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DIABLO | Rat og fe cae) ieee acd Dene ne gta Morte c Thomas Reid, Mike Selinker, & ee ee etn eee eer Cea een ok ed Een kero) Typography: Victoria L. Ausland, Erin Dorries Perea ane rtrd Pee att Special Thanks: Jason Carl, Ryan Dancey, Sam ‘Mike Donais, David aan orem teen ier oe eed Eke Ceca yr EAT ese. ek BY eee asa) fol PreeemeLreme ee cena fe eee ad Chapter Three: Spells Chapter Four: Magic Items Chapter Five: Monsters elec a ea coy eee eC nee certs er ced Householder, Neal Hubbard, Gwendolyn FM Re oe ne cn ena UM aie eke nim tn SUR a eta Et a cee eure ems ea ea Dea sant Reis ey Nara Carer (eee eter ae ey r4é cad 62 or eee eg ee aoa caterer created by E. Gary Gygax and Dave Arneson. and the new DUNGEGNS E DRAtONs game designed by Ae URC ecete mca Tt ee Caen em a teeny enn bs cs eer reraay 60 er a INTR@DUCTION Got your harids on the new editio of the DUNGEONS & DRAGONSE game? Ready to do battle wit he minions of Hell? Weleame to Draw. ie, your ticket to adventure Our story is based c selling Diao Il computer game. as The archfiend Diablo is again J ing to take over your home aura land, Khanduras—and he's got Sa rid-class help this time. As a player, you can try to put an end to his plotting or, as DM, see if your players are up to the task! thebes. Gig This book gives guideline ping the DiAa.o II chara for creating and equip- s, from lithe amazons with hunter's hows to enigmatic necromancer’ armed with dev astating seythes Cand enough monsters and treasures to start adventuring now) You'll also find a few new twists on some traditional char= acter classes: the Diao Il bar- boarian and paladin aren't exactly what. you remember from the DE-DW Player’ Handbook—and the sorceress class isn’t just & female version of the sorcerer These are new, built specially for the DED version of Dias Il though they'll also fit pretty well into any DED campaign setting. WHAT'S THE STORY? ‘While the Diao setting contains a continent of fan tasy kingdoms, barbarians and rogues, sorcerers and ‘amancers, and enchanted ereatuces hath wonder- fal and terrible, the heart of the story is the secret rise of Hells princes in the Mortal Realm, If they can take control here, they'll get the upper hand against the Forces of Light and Order. Already many strongholds Tong secure against them have fallen, and areas once sacred to the Light have been corrupted ‘Areas that have fallen under demonic influence must be freed! Fhe Dungeon Master can use this hook to set up general adventures of exploration and demon erad- ication. The companion volume, To Hell and Back, presents adventure and world details based directly on the computer game: Demons and the Prime Evils Since Time hegan, the forces of Order and Chaos have fought to decide the fate of Creation. Now, after cen- tories of battles and defeats, the demon princes think the Mortal Realm is the key to victory. However, to wage alltout war on humanity would dangerously weaken Hell’ forces and would probably lead! to direct intervention by divine forces. Thus, the demon ponees Baal, Mephisto, ard Disblo—a trio known as the Prime Evils hatches 3 devious plot. They had themselves cast onto the Prime Plane as i? exiled from the Infernal regions as the result of a demonic power struggle, and quietly began a long and subtle campaign of corruption. Baal tricked Tal-Rasha, a supremely powerful wiz~ ard, into imprisoning him in the wizard’s own body for many years. In tine, Baal utterly corrupted the wizerd and gained access to the magle lore oF che Horad humanity's oreatest sorcerous cabal. Mephisto hes been imprisoned fr many yeers ina soul stone under the main temple of the Zakarur faith in the capital of the Eastern Empire, the city of Kurast. Over time, Mephisto has gained control of the stone andl cor rupted the priesthood, includiny Que-Heyan Sankekur the highese mortal authority of the Zakarum faith Diabio caused a war between the two nations of Khanduras and Westmarch, resulting in the first Dia. story (see Woe of the Hero below) Woe of the Hero: The Diablo Story Diablo wok control of the small western kingdom of Khanduras, working deep in ancient catacombs beneath the town of Tristram. He snared good King Leoric and many other persons of power At last, a lone hero plumbed the hellish depths of the labyrinth and confronted him Koowing that che demon pence’ sprit could not be destrayed, the hero made a nable sacrifice —casting his soul and sanity aside, he tock the spirit of Diablo into himself, hoping that his own strength of will could contain the demon, Unknown to all, this selfless act not only ensured Diablo's victory, but also damned the unnamed hero's seul. With his tragic failure, the story begins anew. Using This Book This book has two goals. The first is to let players create their awn amazon, barbar- ian, necromancer, paladin, and sorceress jaracters, then provide them with uipment, spells, special abilities and a desire for fame and fortune! The second goal S to give the Dungeon Master enough informa: tion to start the characters on the path from fresh-faced ssbseuricy to the pinnacles af power, wealth, Look for the superadvencure Te Hell and Back tor a major epic adventure and even more campaign details. ia player can’t find every. hing she needs to create the character she wants chances are che infacma- sion she's lacking is the DED Player’ Harwlbook. Some- ope in the gaming group should have a copy—the Dur geon Master, at the very least. That book defines aalotof the words andrule concepts we assume you know here—vonsider it highly useful, but you don't absckately have to have it as long as someone in your group does. IF the DM needs more information on climate, terrain, ighting, smoke, and so on, i's almost certainly in one of three places: the DED Duxceon MASTER’ Guide, the pster Manual, or Diasio Il: Te Hell and Back, the companion to this volume What About All That Other Stuff? ‘You may notice the equipment section has no listing for food. Is that a problem? After all, the game designers at Blizzard Ent ent wisely realized that part of the great pastime of escapism is not worry ing about such commonplace trifles as eating, drinking, paying bills, he beauty of the DIAULO Il setting is that it does nat focus as much on investigation and interaction as it does on good old-fashioned door-bashing, skull- cracking, hoarcblooting action. But hey, you paid for it, it's your game now, $0 if you want toadd mere lev- els of complexity, theyre our there for you, in those other books The point were trying to make is that you dant need them ta enjoy the flavor of the DIABLO Il setting. If you've purchased this book, youte probably more inter- ested in kicking demon butt than keeping track of your tions, anyway. Right? EN@UGH TALK! What yout still reading the introduction? Get out your dive, turn the page, and start carving your path to glory in the world of Diss.o I! CHAPTER I: CHARACTER CLASSES The next several pages detail each DIABLO Il character class. foerty Players unfamiliar with