER PORTRAIT Select this to return to the
Adventure Screen.

19. HIT POINT BAR Displays the character’s current condition.

20. FOOD BAR When a character has run out of food he loses

1 HP per 24 hours and cannot memorize spells. See Eating
in the Actions section.

21. FOOD PACKET Food can be found in the dungeon.

22. PLATE Take food and Select it on the plate to have a
character eat.

23. NEXT/PREVIOUS CHARACTER BUTTONS Select these to
view other characters’ equipment.

24. BACKPACK Items carried in the character’s backpack are
shown here.

25. QUIVER Indicates any arrows the character has. Select
arrows over the quiver to fill it.

17

How to Play Eye of the Beholdercont.

26. BODY PARTS (Torso, Wrists, Fingers, Head, Neck and Feet)
Place items to be worn on the appropriate box. For exam¬
ple, rings are placed on Fingers, armor on the Torso, etc.

27. PRIMARY HAND Shows what the character has in his
primary or ‘weapon’ hand. Secondary Hand Shows what
the character has in his secondary hand.

28. BELT POUCH Up to three items can be carried in the
character’s belt pouch. If the character keeps spare
throwing-type weapons in the pouch, replacements are
automatically transferred to the character’s hand as
weapons are spent in combat.

29. OTHER PAGE BUTTON Select this to see the
Character Screen.

33

30

31

32

37

36

34

38

30. CHARACTER PORTRAIT Select this to return to the
Adventure Screen.

18

|| ow to Play Eye of the Beholdercont.

31 . HIT POINT BAR Displays the character’s current condition.

32. NEXT/PREVIOUS CHARACTER BUTTONS Select these to
view other characters’ equipment.

33. CLASS This is the character’s occupation (or occupations if
the character is multi-classed).

34. ALIGNMENT Describes the character’s ethics and how he
interacts with the world.

35. ABILITY SCORES Represent the character’s natural abilities
and strengths.

36. CURRENT EXPERIENCE Represents how much the character
has learned throughout the adventure. When the character
gains sufficient experience, his level increases.

37. CURRENT LEVEL How far the character has advanced
in his class.

38. OTHER PAGE BUTTON Select this to return to the
Equipment Screen.

19

H ow to Play Lye of the Beholdercont.

REST PARTY Select to have the party rest, heal, and memorize
spells. When you choose this option, you will be asked if you
want to have healers cure the party. If you Select the Yes
Button characters with cure spells automatically cast them on
wounded characters and rememorize those spells, and any
others chosen, while the party is resting. Unless you choose
new spells, characters will rememorize the same spells as
before. The amount of time the party rests is based on the
highest number and level of spells being memorized.

A party’s rest may be interrupted by wandering monsters.

Characters who have a blank Food Bar cannot regain spells
until they eat.

MEMORIZE SPELLS Select to choose or examine the set of
spells the mage will learn when he rests. The Spells Available
menu will appear when you Select this option. Select spells to

20

H ow to Play Eye of the Beholdercont.

memorize. The numbers to the right of the spell names are the
number of each type of spell the character will have when he
finishes resting. Highlighted numbers are unmemorized spells.
Select the Clear Button to blank any unmemorized spell choic¬
es or a Level Button to choose spells of another level. Select
the Exit Button to end choices for that character.

PETITION Select to choose or examine the set of cleric spells
the character will learn when he rests. The Spells Available
menu will appear when you select this option. Select spells to
memorize. The numbers to the right of the spell names are
the number of each type of spell the character will have when
he finishes resting. Highlighted numbers are unmemorized
spells. Select the Clear Button to blank any unmemorized spell
choices or a Level Button to choose spells of another level.
Select the Exit Button to end choices for that character.

SCRIBE SCROLLS Transfers spells from a scroll to a spell book.
After Selecting Scribe a list of spells on scrolls is displayed.

PREFERENCES MENU Select to control game functions such as
sounds and display.

Preferences Menu
Tunes are ON/OFF
Sounds are ON/OFF
Bar Graphs are ON/OFF
Control is A/B

21

H ow to Play Eye of the Beholdercont.

• Tunes This turns background music on and off.

• Sounds This turns sound effects on and off.

• Bar Graphs This changes between displaying hit points
as a bar graph or numeric value.

• Control. This changes the button configuration.

GAME OPTIONS Select to display a menu with options for
saving the current game or loading a previously saved one.

GAME OPTIONS MENU

Load Game
Save Game
Drop NPC

• Load Game retrieves the stored game.

• Save Game stores the current game to the game pak.
Saving regularly is a good idea.

• Drop NPC allows you to order an NPC (a Non-Player
Character who has joined the party during the
adventure) to leave the party.

22

A CTIONS

The following section describes how to perform most actions
in the game. The basic parts of each action are the Take,

Use, and Select functions. These are described BASIC
CONTROLS section.

“In-hand” refers to items in either the primary or secondary
hand. You can only Use items from the Adventure Screen.

ATTACK MONSTER

To attack monsters Use a character’s in-hand weapons. Only
the front rank characters can attack with melee weapons
(swords, maces, etc.), and the monster must be visible in the
3-D Window. Characters in the rear ranks can attack with
ranged weapons (bows, darts, etc.). After you have attacked
with a weapon it is grayed until it is ready again.