DUNGeOnS 9—o// he & Dracons class descriptions eer should refer to the Player's Hand book for information. Important Note: When choosing a magic ability, you can ake on cup. For example, you can take a Croup ability instead ofa Group 2 ability if you want, AMAZ@N This powerfisl woman warrior belongs to one of" the nomadic bands that. roam the plains near the South Sea. Their wandering often brings the bands into conflict with cher peoples, so the amazon s accustomed to fighting in order to defend her own. This lifestyle has made her fercely independent andable to weather severe hardship and travel. While her skill with the baw rivals the rogue's, the amazon is also adept in the use of spears and other throwing weapons, as well as in melee combat. ‘The amazon is much sought after as amerce- nary, in which service she is loyal as fang, as her own ends are also served. Adventures: An amazon wiews adventuring as a series of skirmishes with the forces of evil—something to prepare her for her part n the final bat- Ue to come, The minions of darkness she vanguishes now, the amazon rea- educe the number she must eventually face—and coincidentally allow her to improve her combat skils, Characteristics: The amazon excels at ranged combat. The spear, jav and of course, bow and arrows are her favorite weapons, and the magica effects she can produce with them far surpasses what other classes can do with the same weapons. She fares less well in melee combat than a barbari or paladin, and than a necromancer or sorceress. Background: Amazons see the destruction of the Prime Evilsas their des- tiny in the word—part of a step Loward ess for mortals. a new era of gre De emote a eer ore Sram et eaeeeay Their oracles long ago predicted the events of these times, and the acer amazons have been preparing for i years to battle the evils that now plague the land. Though the teus ongins lie in the Islands of the These Sisters in the Twin Seas they have ventured into the world te do ther part oe yefene): Game Rule Information Amazons have the following game statistics Abilities: Dexterity is vital ta the amazon's combat shill, since it modifies her chance to strike with a ranged weapon, Wisdom allows the amazon 1 be the eyes and ears of any adventunng narty. Charisma enhances her special class snagical abil ities, and Intelligence gives her a good selection of skills, Hit Die: ald Class Skills The amazon class skills (and the key abilicy for each skill) are Craft, Craft (bowyer) (Int), Craft (fletcher) (Ini}, Disable Device (Int), Heal (Wis), Knowledge {religion} (Int), Listen (Wis), Move Silently (Dex), Search (Inti, Spot (Wis), and Wilderness Lore (Wis), Skill Points at Ist Level: (2 4 lat modifies) x4 Skill Points at Each Additional Level: 2 + Int Class Features The following are all class features of the amazon. The amazon acquires them at specific umes dunng her vvarger, as shown on the Amazon table, Weapon and Armor Proficiency: Amazons are skilled with all weapons and armoy, including shields. Note: Each armor skill has a minimum Strength score. IF your character doesn't meet this seore, don't write the sill down yet-—her Strength needs to improve hefore she can use armor of that type. Amazon Starting Package Armor Leather +2 AG, armor check penalty 0. speed 30 fi, weight (5 lb Weapons: Sharthow (Id6, crit. x3, range 60 f., 2 Ib, Medivm-size, Piercing), javelin (Id6, crit »2, range 30 fe, 2b, Medium-size, Piercing). Table I~ Attack Fort Ref Level Bonus Save Save 1 am) +2 40 2 2 3 0 3 3 8 “ 4 4 4 ul 5 as Py “I é -t/-1 +8 +2 7 11-2 +3 42 8 8-3 46 42 3 49/44 +6 3 10 HONS a 3 u Hif6L #1 43 iz 12/47/42 43 a4 3 HSA +8 “4 4 Hai4914 9 +4 5 5/1 0/5 4 +5 16 M/F +1 10 5 7 IT s12eet/4 +10 45 ie NBL Bn 8/a8 “ti 46 1 AID /sL4ta Dd atl 46 » 420-415 /410%45 +12 +6 a Pyar) "2 a7 2 DBT VLBA TA 3 “7 B »23/118/N13A 8/43, 43 47 EI = Ph/419 41449 46 +14 +8 a5 251420115 /+101+5 +14 8 Quick Skills: Choose a number of skills equal ro 2 + lat modifier: Armor Skill Ranks Ability Penalty Craft (bowmaking) 4 Ine “ Disable Device 4 Dex = Heal / Wis on Knowledge (religion) 4 Int oer. Listen 4 Wis rtm Move Silently 4 Dex 0 Search 4 Int - Spat 4 Wis — Wilderness Lore 4 Wis ad Feat: Point Blank Shot Magic Ability: Fire Arrow. Gear: Backpack with waterskin, one day's rations. blanket, bedroll, flint & steel, | light healing potion, 2 quivers of 20 arrows each Gold: 10 go. Amazon Abilities Amazons have a deep understanding of certain mysti- cal processes, such as those that enchant nonmagical arrows, javelins, and other missiles, Because the warld Amazon ‘Will Ability Magic Save Feats increas Ability = lee = Group} “0 ms ay Group “1 2rd - Group in = Ist " Grou 2 +2 3rd = Group 2 2 Zs = lin, 42 es re a 43 ath as Group 3 13 x Group 3 a = na Group 3 4 5th 3rd 4 = = Group 4 +4 = = Group 4 6 a = Group ¢ a Es 4th = 35 Group § +6 Fen Group “6 = a Group 5 cae les Sih = 4. eh es Group 6 +7 = a Group 6 we Be eee Grows 6 +8 tn och +8 os a i of Khanduras is rich in magic, the amazon tribes make it 2 point to tain their members to harness it A Ist-level amazon starts to learn this knowledge, taking one ability from the Group | Ability list below. Another is gained at 2nd level, and one.at 3rd, AcSth through 7¢h level, the amazon can-choose abil- ines from the Group 2 list. At 9th through Ith level Group 3 abilities can be taken. Group 4 abilities can be taken at 13th through I5th, Group 5 abilities at 17th through I9th, and Group 6 abies at 2st through 23c¢ level. (These ehoiees are listed on the Amazon table.) Some of these choices have prerequisites, abilities that must be taken first. Note: Abilities marked with an asterisk (*) are spe- cial. After using the ability, the amazon must make a Charisma check (DC 15 + ability-group number). Fail- ure means the ability cannot be used for the rest of the day. Mana potions-can restore an ability, counting its group number as its spell level. A restored ability can be Used freely until the amazon fails another cheek while using it Group | Aswimies Critical Strike: You gain the feat Improved Critical. [more the prerequisites of the feat—you need not hawe chem, Fire Arrow’s You can take a full-round action to enchant and shoot normal arrows as fire arrows. A hit deals normal arrow damage plus 1d6 paints of nonmag- ical fire damage. You can turn one normal arrow into a fire arrow for each ranged attack your level allows. Arrows used in this way cant be recovered, Inner Sight: You gana ‘2 circumstance bonus to Spot checks against creatures in darkened areas, You also have a +2 circumstance bonus to your attacks against such creatures if you are within 30 feet of them. You can't be caught flat-footed or sneak attacked by crea tures you spot using this ability. You don't take any penalties for darkness that would be negated by low- light vision, Jab: If you are using a piercing weapon (type P on the Weapon table), you can take a full-round action te make your primary melee attack and two more melee attacks, youdo not apply attack or damage bonuses for Strength. Each attack’s chance to hit suffers