CAMP SELECT

The Camp Button on the bottom right side of the screen. Camp
gives you options to save the game, turn sounds on
and off, have spell-casters memorize spells, and more.

CAST CLERIC SPELL

Use the character’s in-hand Grad symbol. The Grad symbol can
be in the character’s secondary hand. Select the spell Level
Button from the Spell Menu and then the spell to cast. Select
target characters for any spell that affects members of the
party. Attack spells can only be launched at monsters that are
visible in the 3-D Window.

CAST MAGIC USER SPELL

Use the character’s in-hand spell book icon. The spell book can
be in the mage’s secondary hand. Select the spell Level Button
from the Spell Menu and then the spell to cast. Select target
characters for any spell that affects members of the party.

23

A CTIONS

Attack spells can only be launched at monsters that are visible
in the 3-D Window.

CAST A CLERIC SCROLL SPELL

Use an in-hand scroll. The scroll is consumed when the spell is
released, and lost forever.

CAST A MAGE SCROLL SPELL

Use an in-hand scroll. The scroll is consumed when the spell is
released, and lost forever.

CHANGE ORDER OF CHARACTERS

To change the order of the party Use the Name Bar of one
character from the Adventure Screen and then the Name Bar of
a second. The two will trade places.

DRINK A POTION

Use an in-hand potion.

DROP AN ITEM

Select an item, carry it to the 3-D window and Select it again
below the center line of the window to drop the object. To
throw an item Select it above the 3-D window center line.

EAT

Go to the Equipment Screen, Take food and Select it over the
character’s Plate.

EXAMINE CHARACTERS EQUIPMENT

Select a Character Portrait from the Adventure Screen.

24

A CTIONS cont.

EXAMINE CHARACTER INFORMATION

Select a Character Portrait from the Adventure Screen, then
Select the Next Page Button.

EXAMINE PART OF THE DUNGEON

Move the cursor over an item, such as a dagger or body, or a
dungeon feature, such as writings or drains on walls and Select
it. Information about the selected item or feature is displayed
in the Message Area below the 3-D window.

FIRE A RANGED WEAPON (Bow or Sling)

Place the weapon in the character’s primary hand and place
ammunition in the secondary hand. To get an arrow Select a
filled quiver, and then Select again over the hand. As you fire
the weapon, replacement ammo will be automatically trans¬
ferred from either the quiver (bows) or belt pouch (sling
stones) if it is available.

FIRE A RANGED WEAPON (Dagger or Dart)

Use any in-hand dagger or dart. Replacements are automatical¬
ly drawn from the character’s belt pouch if they are available.

FORCE OPEN A GATE

Select the bottom of a partially open gate to attempt to
force it open. The strongest character automatically makes
the attempt.

GIVE AN ITEM

To have a character move an item from his Equipment Screen
to another, Take the item, Select the Next or Previous Button
until you reach the recipient and Select the item again over the
appropriate box.

25

A CTIONS cont.

MANIPULATE A DUNGEON FEATURE

Move the cursor over a dungeon feature, such as a lever,
button, or a chain and Select it.

MEMORIZE CLERIC SPELLS

Look under the Spells option in the Camp section. Characters
cannot pray for new spells if they are starving.

MERMORIZE MAGE SPELLS

Look under the Spells option in the Camp section. Characters
cannot memorize new spells if they are starving.

MOVE IN DUNGEON

Select the Movement arrows or the keyboard commands
described in your Data Card.

OPEN A GATE Gates throughout the sewers are not all opened
in the same fashion. Some gates are opened by release levers
or buttons. To open these place the cursor over the release and
Select it. If the door is locked, you need to Select a key over
the lock or a thief may Select a lockpick over the lock.

PALADIN HEAL Select the Lay on Hands “spell” from the spell
menu, then Select the target character.

PICK A LOCK

To pick a lock Take the thief s lockpick and Select it over the
lock. The thief character will automatically attempt to disarm
any traps he finds in the lock.

SCRIBE SCROLL Spells into Spell Book Select the Camp
Button, then the Spells option, then Scribe Scrolls. A menu of
all available spells is displayed.

26

A CTIONS cont.

TAKE AN ITEM

Move the cursor over the item and Take it. To place it in a
backpack or belt pouch, or to wear it, carry the item over the
Character Portrait and Select the portrait to get the Equipment
Screen and Select the item over its destination.

THROW AN ITEM

Select an item, carry it to the 3-D window and Select it again
above the center line of the window to throw the object.

To drop an item Select it below the 3-D window center line.
This type of throwing is not the same as “throwing” a dart or
dagger, which is described under Fire a Ranged Weapon.

TURN UNDEAD

Paladins of third-level or higher and all clerics automatically
attempt to turn any visible undead. Undead approaching the
party from the back or sides are unaffected until the
adventurers turn to face them.

UNLOCK A GATE

To unlock a gate Take a key and Select it over the lock.

WEAR AN ITEM

To wear an item such as armor, a helmet, or a ring, Take the
item and place it in the appropriate box on the Equipment
Screen. To get to the Equipment Screen from the Adventure
Screen carry the item over the Character Portrait and Select the
picture.