a cumula- live “2 penalty, and all damage rolls have 2 -1 penalty (minimum damage | per attack), Magic Arrow’: You can take « full-round action to. create and fire magic arrows. These arrows always hit, and have a 11 enhancement bonus to damage, You can turn one nonmagical arrow into a magic arrow for each ranged attack your level allows. The magic arrows di appear after they hit. Grour 2 Asiuimies Cold Arrow’: You can take a fullround action to enchant and fire normal arrows as cold arrows. A hit deals normal arrow damage plus Id6 points of cold damage. A target subject to cold effects must make 3 Fortitude save or be slawed for 1d3 rounds (see Chapter 3). You can turn one nonmagic arrow into a cold arrow for each ranged altack your level allows. Arrows used in this way can't be recowered, Dodge Attacks: You can take a full-round action to become more difficult to hit in melee. IF you de not attack or move more than 5 feet in yeur turn, you gein a 14 dodge bonus to your AC against melee attacks. ‘Alo, of you make a successful Reflex save against an attack that allows a Reflex save for half damage, you take no damage instead! Multiple Shot’: You can take a fulleround action to enchant and fire normal arrows 3s multiple-arrows. The arrow splits into three arrows in flight, allowing three attack rails against different foes, You ean atbacs each foe only once this round, and each arrow's chance te hit suffers a curnslative ~2 attack penalty, You can turn one nonmagic arrow into a multiple: shot arrow for each ranged altack your level allows. Arrows used in this way aanvt be recovered. Prerequisite: Mayie Arrow, Poison Javelin’: You can take a full-round action to enchant and hurl a normal javelin as a poison javelin. The javelin streaks toward its target, leaving a trail of green vapor. IFit hits, the javelin deals half damage and the target creature may be poisoned, ‘The target muss make a Fortitude save (DC 14+ one-third your level + your Charisma bonus) or suffer iitial damage of | point of temporary Constitution, and secondary damage of Id2 points of semporary Conststution Breathing ereaturas within 5 fect of the path of the javelin are exposed to its gas tral. They must make Fortitude save at DC 15 or take | point of temperary Constitution damage. Lost Constitution is regained at the rate of | point per day (2 per day if the character only rests). The javelin cant be recovered Power Strike: You can take a full-round action to attack once with a melee weapon. If you hit, you also discharge an electrical bolt into the foe. The bole deals Ld8 points of electrical damage for every 5 levels you have achieved (maximum 5d8). Prerequisite: Jab Group 3 Asuities Awoid: You gain the feat Deflect Arcows, regardless of whether you meet the prerequisites. (Reflex save against DC 20+ any magical attack bonus). Prerequi- site: Dodge Attacks. Bolt of Lightning’: You car take a fil-round action to enchant and hurl a normal javelin as a bale of ligheaing. In mid fight, the javelin transforms into a bolt of lightning, dealing 2410 points of electrical damage to whatever it strikes, with a Reflex save (BC 13 + one third your level your Charisma bonus) allowed for half damage. The javelin can't be recovered. Prerequisite: Poison Javelin. Exploding Arrow’: You can use a ful-round aetiors tes enchant and fire one norrnal arrow as an exploding arrow. The arrow is charged with lethal energy that deals dam- age to all creatures within 15 feet of the creature hit. The biast deals 1d6 points of damage for every two of your levels (maximurr 10d6). A creature net hit but in the area. is allowed a Reflex save (DC 13 + one-third your level 4 your Charisma bonus) for half damage. Misses have no effect, The arrow cant be recovered, Prerequisite: Fire Arrow, Multiple Shot. Impale: You can deal more damage with a melee weapon at the cost of its Durability. Declare this ability: before rolling the attack. If you hit, the weapon deals +2d6 points of damage. Your weapon takes an automatic 2 points of, Durability damage. plus the normal effect for the damage you deal as well, Note’ If you are not using the Durabil ly rules, Use weapon breaks ifit fails a special [d20 check (DCs hal the damage dealt). Add your weapon's mag callattack bonus, #Pany, lo your ral. Prerequisite: Jab. Slow Missiles’: You can use a full-round action to make all projectile or thrown missiles coming within 30 feet of you until your next turn-—to literally stow in flight. Those targeted by such missiles gain a +4 docige bonus to ther AC. Any enchanted missile (including the anssile spell) must make a successful saving throw (DC 7 + your level + your Charisma bonus) or barmiessly destroyed, Prerequiit: Inner Sight. Group 4 ABILITIES Charged Strike’: You can take @ full-sound action to attack once with a melee weapon and discharge an electrical bolt inte the foe if you hit. In addition te deat ing normal damage, the weapon is electrically charged, dealing 2d8 points of electrical damage and releasing a single charged folt spell (see Chapter Three} trat tar- gets foes not struck nearest the point of impact. Pre- Power Strike, Bole of Lightning, fou can use a full-round action to enchant and fire a normal arrow that hits the nearest foe within eange, even turning corners or flying through an open door. IF twa or more fbes are al equal range the target is determined randomly. Prerequisite: Cold Arrow, Multiple Shot. Ice Arrow": You can use a full-round action to enchant and fire a normal arrow as an ice arrow, [n addition to its normal damage, the arrow deals 2d6 points of culd da age. Further, the foe struck by the arrow must make a Fortitude seve (DC 14 + one third your level + your Charisma bonus). Failure leaves the foe frozen in place andhelpless fer 1d3 rounds. Prerequisite: Cold Arron Penetrate’: You learn to see the weak points af your Largets. When using a ranged weapon, you ignore | point of your tanget's Armor Class for every five lev. els you have achieved (shields and natural armor are counted as armor for this purpose), Prerequisi Critical Strike. Plague Javelin’: You can enchant and hurl a normal javelin in the same round. The javelin streaks towaed its target. leaving a trail of green vapor [Fit hits, the javelin deals half damage and the target creature may be poi soned. The creature must make a Fortitude save (DC Id = one-third your level = your Charisma bonus) or suffer mitial damage of | point of temporary Constitue tion and secondary damage of Id4 points of temporary Constitution. A cloud of noxious gas expands outward 15 Feet from its paint of impact and remains until your net tur. Creatresin hiserea are expored 9 the po- son as i struck Breathing creatures within 5 feet of the path of the javekn are exposed to its gas trail. They must make a Fortitude save at DC 15 or take | point of temporary Constitution damage. Lost Constitution is regained at the rate of | point per day (2 per day if the character only rests). The javelin cant be recovered. Prerequisite: Bolt of Lightning, Gnour 5 Asmities Decoy’: You