27

player References

CHARACTERS

Your adventuring party is made up of up to four characters,
each with his or her own unique strengths and weaknesses.
Every character has a race, class, and set of attribute scores.
Race is the character’s species and there are six races to
choose from: dwarf, elf, gnome, half-elf, halfling, and human.
Class is the character’s occupation. Some races are allowed to
have more than one class simultaneously, these are called
multi-class characters. The basic choices of class are: Cleric,
Fighter, Mage, Paladin,Thief or Multi-class. Attribute scores
define the character’s physical and mental prowess, and they
are: Strength, Dexterity, Intelligence, Wisdom, and Charisma.

RACES

DWARVES are a short, heavily built demi-human race. They
stand between 4 and 4 1/2 feet tall, but generally weigh more
than 150 pounds due to their heavily muscled build. Dwarves
live from 350 to 450 years. They are famous for their skill in
all manner of crafts, from metalworking to stone masonry.
Dwarven weapons command high prices in markets around the
world, and pieces of their fine jewelry are literally part of every
king’s ransom. In addition to intricate workmanship, dwarves
are known for tremendous courage and tenacity that borders
on the fanatic.

Dwarves are by nature non-magical, and have innate resis¬
tances to spells as well as many poisons.

• Ability Score Modifiers: Constitution +1, Charisma -1

• Allowable Classes: Cleric, Fighter, Thief, Fighter/Cleric,
Fighter/Thief

• Level Restrictions: Cleric lOth-level

28

player References cont.

ELVES are slimmer and somewhat shorter than the average
human and are easily distinguished by their fine features and
pointed ears. They often live more than 1,200 years. Elves do
not like the confines of civilization. They delight in natural
beauty, singing, and carefree playing. To outsiders, elves often
appear to be haughty and cold, although they are known to be
fiercely loyal to friends.

Elves of all classes are taught archery from a very young age,
and they receive a +1 bonus with any type of bow, and long or
short swords. Elves are highly resistant to any type of Sleep or
Charm spell.

• Ability Score Modifiers: Dexterity +1, Constitution -1

• Allowable Classes: Cleric, Fighter, Mage, Ranger, Thief,
Fighter/Mage, Fighter/Thief, Mage/Thief, Fighter/Mage/Thief]

• Level Restrictions: None

GNOMES are distant kin of the dwarves, although the latter
are loathe to admit the relation. Gnomes typically live to be
around 600 years old. Where dwarves are taciturn and hard
working, the gnomes are more carefree and lively. Never turn
your back on a gnome, however — they are diabolical and
enthusiastic practical jokers.

Gnomes are fairly magic-resistant, and gain a +1 combat
bonus against kobolds.

• Ability Score Modifiers: Intelligence +1, Wisdom -1

• Allowable Classes: Cleric, Fighter, Thief, Cleric/Thief,
Fighter/Cleric, Fighter/Thief

• Level Restrictions: Cleric ninth-level

HALF-ELVES inherit several advantages from their mixed
parentage. They resemble their elvish parents in facial appear¬
ance, but half-elves are taller and heavier than most elves,

29

player References cont.

approaching human norms. While not as long-lived as true
elves, they live, on average, about 250 years . For the most
part, half-elves can travel and mingle in both elvish and human
company, although rarely are they truly accepted in either.

Half-elves have the greatest selection of class combinations of
any of the races. They inherit an innate resistance to Sleep and
Charm spells, but to a lesser extent than full-blooded elves.

• Ability Score Modifiers: None

• Allowable Classes: Cleric, Fighter, Mage, Ranger, Thief,
Fighter/Cleric, Fighter/Thief, Fighter/Mage, Cleric/ Ranger,
Cleric/Mage, Thief/Mage, Fighter/Mage/Cleric,
Fighter/Mage/Thief

• Level Restrictions: None

HALFUNGS are a diminutive people famous for their congenial¬
ity and love of comfort. Their facial features are round and
broad and they typically have curly hair. Halflings are fairly
short, a little shorter than dwarves, and quite plump. They are
sturdy, industrious, and generally quiet and peaceful. Their bur¬
row homes are well furnished, and their larders are always well
stocked. Halflings are well liked by nearly all other races.
Gnomes especially like the halflings, whom they feel are kin¬
dred spirits.

Halflings have innate magic resistance and have a +1 bonus
with slings.

• Ability Score Modifiers: Strength-1, Dexterity +1

• Allowable Classes: Cleric, Fighter, Thief, Fighter/Thief

• Level Restriction: Cleric eighth-level, Fighter ninth-level.

30

player References cont.

HUMANS are the most adaptable and, hence, most prevalent
race. Humans vary more than any other race in size, skin color,
and hair color. Typically they live around 70 years. Human
societies are more diversified than any of the other races, and
also more aggressive and acquisitive. Where the longer-lived
races wait patiently and take a long-range view of the world,
humans tend to muster their efforts for immediate gain.

• Ability Score Modifiers: None

• Allowable Classes: Cleric, Fighter, Mage, Paladin,

Ranger, Thief

• Level Restrictions: None

CLASSES

Each class has its own unique strengths, and each offers
valuable talents and skills to a party. Fighter-types —

Fighters, Rangers, and Paladins — are needed to battle
past the creatures that stand in the way of victory and
glory. Thieves are very handy when the party runs across
traps. Mages offer powerful spells, and clerics can both fight
and heal the wounded.