canuse a full-round action to shape magical energy intoa semisubstantial copy oF yourself The decay bbehaves like you, but deals no damage with its attacks. Opponents that fella Wall save (DCIS | one-third your level + your Charisma bonus) attack or pursue the decoy in preference to you. The decoy lasts | round per three levels you have achieved. Prerequisites: Slaw Missile. Evade: You can become more difficult to hit. IF you do not attack, you gain a_14dedge honus to your AC: until yournent turn, Also, if youmakea soccessfit Reflex save inst an attack that allows @ Reflex save for half damage, you rake no damage instead. Prerequi- Fend: You gan the feat Creat regardless of whether yo meet the prerequisites. Each time sou slay a foe, take a free melee attack against another fee in range. If y have the feat Great Cleave, this has no effect. Prerequisite: Impale. Immolation Arrow’: You can use 4 4 full-ound action to enchant and fire a normal arrow as an immola- wr. When the arrow hits, it ates a fiery explosion. In adel tien to normal damage, the arrow deals 4d6 points of fire damage. At the point of impact, an explosion deals Id6 points of damage for each two of your levels to all crea tures in a lQ-foot radius mum 1046). Nonstruck creatures are allaweda Reflex save (DC 15 + one-third your level + your Charisma bonus) for half damage. The area.con- tinues to burn for Id4+1 rounds, dealing 2d6 fire dam age te anyone in the area. The arrow can't be site: Exploding Aerow. recovered. Preregu Strafe: You can fire a single arrow at each foe at close range, all in the same round, The first attack is made normally and each following attack takes a cumulative =2 penalty to hit. This ability can be used only with ranged weapons that do not require move-equivalent actions 10 reload or ready (such as arrows, daggers, shuriken, and so on). Crossbows cannot be used— though a repeating crossbow can be employed antl it needs to be reloaded. Prerequisite: Guided Arrow: Grour 6 AsiLiTies Freezing Arrow’: You can use 4 full-round action to enchant and fire a normal arrow as a freezing arrow. The arrow deals normal damage to whatever it strikes, plus an additional 4u6 cold damage. Further, any crea ture within 15 feet of the point of impact must make a Fortitude save (DC 16 + one-third your level = your Charisma bonus). A creature failing the save is frozenin place and helpless for 1d3 rounds. Each round a frozen creature must make another Fortitude save or be dealt an additional 2d6 points of cald damage. Prerequeste: lee Arrow. Lightning Fury’: You can use a partial action to enchantand hurl a normal javelin. In miceflight, the javelin transforms into a bolt of lightning that deals a half-strength F chain lightning effect. You deal Id points of electrical damage for each two of your levels (maximum IOd6). The bolt ares to other foes within 30 feet of your foe, up to one creature for each of your [ev- els. A secondary are deals half as many dice damage as the primary bolt, rounded dewn. Alll foes are allowed a Reflex save (DC 16 + one-third your level + yo: Charisma bonus) for half damage. Prerequisite: Plague Javelin Lightning Strike’: You can take a full-round action to atrack in melee once with a javelin, hit, you deal normal damage and discharge a half-strength ch nirig effect into your foe. You deal ld points of eleetrical dam age for each two of your levels (maximum 10d6), The bolt arcs to other foes within 30 feet of your foe, up to cone creature for each of your levels. A secondary arc Seals half as many dice damage as the primary bolt rounded down, alll foes are allowed a Reflex save (DC 16 + one-third your level + your Charisma bonus) for half damage. Prerequisite: Charged Strike. ome 30 sill that y the bodies oF oppo Pierce: Your ranged attacks can actually drive missiles through nents, and into opponents behind them, Whenever you make a ranged attack and there are foes within 24 feet of a stiaight line behind the isitial target, you can roll anoth- er atiack as a free action against the next foe The attack bonus of the later attack: is equal ts half the attack bonus ofthe previous attack: thus, itis possble to attack muluple foes in this fashion, The attacks do not end until the attack bonus is recuiced below +1, the missile reaches its mum range, or it strikes solid, nani a stone wall-—though it can pass through a oan obstacle of similar strength). Prerequ Penatrate. Valkyrie: Once per day, you can summon a valkyrie, a >owerful magical being renowned for its battle prowess. The valiyrie appears in the location of your chore with- in 60 feet. It attacks your enemies until ordered to cease, the duration expires, ox it is slain. The valkyrie is immune to fear andl mind-affecting effects it never flees combat, IP there are ne immediate foes, you can give the valkyrie simple commands, meluding “Guard,” “Follow,” “Carry,” or Scour,” The valkyrie serves for one round per level of the amazon, then disappears. Prerequisite: Decoy, Evade. BARBARIAN The berbarian is a member of any of several tribes on the Fringes of civilization. Ceaseless clan warfare and the constant struggle to survive in the hostile wilder ness give him a sturdy and powerful frame. Though perhaps lacking the polish of eity folk, the barbarian is acutely aware of his surroundings. Because of his shamanistic beefs in the animal powers with which he identifies, others sometimes associate the barbarian with stories of lyeanthrony. In fact. he believes he can zall-upon totemie animal spirits to infuse him with supernormal strength and abilities, but these only serve c improve his already superb battle skills Adventures: The barbarian is keenly aware that evil is spreading throughout the land, and that he is extraor- dinarily qualified to combat it. His best chance to tr. mph, he knows, iste-loeate the relies of bygone battles against eviland use Une against the enemy. Toco that, he must wander the land, seeking out items of power wherever they may be. Characteristics: The barbarian is a savage—an animal on wo legs. But where animals use fangs and claws, the barbarian takes up a sword or axe ta rend and tear the flesh of his foes. His fighting style 1s brutal but effective: hit fast, hard, and often, and keep deing &t until the enemy stops getting up. Background: Barbarians consider their home lane especially their holy mountain, of which they have been the custodians since the beginning of time. They believe that the Prime Evils wish co ultimately corrupt the mauntain, plunging the entire world into Hell. Consequently, as befits their savage warrior cunning, they leave their lands in the north to carry the battle to the enemy: Game Rule Information Barbarians have the following game statistics Abilities: Strength is the best of the barbarian’s weapons, and those without high Suength scores tend to perish quickly. Sirilarty, Constiaution ensures chat the barbarian is the last one standing in fight. Dexterity is usefial for improving the barbarian’s chance to avoid dam- and Wisdom allows the barbariart to remain alerc