Each class has one or more prime requisites, or ability scores
that are important to the class. A character with prime requisite
score(s) of 16 or greater advances somewhat faster in levels.

CLERICS are warriors of a sort, men and women who carry
their faith in their weapon-arms as well as their hearts. Cleric
training includes the use of magic and a limited selection of
weapons. They can use any type of armor, but their selection
of arms is limited to blunt, impact-type weapons such as
maces and flails.

Cleric magic differs from mage spells in that cleric magic is of
divine origin. Clerics do not carry tomes of spells and rituals.
They receive power directly from the gods and cast spells

31

player References cont.

through symbols. While mages study and pour over their spells
to imprint the rituals in their minds, clerics enter a meditative
trance where they are receptive to the divine magic. Clerics
also have powers against undead monsters such as skeletons
and zombies. Clerics automatically attempt to turn undead, dri¬
ving them away, or possibly even destroying them. As clerics
advance in level they gain more spells and greater power
against undead. Clerics with wisdom of 13 or higher gain extra
spells (See the Cleric Wisdom Bonus table on page 42).

• Prime Requisite: Wisdom

• Races Allowed: Human, Dwarf, Elf, Gnome,

Half-Elf, Halfiing

• Weapons Allowed: Mace, Flail, Staff, Sling

FIGHTERS are warriors, experts in weapon-skills and battle
tactics. Fighter training includes use and maintenance of all
manner of weapons and armor. Fighters can use any type of
armor or weapon without restriction. Whether for glory or
profit, fighters can be found in the thickest parts of battles,
where only skill and bravery triumph.

Fighters cannot cast any type of magical spell, nor would they
as a rule want to, preferring to rely on a strong sword-arm.
They can use any type of magical weapon or armor and magic
items such as rings and gauntlets. Fighters gain speed as well
as skill when they go up in levels. High level fighter-types
including fighters, paladins and rangers, are able to attack
more often with melee weapons such as swords than other
types of characters.

• Prime Requisite: Strength

• Races Allowed: All

• Weapons Allowed: All

32

player References cont.

MAGES are individuals trained in the arcane and mysterious
secrets of magic and spellcasting gestures. Mages tend to be
poor fighters, preferring to rely on their intellect and magical
abilities. While warriors and clerics may charge to the fore of a
battle, mages tend to hang back and pummel foes with mystic
attacks. Mages tend to be reclusive and spend most of their
time researching new spells and ancient magical lore.

Mages cannot wear any type of armor. This is because they
have no training or aptitude for martial skills, and armor is
restrictive and interferes with some spellcasting. Also because
of their lack of martial inclination, mages are severely limited in
the weapons they can use. Mages become very powerful as
they increase in level.

• Prime Requisite: Intelligence

• Races Allowed: Human, Elf, Half-Elf

• Weapons Allowed: Dagger, Staff, Dart

PALADINS are elite warriors who battle in the name of Truth
and Justice. Lawfulness and good deeds are their meat and
drink, and they lead lives of such chaste piety that even clerics
stand respectful. Paladins will not join a party that includes evil
characters. Like other high level fighter-types, paladins are able
to attack more often with melee weapons, such as swords,
than other types of characters.

In addition to skill in all types of arms and armor, paladins have
several divine

magical abilities conferred for their piety. Paladins have extra
resistance to magical attacks and poison. Paladins are immune
to all disease. Paladins can heal once per day (two hit points
per level of advancement). They are always surrounded by a
Protection Versus Evil aura that encompasses the entire party.
All evil attackers suffer a small penalty to their attacks if a
Paladin is in the party.

33

player References cont.

At third-level, Paladins can turn undead as a cleric two levels
below their own. At ninth-level, paladins gain the ability to
cast certain cleric spells, although they can never use cleric
scrolls. Paladins pray for their spells and cast them exactly
as clerics.

Paladins can use the following cleric spells: Bless, Cure Light
Wounds, Detect Magic, Protection From Evil, Slow Poison.

• Prime Requisites: Strength, Charisma

• Races Allowed: Only Human

• Weapons Allowed: All

RANGERS are trained hunters, trackers, and woodsmen. They
are taught to live as much by their wits and skills as by their
swords and bows. Like fighters, rangers can use any type of
weapon or armor, although heavy armor interferes with their
special abilities.

When wearing studded leather or lighter armor, rangers can
fight with weapons in both hands without any penalties. Like
other high level fighter-types, rangers are able to attack more
often with melee weapons, such as swords, than other types
of characters.

• Prime Requisites: Strength, Dexterity, Wisdom

• Races Allowed: Human, Elf, Half-Elf

• Weapons Allowed: All

THIEVES are hard to classify as a group. Some are malcontents,
who prey on the unsuspecting. Others are basically good, but
are a little wanting in strength of character. Adventurers long
ago learned that a skilled thief in the party increases overall
party survival — especially when dealing with trapped locks.
As thieves gain levels they become more proficient at picking
locks, and avoiding any attached traps.

34

player References cont.

Because they need to move freely and quietly thieves’ abilities
are restricted when they wear anything except leather-type
armor. Thieves have a greater choice of weapons than clerics
or mages, but less than fighter-types.