to his surroundings. Hit Die: dl2. Class Skills The barbarians class skills (and the key ability for each skill} ace Craft (Int), Climb (Stx}, Heal (Wis), Int Direction (Wis), Knowledge (nature) (Int). Listen (Wis), Move Silently (Dex), Ride (Dex), Search (Int), Spot (Wis), and Wilderness Lore (Wis) it Skill Points at Ist Level: (4 ~ Int modifier) 4 Skill Points at Each Additional Level: 4 + loc modifier Class Features The following are all class features of the barbarian. jarbarian acquires them at specific times during his zer, as shown on the barbarian elass table below. Weapon and Armor Proficiency: Barbarians are proficient with all weapons and armor, including shields. Note that each armor includes prerequisites for Strength scores, If you character doesn't meet the prerequisite, don't write the armor down yet; your character's Strength score needs to improve before he can use armer of that type. Barbarian Starting Package Armor: Leather armor 12 AC, armor check penalty 0, speed 30 Fe., 15 Ib, Weapons: 2 hand anes (Idd, ovit «2, 4 ib, Medium, Slashing) Quick Skills: Choose a number of skills equal to 3+ Int modifier: Skill Ranks Ability Armor Heal 4 Wis = Incuit Direction 4 Wis _ Knowledge (nature) 4 lat = Listen 4 Wis Move Silently 4 Dex o Search 4 Int 2 Spot 4 Wis = Wilderness Lore 4 Wis es Feat: Tiwo-Weapon Fighting. Magic Ability: Howl Gear: Backpack with waterskin, I day's rations, bedroll Barbarian Magic ‘As part of their lifelong training, barbarians learn something about how nature works—ineluding how it interacts with the unnatural, Ths knowledge trans lates ta a sort of shamanistic magic, which the bar- barian puts Lo good use im combat situatiens. Some choices have prerequisites, abilities chet must be taken first Group I AsitiTies ‘Axe Mastery: You gain the feat Weapon Focus with all Khanduran axes Bash: You can strike a foe in-such a way as to knock it away, When you choase co use this ability. roll normal attack with a~2 penalty. Ifthe attack is suc~ cessful, deal your normal damage and make an opposed Strenach check, with your oppanent adding a +4 bonus for each size category above Medium- size or a —4 penalty for each size category below Medium-size. IF you roll higher, the foe is knocked backward § feet {Wnot possible, the foe is stunned for one round unless immune}. If the foe beats you, then the bash fails Table 1-2: Barbarian fint and sueel, | fight heating powon, Gold: 10 0. Actnck Fort. Ref Level Bonus Save Save 1 Bf 2 a 2 ‘eB ” it 3 3 * 1 4 4 + 1 a a ot i 6 16/4 5 +2 7 ’ er a é + 9 “6 a3 ° a1 3 u at my 2 a “ 1B 43 “4 6 S) a4 5 9 18 le 0 13 7 idygalzeetiee 0 8 6 Bilan 81d Hu 6 s 19/14 i a6 20 2013; 2 +6 a S21/41SPIN/26F1 #12 ‘# Da VDOF Tel DET? +13 7 Hasler, a aw 2H +19FH1 449/14 414 +8. 25/20) 915/=10=5 io +a wit! Abitity Masi Save Feats Increase Ability 0 aa Group | +0 - Group | 1} aa # Grou | “1 — — Hh — oS Gaius 2 aed = Group? “a = Group? “ Bs 2nd ae an ~ Se aiersig’ 3 — = Grou “3 - = Group Sth ao 4 = x Group 4 = Group 4 oh : Grog 4 5 — ah a9 s S = Graus5 ~ Th a Geoun 5 aa Grou 16 = ae an = Groans v7 - = Siro 6 ea - = Groups +8 th sh 2 aR = a " 10 Find Potion: Whenever you search a freshly vai quished foe, you are allowed a Search check (DC 20) to discover the ingredients of a sort of erude healing potion, which youhave trained your bady to use, Other characters cannot benefit from these raw ingredients, Roll ldB: 4 Minor, 5-8 Light, 9-0 Standard. See Chapter Two for potion effects, Howl: You can cut loose with a bone-chilling howl as a full-round action, Opponents that hear this ory must attempt. Will save (DC: 10 + half your level + Charis- ma bonus),"Thase that fail flee from you fer 166 rounds, plus | round for every five full levels you have. Mace Mastery: You gain the feat Weapon Focus with all Khanduran maces and clubs. Pole Arm Mastery: You gain the feat Weapon Focus with all Khanciuran two-handed melee weapons excluding axes and spears Spear Mastery: You gain the feat Weapon Focus with all types of Khanduren spears Sword Mastery: You gain the feat Weapon Focus with all Khanduran swords, Throwing Mastery: You gain the feat Weapon Focus with all Khanduran thrown weapons, such as. daggers, throwing axes, or javelins, You gel the bonus only when making ranged attacks wilh them, Group 2 ABILITIES Double Swing: Asa full-round action, you can strike & fae simultaneously with a weapon in each hand. Make ane attack rollaca-2 pennlty. IFyou hit, call damage for each weapon and add your Strength adjustment once. Prerequisite: Bash. Leap: You can perform a bull rush attack (see the Play- ef Handbook, Chapter 8: Combat) against several foes by jumping into che midst of them. You must precede the attack with a jump (2 move equivalent action). Each foe adjavent to your landing point must make an opposed Strength check against you or be knocked backward 5 feet A foe gets a +4 bonus for each size category it is above Mediumesize or a ~4 penalty for each size category below Mediumesize. You get a +2 onus for each feet youjumped. A foe rolling equal to or beiter than you does not move at all Shout: As apa tial action, you roar with fury, dso ing foes, All foes within 60 feet mest make a successful Will check (DC 12 ~ half your level + your Charisma) or un take a -2 penalty to their attack rolls for the next 2d4 rounds, A creature cannot be affected by this ability only onee in an encounter: Prerequisite: Howl. Taunt: By 2 combination of crude gibes ard! gestures, you can goad single foe into fighting you exclusive ly. Asa partial action, you force the fe to attemst a Will saving throw (DC 20). A foe chat toward you and attacks for the next 2d4 rounds, The foe must be able to perceive you to be affected by this abihly—foes with no Intelligence rating are aot affected. Prerequisite: Howl fails moves Group 3 AsitiTies Double Throw: As a standard action, you can attack a foe with a thrown weapon in each hand, Make: one attack roll at a -2 penalty. If you hit, roll damage for each weapon and add your Strength adjustment once. You must have two separate missiles (one far each hand). Prerequisite: Double Swing. Find Item: Whenever you search a freshly vanquished fos, you are allowed a Search check (DC 20). IF sue- cessful, you will find either a base item (see Chapter Four) or its value'in gold pieces (DM's choice). This abil- ity and Find Potion can't be used successfully on the same body. Prerequisite: Find Potion. Increased Stamina: You gain the Endurance: feat, a 14 bonus to checks for performing a physical action that extends aver a peried of time. Stun: Declare your se of this ability before making your atcack roll. You strike with enough force: ti tariparariy daze your foe. If your attack is successf, the foe must atcerpt a Fortitude saving thw (DC 10 + half yourlevel 1 your Strength modifier), besides taking normal damage, IPthe save fails, the foe is stunned for | round (uctil your next action). A stunned ereature cant act, and loses any positive Dexterity bonus to AC. Attackers gain a +2 bonus to attack rls agamst a stunned opponent. Some