• Prime Requisites: Dexterity

• Races Allowed: All

• Weapons Allowed: Any

Alignment

Alignment describes a character’s outlook and how he deals
with life. The possibilities encompass a range of views from
believing strongly in society and altruism (Lawful Good) to
completely selfish and without any regard for others (Chaotic
Evil). Alignment is presented in two parts: the character’s
world view and personal ethics.

World View

Lawful indicates that the character understands himself to work
within the frameworks and rules of a society.

Neutral indicates that the character moves between valuing
society and its rules, and the value of the individual.

Chaotic indicates that the character values the individual (him¬
self) above society and others.

Ethics

Good indicates the character tries to act in a moral and
upstanding manner.

Neutral indicates the character leans towards “situational
ethics,” evaluating each set of circumstances.

35

player References cont.

Evil indicates the character acts either with no regard for oth¬
ers, or in an overtly malignant manner.

Ability Scores

The base for each attribute score is a number between 3 and
18. Racial modifiers are automatically factored into the base
number by the computer when any value is shown. The maxi¬
mum value for scores is 19, except fighters’ strength, which
may have a percentile value added to indicate exceptional
prowess. Higher values always offer greater advantages.

STRENGTH measures physical power, muscle, and stamina.
Fighter-type characters (Fighters, Rangers, and Paladins) can
have exceptional strengths greater than 18. Exceptional
strength is indicated by a percent value (01,02, 03... 98, 99,
00) following the base strength (for example 18/23). High
strength allows characters to fight better. With hand weapons
such as swords or maces they hit more often and get damage
bonuses. Halflings, even halfling-fighters, cannot have excep¬
tional strengths.

DEXTERITY measures agility, eye-hand coordination, and reflex
speed. Characters with high dexterities have bonuses to armor
class, which indicates how difficult they are to hit. Good dex¬
terity also gives bonuses when using missile weapons such as
bows or slings. Dexterity of 16 or higher counters some of the
minuses fighters suffer when using weapons in both hands.

CONSTITUTION measures fitness, health, and physical tough¬
ness. High constitution increases the number of hit points a
character gets. Hit points measure how difficult a character is
to incapacitate or kill.

36

player References cont.

INTELLIGENCE measures memory, reasoning and learning abili¬
ty. Intelligence is the prime requisite for mages, where their
skill and very survival hinges on learning and using the knowl¬
edge of magic.

WISDOM measures a composite of judgment, enlightenment,
will power, and intuition. Characters with wisdom of 7 or less
are more susceptible to magical spells, while wisdom of 15 or
greater lends some resistance. Clerics with wisdom of 13 or
greater get extra spells (see the Cleric Wisdom Bonus table
on page 42.)

CHARISMA measures personal magnetism, persuasiveness,
and ability to assume command. Characters with high charisma
are useful as spokespersons when dealing with NPCs you may
run across during your adventures.

Other Characteristics

In addition to race, class, and attribute scores, characters
have several other characteristics that may change during
the game: armor class (AC), hit points, experience points,
level and alignment.

ARMOR CLASS (AC) measures how difficult a target is to hit
and damage — the lower the AC value, the harder the target
is to hit. Good AC can indicate different things. A character
might be difficult to hit because he is outfitted with magical
armor, while a monster might have the same AC because it
is small and fast. AC changes only when characters find
and use new armor or shields. High dexterity improves a
character’s AC.

37

player References cont.

SPELL DIRECTION

The following Spell Descriptions contain Range and Duration
data. Range and Duration are defined as follows:

Ranges:

• 0=Target must be in same square as caster (can only effect
party members).

• Close=Target must be in adjacent square.

• Medium=Target can be two squares away.

• Far=Can hit any visible target.

Durations:

• lnstantaneous=Flash or instant effect.

• Short=EfFect is very temporary, perhaps as short as a
single combat.

• Medium=Effect lasts for some time allowing the party to
move and explore a little.

• Long=Effect lasts quite a while.

• Permanent= Effect lasts for the entire game.

Hit Points measure how difficult a character or opponent is to
incapacitate or kill — higher values are better. Every time an
attack gets past armor and defenses, it does damage that is
subtracted from the target’s hit points. If the target takes too
much damage, he will die or become unconscious.

Experience Points (EXP) measure how much a character has
accomplished. EXP are earned for killing monsters, finding trea¬
sure, and completing parts of the adventure. Having prime
requisite scores of 16 or greater increases experience earned
by 10%. Characters increase

player References cont.

in level when they earn enough EXP. All characters start with
some EXP, and these initial points are distributed evenly
throughout all of a character’s classes if he is multi-class.

Level measures how much a character has advanced in his or
her class. Whenever a character has earned enough EXP to
advance in level, he gains hit points, combat ability, and resis¬
tance to the effects of poisons and magical attacks. Mages,
clerics, and high level paladins gain the ability to memorize a
greater number of spells and cast new spell levels. Level
advancement happens automatically whenever a character has
enough EXP. Level Advancement tables for all of the classes
begin on page 42.

First Level Mage Spells

Armor

• Range: 0

• Duration: Special

• Area of Effect: One character

With this spell the mage can surround a character with a magi¬
cal field that protects as chain mail (AC 6). The spell has no
effect on characters who already have AC 6 or greater and it
does not have a cumulative effect with the Shield spell. The
spell lasts until the character suffers 8 points +1 per level of the
caster of damage or a Dispel Magic is cast.

Burning Hands

• Range: Close

• Duration: Instantaneous

• Area of Effect: One target

When a mage casts this spell, a jet of searing flame shoots
from his fingertips. The damage inflicted by the flame increases

39

player References cont.

as the mage increases in level and gains power. The spell does
one to three points of damage plus two points per level of the
caster. For example, a 10th level mage would do 21-23 points
of damage.

Detect Magic

• Range: 0

• Duration: Short

• Area of Effect: Carried items

This spell allows a mage to determine if any of the items car¬
ried by members of the party are magically enchanted. All
magic items in the party are indicated for a short period of
time.

Magic Missile

• Range: Long

• Duration: Instantaneous

• Area of Effect: One target

The mage creates a bolt of magic force that unerringly strikes
one target. If there are two monsters, the missile automatically
hits the one on the same side as the caster. Magic Missiles do
greater damage as a mage increases in level. Initially, Magic
Missile does two to five points of damage, and for every two
extra levels the spell does two to five more points. So a first or
second-level mage does two to five points of damage, but a
third or fourth-level mage does four to ten, and so on.

Shield

• Range: 0

• Duration: Short to medium

• Area of Effect: Spell-caster

This spell produces an invisible barrier in front of the mage that

40

player References cont.

totally blocks Magic Missile attacks. It also offers AC 2 against
hurled weapons (darts, spears) and AC 3 against propelled
missiles (arrows, sling-stones). The spell does not have a
cumulative effect with the Armor spell. The spell duration
increases with the level of the caster.

Shocking Grasp

• Range: Close

• Duration: Variable or until mage touches a monster

• Area of Effect: One target

This spell magically charges the caster's hand with a powerful
electrical field. The field remains in place until the spell dissi¬
pates naturally or the character touches an adjacent monster.
When the spell is cast a hand picture appears in the caster’s
primary hand — Use this as you would any other weapon. The
spell does one to eight points of damage plus one point per
level of the caster. For example, a lOth-level mage does 11-18
points of damage. The amount of time it takes the spell to dis¬
sipate ranges from medium to long with the level of the caster.

Second Level Mage Spells

Invisibility

• Range: 0

• Duration: Special

• Area of Effect: One target

This spell causes the target to vanish from sight. The invisible
character remains unseen until he attacks a monster or is hit.
Certain powerful monsters can sense invisible characters, or
even see them outright.

41

player References cont.

Melf’s Acid Arrow

• Range: Long

• Duration: Special

• Area of Effect: One target

This spell creates a magical arrow that launches itself at a tar¬
get as though it were fired by a fighter of the same level as the
mage. The arrow is not affected by distance. The arrow does
two to eight points of damage per attack. For every three lev¬
els the mage has earned, the arrow gains an additional attack.
For example, at third to fifth-level the arrow attacks twice, and
at sixth to eighth-level the arrow attacks three times.

Stinking Cloud

• Range: Medium

• Duration: Medium

• Area of Effect: Target square

This spell creates a billowing mass of noxious vapor. Any crea¬
ture or character entering the cloud has a chance of becoming
incapacitated by nausea. The spell duration increases with the
level of the caster.

Third Level Mage Spells

Dispel Magic

• Range: Long

• Duration: Instantaneous

• Area of Effect: Whole party

This spell negates the effects of any spell affecting the party.
Dispel does not counter Cure spells, but it will dispel Hold
Person, Cloudkill and similar spells.

42

player References cont.

Fireball

• Range: Long

• Duration: Instantaneous

• Area of Effect: Target square

A fireball is an explosive blast of flame that damages every¬
thing in the target square. The explosion does one to six
points of damage for every level of the caster to a maximum
of lOth-level. For example, a lOth-level mage does 10-60
points of damage.

Flame Arrow

• Range: Long

• Duration: Special

• Area of Effect: One target

The caster of this spell can fire a flaming energy ‘arrow’ that
does 3 to 30 hit points of damage. When the mage reaches
lOth-level the amount of damage is doubled to 6 to 60 points.

Haste

• Range: 0

• Duration: Medium

• Area of Effect: One target per caster level

This spell causes all targets to move and fight at double their
normal rate. The spell’s duration increases with the level of
the caster.

Hold Person

• Range: Long

• Duration: Medium

• Area of Effect: One to four targets

43

player References cont.

This spell can affect humans, demi-humans, or humanoid
creatures. Creatures that are affected become rigid and unable
to move or speak. Spell duration increases with the level of
the caster.

Invisibility 10' Radius

• Range: 0

• Duration: Special

• Area of Effect: Entire party

This spell is similar to the second-level Invisibility spell, except
that the entire party is affected. If an individual character is hit
while under the spell’s effect, that character becomes visible. If
any character in the party attacks, the spell is broken for all.

Lightning Bolt

• Range: Long

• Duration: Instantaneous

• Area of Effect: Two squares

This spell allows the mage to cast a powerful bolt of electrical
energy. The spell flies to its first target and then continues into
the next square. The bolt does one to six points of damage
for every level of the caster to a maximum of lOth-level. For
example, a lOth-level mage does 10-60 points of damage.