creatures canbe stunned. Prerequisite: Bash, GROUP 4 ABILITIES Battlecry: You let loose with a bloodcurdling yell. Qppo- nents within 30 feet who hear you must make a Will sav- ing throw (DC 10 + half your level + your Charisma bonus). Those that fail suffer a-2 AC penalty and a —1 penalty to damage rolls for 24 rouncls. Prerequae’ Taunt. Concentrate Attack: If you use no other special abil ites this round, choose a single creature to attack in melee. You gain a +2 competence bonus to all melee attacks against this creature, Also, until your next Lorn, you gain a 42 dodge honus against any other creature Uhat inakes a melee attack against you and take a ~2 dodge penalty against melee attacks by the creature you are concentrating on. Prerequisite: Stun Iron Skin: ‘Your fesh literally becomes more dense, through exercise, diet, and conditioning (excessive battle scarring). You gaina +2 natural armer bonus wo your AC. Leap Attack: You jump to an enemy and attack as a full-round action. This move-and-attack does not draw fan attack of opportunity, You also gain a +2 charge bonus for this attack. Prerequisite: Leap. Grovr 5 Asiuities Battle Orders: /s a partial action. you can bark out commands to your allies in combat, advising them on how to overcome their foes. This gives a +2 attack bbonus to each melee or ranged attack made by any of, your allies within 30 feet of you until your next turn. Prerequisite: Shout. Prenzy: [P'you hit in melee, you can attack again against the same foe. The extra attack is made with the sate weapon, at half the attack bonus of the previous attack. As long as you hit, you can continue with free attach as long as your attack honus is +1 or mere. Frenzy can be triggered only unee per round. Prerequisite: Double Swing. Grim Ward: You can assemble the bones and viscera of defeated foes into a macabre warning sign, which you place in a specific location. Evil creatures can't approach within 30 feet af the ward unless they make a success- ful Wal save (DC: 10+ half your level + your Charisma, bonus}. The ward lasts for | round per barbarian level. Prerequisite: Find Item Increased Speed: Your standard speed increases by 10 feet when you are wearing no armor, light armer, of medium armor. When you are weaning heavier armor, your sturidard speed increases by 5 feet, Prerequisite Increased Starnina. Grour 6 AsiLiTiEs Battle Command: Asa paral acuon, you can call out instructions to your allies in combat. advising them on how Lo overcome their foes. This gives a +4 attack bonus to every melee or ranged attack made by you or any of your allies within 30 feet of you until your next turn. This ability supercedes Battle Orders, Preregui- sire: Bartle Orders Berserk: This is like the [5th-level barbarians rage abil- ity trom page 25 of the Player's Handbook, except the ability score and save adjustments are increased (Strength and Constitution =8, Will save +4). You cant rage only once per encounter, and only six umes per ay (sever at 24th level). Entering a rage takses na time, but you can do it only dunng your action. Prerequisite: Concentrate Attack, Natural Resistance: Subtract 5 points of damage from each attack that hits you of the following types: fire, cold, and electricity, Prerequisite: Iron Skin Warery: You below forth an ear-shattering yell that damages and disarients foes within 30 feet of you. The intensity and volume of the Warery is physically painful to them. Fach creature in the area of effect takes 206 points of damage. In addition, each mustattempt a For. titude saving throw (DC 10 + half your level + your Charisma modifier), or be stunned for | round (unui your next action), A stunned creature can't act and loses any positive Dexterity bonus to AC. Attackers gain a +2 bonus to attack rolls against a stunned oppo nent, Using this ability requires 2 fullround action. Pre requisite: Battlecry, Battle Orders. Whirlwind Attack: You can call on your tatem spirit in order to make multiple attacks. This feat is defined sn Chapter Five of the Players Handbook. Prerequisite: Concentrate Attack, Leap Attack. NECR@MANCER From the steamy revesses of the southern swamps comes a figure cloaked in mystery. The necromancer, as his name implies, is a wizard who deals with the dead and with the summoning of various creatures for his purposes. Though his goals are often aligned with thase Of the forces of Light, some do not think that these ends justify his foul means. Long hours of study an dank mau- soleums have left his skin pale and eorpselike, his figure skeletal. Mest shun him for his peculiar looks and ways, but none daubt the power of the necromancer, for it is the stuff of nightmares. Adventures: A necromancer finds it somewhat irort- ie that the forces of darkness favor erypts and tombs singe thavis where he is at his best, Theueh he res the meddling of the Prime Evils in the Mortal Worl finds their choice oPbattlegrounds to his liking. ‘Characteristics: The enigmatic necromancer has either a peculiar obsession with death, ora morbid serise of ublity, depending on whem one asks. He uses the dead as @ craftsman uses wood or metal. Caclavers are Faw material for his projects and the weapons he wrelds: his magic and weapons alike dnp with pain, poison, and suffering. This facility with dark energy is reflected in his spells. Those unfortunate enough to fall in battle with firs quickly enter his arsenal Background: Despite being shunned as evil by many cultures, necromancers are themselves remarkably free of corruption. Te them, death is part of the cycle of ie and the presence of demons—ar any other nan-mortal agency—interferes with mortal life. They seek to right that balance, with the best weapons they have. Game Rule Information Necromancers have the fallawing game statistics Abilities: \ necromancer’s Intelligence is his most dangerous weapon, because it strengthens his spells and provides the expertise he needs to concoct his foul potions, Constitute is almost as important—without full health, the necromancer would eventually suceumb to the dark energy he wields. Wisdom and Charisma should not be overlooked, though—the necromancer uses his wits to understand his environment, and his presence to command it Hit Die: Class Skills ‘The necromancer’ class skills (and the key ability for each skill) are Alchemy (Int), Concenteation (Con), Craft (Int), Knowledge (Int), Krowledge {arcana} (Int), Profession (Wis), and Spellcraft (Int). Skill Points at Ist Level: (2 + Int modifier) x4. Skill Points at Each Additional Level: 2 + Int modifier. Class Features The following are all class features of the necro- mancer. The necromancer acquires them at specifie times, as shown on the Necromancer table. Some of these choices have prerequisites, abilities that must be taken first. Armor and Weapon Proficiency: At |st level. the Recromancer is proficient with simple weapons and Table 1-3: Necromancer Ateack Fort, Ret, Level Bonus Save Save 1 a 42 10 2 4 43 +0 3 2 43 al 4 B 4 a 5 8 4 6 + +5 "2 a + 7 +2 a a +4 2 5 “4h +8 8 e W a i 4F 3 12 48 “4 1B 4978 48 pe 4 10/45 5 +4 15 HILAGr a s 5 HATZ +10 5 iz uzATA2 10 5 18 shysg/+3 +l 16 S14 i +5 15/10 +2 +s 5/10) 5/01 He a Ho) Is 6F4 3 “7 Ir/sDi Ts 13 WT RE 83 14 a HIB e Bad +4 +8 wilt Ability Save Feats Tnerease Special 2 lt a Skeletor Mastery a a nd +4 = Ise 44 Se 23 2 + Sed = = 5 Sey st +6 es +6 4h Goiem Mastery 7 a a gu i 5th 3rd Be 1B 9 = = ” oth +10 e ath +10 ee = Sienmon Resi 1 th +12 Sth #12 Buh a m5 a8 = = ez Ha th seh = 44 Necromancer Spells per Day 5 Spells per Bay— level 1 2 3 @ 1 ge = 3 a ne 4 3 - 5 ae ee 8 rae] ? eo neye te is 8 Ses ar 2 1 6 Seas 1 ence 3 We A 3 ae ees 5 7 SES Ea 4 6 6 6 8 rc {ROS 20 6 6 6 5 2 Pee oa 2 7 7 6 6 Ri [Race é 2 7 7 7 s EST 7 3 Z: 3 4 4 also with special “bone armor” he can create with the proper spell, Norm: or interferes with his arcane yes ures, and may cause his spells to fail (see Chapter 7: Equipment in the Play er Handbook) Golem Mastery: Golems the necro- manver summons gain +10 feet to their weed, and gain +1 hp per Hit Die. Pre requisite: The clay golem spell Skeleton Mastery: The necromancer increases his ability te contral creatures he has summoned. With this mastery, the necromanger can control twice as many skeletons as he sormally would be able to. Using the vaise skeleton spall for example, the necromancer raises two skeletons for every five levels the necro manver has, not one as given in the spell Summon Resist: A creature summoned by the necromancer (a golem or skeleton} Necromancer Spells Known —Spells per Day— 2-5 ae ge a - 550i, ER 2 {223 4 5 oe ee Sd al 5 A 2 meio a RM 6 Aaa 3 ee See 9 5 eae Mi aR ge ergs 4 See eee ge deed RRS ea ane an takes 5 fewer points of damage from fire, cold, and elec- Wical attacks and effects. Praraquisiter Galem Mastery. Necromancer Starting Package Armor: Robe =| AC, armor check penalny FL, 2 Ib. Weapons: Shi 0, speed 30 aff of Teeth (Id6, erit x2, 4 Ib Large, Bludgeoring, cast teeth at will, | charge per use, 30 charges). Quick Skills: Choose a number of shils equal to 3 4 nt modifier, Ska Ranks Ability Armor Alchemy 4 Int xa Coneeriraties 4 Con ces Knowledge (arcana) 4 Int Spellcraft 4 Int Heal 2 Wis = Listen 2 Wis — Move Silendy 2 Dex 0 Search 2 Int Spoe 2 Wis 5 Feat: Light Armor Proficiency. Magic Ability: Skeleton Mastery. Spells: amplify damage, reanir Gear: Backpack with waterskin, | day’s rations, blan- ket, flint & steel, Pouch with flensing knife, bone saw, boiling pot, | ight mana potion. Gold: 10 gp PALADIN The Knights of Westmarch who felled the armies of moghty Leorie are pure at heart and flew closely the teachings of Zakarum, the Religion of the Light. battle ready warrior for whom faith is a shield, he fights &r ‘what he believes to be right. Furthermore, his steadast- ‘ness gives him powers to bring blessings to his friends, and wreak cruel justics upon his foes, There are those who call the paladin an overwrought zealnt, bust others recognize in him the strength and goodness of the Light, Adventures: A paladia is on arightoous quest k the world of evil. But he knows that previous paladins ‘on the same quest have met insurmountable odds, and so he seeks to improve his chances however he can. [a most cases, this means recovering the arms and armor of his vanquished brathers. All toa often, these lie in forgotten crypts, an the very lairs of Evil Characteristics: The paladin Ives for his beliefs, and he believes that might serves right. He trains fram childhood to master the weapons of battle and the weapons of his faith. His magic is granted by divine grace, and the paladin carries this sacred burden prou In battle, the paladin is w methodical and orderly than most ether warriors, but every bit as efficient. As a testament to his faith, the paladin believes that every damned soul he hacks from its prison of carrupted flesh is then free to go to its fina comveniently, to stop threatening the innocent. ly and with honer Religion: When the Viziere: maze- clan's corruption was discovered an excised, the messengers of Heaven gave mortals directions for the future. This included a set of guiding principles and a spiritual famework, hath aimed at attaining true righteousness. This new religion became known as the Church of Zakacum. The Order of Paladins began as the martial branch of the Zakarum Inquisition, formed to weed out and destroy remaining, of corruption in the empire. But over the centuries, the Prime Evils have worked their dark ways to cum the Church against itself, especially in the Inquisition. Now the Church has degener- ated into little more than a bloodthirsty death cult-uncer the control of Mephisto. Seeing the dissolution of the only true spiritual force in the land, many palacins Sangluded that the use of sowistanes to bind evil was an utter failure as a tactic, These right eaus warniors have opted instead to destroy the Evils outright, taking the direct and brutal approach where subtlety and mercy had failed Background: Paladins pursue avery simple and direct goal: Hunt down Evil and destroy it. Once supported in this quest by the Church, they have abandoned their homeland because the Church that once supported them is gone forever. True tacticians, they prefer not to engage in endless skiemishes with the fool soldiers of Hell, but to take the battle directly to the Prime Evil, and destroy them anee and forall Game Rule Information Paladins have the following game statistics. Abilities: A paladin relies greatly cn his Strength, as a high score makes the paladin a more effective fighter, Constinstion keeps the palacin alive that much longer pethaps long enough to strike a decisive blow, But many of the paladin’s class skils derive from Wisdom, and a paladin with a high Charisena seore is that much better at inspiring others. Hit Die: cid Class Skills The paladins class skills (and the key ability for each skill) are Craft (Int), Diplomacy (Cha), Handle Animal (Wis), Heal (Wis), Knowledge (religion) (Int), Profes- sion (Wis). Ride (Dex). Skill Points at Ist Leve Skill Points at Each Adc modifier, (2 = Int modifier) x4. jonal Level: 2 ~ Int Class Features The following are all class features of the paladin. The ladin acquires them at specific times during his career, as shown on the paladin table, ‘Weapon and Armor Proficiency: Paladins are profi- cient with all weapons and armer, including shields, Note that each armor proficiency inciudes prerequi- site for Strength scores. If you character doesn't rneet the prerequisite, don't write the armor down yet; your character's Strength score needs to improve before he can use armor of that type. Paladin Starting Package Armor: | eather armor +2 AC, armor check penalty 0, speed 30 fe., 15 Ib Weapons: Short sword (Id6, crit 19-20/x2, 3 Ib., Small, Piercing) Quick Skills Chess Ine modifier umber of skills equal to. 3 + 16 Skill Ranks Ability Armor Heal 4 Wis ate Knowledge (religion) 4 Int _ Listen 2 Wis Search 2 tnt a Spat 2 Wis koh Feat: Improved Initiative Magic Ability: Pray Gear: Backpack with watershin, blanke rations, flint & steel, holy symbol, | light h Gold: 10 gp. Paladin Magic Paladins operate on