I /am pi He Touch

• Range: Close

• Duration: One attack

• Area of Effect: Caster

When the caster touches an opponent with a successful attack,
the spells does 1 -6 points of damage for every two levels of

44

player References cont.

the mage. For example, a lOth-level mage would do 5-30
points of damage. These points in turn are transferred tem¬
porarily to the mage, so any damage he takes is subtracted
from these points first. When the spell is cast a hand picture
appears in the caster’s primary hand— Use this as you would
any other weapon. This spell does not affect undead monsters
such as skeletons.

Fourth Level Mage Spells

Fear

• Range: 0

• Duration: Medium

• Area of Effect: Two squares

When this spell is cast the mage projects an invisible cone of
terror. Any creature affected by the spell will turn tail and run
from the party. The amount of time the affected creatures
remain terrified is based on the level of the casting mage.

The spell’s duration increases with the level of the caster.

Ice Storm

• Range: Medium to long

• Duration: Instantaneous

• Area of Effect: A cross-shaped area of 3x3 squares

The magically created storm this spell produces is a pounding
torrent of huge hailstones. The spell pummels the targets with
3-30 points of damage. The range of this spell is based on the
caster’s level.

45

player References cont.

Stoneskln

• Range: 0

• Duration: Special

• Area of Effect: One character

This spell grants the recipient virtual immunity to any attack by
cut, blow, projectile or the like. Stoneskin protects the user
from almost any non-magical attack. The spell lasts for one to
four attacks plus one for every two levels of the caster. For
example, a ninth-level mage casting Stoneskin would protect
against five to eight attacks.

Fifth Level Mage Spells

Cloudklll

• Range: Close

• Duration: Medium

• Area of Effect: Target square

This spell creates a billowing cloud of ghastly yellowish-green
vapor that instantly kills lesser monsters such as giant leeches,
while creatures such as hounds have a chance to avoid death.
The spell’s duration increases with the level of the caster.

Cone of Cold

• Range: 0

• Duration: Instantaneous

• Area of Effect: Three squares

This spell causes the mage to project a chilling cone of sub¬
zero cold. The numbing cone causes two to five points point of
damage per level of the caster. For example, a lOth-level
mage would do 20-50 points of damage.

46

player References cont.

Hold Monster

• Range: Long

• Duration: Medium

• Area of Effect: One square

This spell is similar to the Hold Person spell except that it
affects a wider range of creatures. The spell does not affect
undead creatures. The spell’s duration increases with the the
level of the caster.

First Level Cleric Spells

Empower

• Range: 0

• Duration: Medium

• Area of Effect: Entire party

Upon uttering this spell the morale of the entire party is raised.
All characters gain a bonus to their attacks. Empower spells are
not cumulative. Empower can be cast by paladins.

Cause Light Wounds

• Range: Close

• Duration: Permanent

• Area of Effect: One target

By casting this spell the cleric can cause one to eight hit
points of damage.

Cure Light Wounds

• Range: 0

• Duration: Permanent

• Area of Effect: One character

47

player References cont.

By casting this spell on a wounded character the cleric can heal
one to eight hit points of damage. Cure Light Wounds can be
cast by paladins.

Detect Magic

• Range: 0

• Duration: Instantaneous

• Area of Effect: Carried items

This spell allows the caster to determine if any of the items car¬
ried by members of the party are magically enchanted. All
magic items in the party are indicated for a short period of
time. Detect Magic can be cast by paladins.

Protection from Evil

• Range: 0

• Duration: Medium

• Area of Effect: One character

This spell envelopes the recipient in a magical shell. The shell
inhibits the attacks of any evil-aligned creatures. The spell’s
duration increases with the level of the caster. Can be cast
by paladins.

Second Level Cleric Spells

Aid

• Range: 0

• Duration: Short to medium

• Area of Effect: One character

This spell acts like a Bless spell plus it confers one to eight
extra hit points to the recipient. The temporary hit points are

48

player References cont.

subtracted before the character’s own if he is injured in com¬
bat. The spell’s duration increases with the level of the caster.

Flame Blade

• Range: Short

• Duration: Medium

• Area of Effect: One target

This spell causes a blazing scimitar-like flame to leap from the
caster’s hand. The blade attacks like a normal sword and nor¬
mally does 7-10 points of damage. When the spell is cast a
burning sword picture appears in the caster’s primary hand —
Use this as you would any other weapon. The spell does slight¬
ly less damage against targets protected from fire. Spell dura¬
tion increases with the level of the caster.

Hold Person

• Range: Long

• Duration: Short to medium

• Area of Effect: One square

This spell can affect human, demi-human, or humanoid crea¬
tures. Creatures that are affected become rigid and unable to
move or speak. Spell duration increases with the level of the
caster.

Slow Poison

• Range: 0

• Duration: Long

• Area of Effect: One character

This spell slows the effects of any type of poison for a limited
amount of time. When the spell dissipates the victims suffer

49

player References cont.

the poison’s full effect unless a Neutralize Poison spell can be
cast. The spell’s duration increases with the level of the caster.
Can be cast by paladins.

Third Level Cleric Spells

Create Food & Water

• Range: 0

• Duration: Permanent

• Area of Effect: Special

This spell allows the cleric to conjure nourishment for the entire
party. When characters’ food bars are blank, and they do not
eat, they suffer 1 hit point of damage every 24 hours and
starving mages and clerics are unable to regain spells.

Dispel Magic

• Range: Long

• Duration: Instantaneous

• Area of Effect: Whole party

This spell negates the effects of any spell affecting the party.
Dispel Magic does not counter Cure spells, but it will dispel
Hold Person, Cloudkill, Bless, and similar spells.

Magical Vestment

• Range: 0

• Duration: Medium

• Area of Effect: Casterproviding protection at least equivalent
to chain mail (AC 5).

The vestment gains a +1 enchantment for every three levels
the cleric earns above fifth-level. For example, a lOth-level

50

player References cont.

cleric would have AC 3 protection. This spell is not cumulative
with itself or any other spells or armor. The spell’s duration
increases with the level of the caster.

Empower

• Range: 0

• Duration: Short to medium

• Area of Effect: Entire party

This spell is a more powerful version of the first-level
Empower. This spell increases the party’s combat ability and
decreases the enemy’s. The spell has no cumulative effect. The
spell’s duration increases with the level of the caster.

Remove Paralysis

• Range: 0

• Duration: Permanent

• Area of Effect: One to four characters

This spell negates the effects of any type of paralyzation or
related magic. The spell counters Hold or Slow spells.

Fourth Level Cleric Spells

Cause Serious Wounds

• Range: Close

• Duration: Permanent

• Area of Effect: One target

This spell is identical to the first-level Cause Light Wounds,
except that it inflicts 3-17 hit points of damage.

51

player References cont.

Cure Serious Wounds

• Range: 0

• Duration: Permanent

• Area of Effect: One character

This spell is identical to the first-level Cure Light Wounds,
except that it heals 3-17 hit points of damage.

Neutralize Poison

• Range: 0

• Duration: Permanent

• Area of Effect: One character

This spell detoxifies any sort of poison or venom and counters
the effects in any character. The spell cannot return to life char¬
acters who have died from poison.

Protection from Evil 10 ' Radius

• Range: 0

• Duration: Medium to Long

• Area of Effect: Entire party

This spell is identical to the first-level spell except that it affects
the entire party. The spell’s duration increases with the level of
the caster.

Protection from Lightning

• Range: 0

• Duration: Special

• Area of Effect: One character

This spell grants protection from any type of electrical attack. If
the spell recipient is the caster, the cleric receives complete

52

player References cont.

protection against attacks until the spell dissipates or it has
absorbed 10 points times the cleric’s level of electrical dam¬
age. If the recipient is a character other than the caster, the
spell confers bonuses against electrical attacks, and reduces
damage by 50%. The spell duration ranges from medium to
long with the the level of the caster.

Fifth Level Cleric Spells

Cause Critical Wounds

• Range: 0

• Duration: Permanent

BESTIARY

Beholder:

Also known as Eye Tyrant or Sphere of Many Eyes, this solitary
horror is most often found underground. Beholders have a
globular body and move with an innate levitation. Atop the
beholder’s spherical body are ten eye-stalks, and in the center
is a single large eye and a gaping maw adorned with several
rows of razor-sharp teeth. Each of the eye-stalks has a unique
magical ability — the beholder can cast a different spell with
each. Fortunately, not all of the eyes can be brought to bear on
a given target. Beholders are covered with hard, chitinous
armor, making them relatively tough to hit in combat.

Displacer Beast:

The displacer beast resembles a blue-black puma with two
powerful tentacles growing from its shoulders. The tentacles
are tipped with sharp, horny protuberances that can punch

53

player References cont.

through even steel armor. The beasts range In size from 8 to
12 feet in length and can reach upwards of 500 pounds. The
beast’s name describes its most dangerous feature — an ability
to “displace” its image up to three feet from its actual location.
This makes the displacer beast very difficult to hit in combat.

Drlder:

This strange creature has the head and torso of a drow (see
below) and the lower body of a giant spider. When drow of
exceptional ability reach the sixth-level, they are subjected to a
test by the d row’s dark goddess. Those who pass the test are
elevated to special services. Those who fail are transformed
into driders and cast out of drow society. Driders can generally
cast spells as well as fight with weapons.

Drow:

In their long-past history, the drow were part of the elf com¬
munity that still roams the world’s forests. Something turned
these elves evil, and drove them from the sunlight into their
present subterranean caves and cities. Drow are shorter and
more lightly built than men. They have black skin and pale,
usually white hair. All drow can cast some magic spells, and
they often carry swords of adamite alloy.

Dwarf:

These stocky demi-humans stand between 4 and 4 1/2 feet
tall and weigh between 130 and 170 pounds. Dwarves are
very tough warriors, and are resistant to both poisons and
magical attacks.

54

player References cont.

Fllnd:

This humanoid creature vaguely resembles a heavily muscled
human with a canine head. Flind are of average intelligence,
and can be found both above-ground and in caverns.

Golem:

A golem is an artificial creature animated by an elemental spir¬
it. The process of creating a golem begins with the creation of
a body made of stone, iron, clay, or even flesh. After the body
has been
Posted on 21 July 2022, 12:38 by:   Master Chen    PM
Score +24
OH FUGGG AMCOOOOOOOOMMMMIIIINN'~

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