faith, and this grants them certain ‘mystical abilities. Because they are warriors, many of these “miracles” manifest as combat-ariented pow The Knights of Westmarch encourage the develop ment of the paladins’ abilities, knowing that each pal- adin’s faith can mean the difference between life and death, salvation and damnation, Paladins begin studying scriptures immediately to betier comprehend the divine plan for their ives, At Ist level, by understanding the partof righteousness in per- forming miracles, the paladin can choose one ability from the Group | list. He does so again at 2nd level and at 3edl level ‘At Sth through Tus levels, he can choose from the Grou 2 kst. At th to Lith level, Ae gains access to Group 3 abilities, Group 4 abilities can be chosen al [3th level, Group 5 abilities at I7th level, and Group 6 abilities 21st level. (These choices are listed on the Paladin table.) Some of these choices have prereauisices, abilities chat must be taken first Note: Abilities marked with an asterisk (4) are spe- ial, After using the ability, the palashn must make a Charisma check (DC 12 + group number), Failure means the ability cannot be used for Ue rest of the day. Mana potions can restore an ability, counting its group number as its spell level. A restored ability can be used Freely until the paladin fails another check while using it. Group I ABILITIES Might’: You spend a partial action to concentrate. Urtil your next turn, yau (and all your alles within 10 feet) eas add |2 enbancement bonus to Strength. Prayer’: You spend a full-round action to coneentrate. and cure 2 points of damage to yourself and each ally within 5 feet, Resist Fire’: You spend a parcial action to concenteaws, Until your next surn, you {and all your allies withia 10 feet) each take 5 fewer points af damage per round from fire based attacks and effects Sacrifice: You can expend some of your own life energy to deal greater damage to your opponents (make your choice before the attac# roll). You expend 2 Int points to add Id6 points of damage to your next melee attack. The additional darnage is included if you score a critical Int. Smite: You can use your shield or buckler asa weapon At your shield as though it were an off hand weapon. A successtul attack deals 1d6 points of darn age (22 enlical). You lose the armor bonus of the shield CF buckle ital your ext turn Also, make an opposed Strength check against your foe, whe adds a +4 circumstance bonus for each size category above Medium-size, or a -4 circumstance penaley for each size category below Medium size If yeu win, you knock the foe backward 5 feet {space permitung). If you don't, the foe does not move at all Grour 2 Asiities Defiance’: You spend a partial action to concentrate, Untl your next turn, you fand all your allies within 10 Feet) each gama 12 deflection borus to AC Table I-4: Fort. Ree, Level Save Save 1 wz 0 2 3 +0 = 3 it 4 4 HL 5 + 6 #2 i #2 8 42 . 3 10 7 3 n T 3 i +4 +4 ia “ 4 Ig ? “4 15 S15 /H10/5 wv 8 6 lef lage +10 5 7 HIRE TAD #10 5 8 HIRI INRI+3 +l +6 9 HIRE BE +i 46 20 420/415-4105 12 6 ai +226) HiPOs4l 12 “ 22. HORE READE FIZ 13 7 2 123 118(418/98/43) +3 aT 24 $24) 719) -14/-9/74 +4 “8 2 $25/220/+15 (410/45 4a oa ‘You spend a standard action to shaot fox a spelllike belt of divine energy up to 30 feet as a ranged attack, An undead creature struck by the boll is dealt ldB points of damage, plus | more point per pal adi 1d8--5). You can use also use & holy bolt to heal a living ally. You can fire only one holy bolt per round: Holy Bol Holy Fire’: You spend a partial action to concentrate, and a burst of divine flame leaps from your body. The burst automatically ststkes the nearest opp 15 Feet, dealing 2d6 points of fire damage. You can do this only once per cound. Prerequisite: Might, Resist Cold’: ‘You spend a partial action to concen trate. Until your next turn, you (and all your allies withe in (0 feet) each take 5 fewer points of damage per round from cold-based attacks and effects. Thorns’: You spend a partial action to concentrate. Until your next turn, any fae making a successfial melee attack against you (or ary of your allies wathin 10 feet) takes 2 points of damage for every point of melee dam age il deals. This abiity does not function against Paladin will Magic Save Feats Increase Ability 0 Ist Group t ° Group a 2nd Crap + a = Gia 42 Bd = Creu 2 aa i = Greup2 42 = 2nd 3 th Gourd 3 - - Grup a = = Groups “4 Suh Sed 4 a ei ‘Greed 4 Sroupd 5 ch Senn 5 Ash — 45 Ss ae Grays 8 uh = Gia 5 46 = = Group 16 5c 17 ath Grund 17 Groupe 47 = a Gre 3 uh ey 7 ES = ee ranged attacks or special damage (including fire, ice, electricity, and poison) Gnour 3 Asiriss Blessed Aim’: You spend a partial action to concen rate. Until yournext turn, you (and all your allies with- in 10 feet} each gain a +2 divine attack bonus. Might Prarequi Cleansing’: You spend a partial action to concentrate. Until your next turn, you (and all your allies within 10 feet) each gaina-+2 bonus to saving throws against poi son. Also, any pending secondary poison effects are negated. Prerequisite: Prayer. Resist Lightning: You spend a partial action to con- centrate, Until your next turn, you (and all your allies within 10 feet) each take 5 fewer points of damage per round from eleciricity-based altacks and effects. Righteous Charge: This ability combines the Smite ability wath a charge. You gain a +2 attack bonus, but ‘you lose the benefit of any shield and take an addition- al -2 AC penalty until your next turn, Unlike an ordi- ary Srmite, the damage dealt is 246 (<2 critical), and ‘you gain un additional 12 circumstance Lenus to your opposed Strength check to determine if the foe is knacked back. Prenequisite: Smite. Zeal: You take a full attack action to attack each foe within 5 feet in whatever order you choose. Each atiack ws at a cumulative -2 penalty. Successful attacks have # cumulative -1 durnage modifier (-1 to the first -2 to the second, and so on}. All successful attacks deal at least | point of damage. /reneguesita: Sacrifice. Group 4 AsitiTies Blessed Hammer’: You can take a full attack action to surimon a spiritual weapon and send it smashing thraugh your foes in a spiral pattern. Every opponent within 30 feet takes 1d8 points of damage, plus | point per five levels you have. Undead creatures take +108 points of damage. Prerequisite: [oly Bolt. Concentrate Attack: If you use no other special abilities this round, choose a single creature to attack in melee, You gain a +2 competence bonus 10 all melee attacks against this creature, Also, until your next turn, you gain a 42 dodge bonus against any ther creature that makes a melee attack against you and lal a -2 dodge penalty against melee attacks by the creature you are concentrating on. Prerequisite: Blessed Aim, 16 Holy Freeze’: You spend a partial action 10 concen trate, and all your enemies within 30 feet move at only half speed until your next action. Resistance or immu rity to cold does not protect against this effect. I'rereq~ uisite: Holy Fire. Vengeance’: You can take a full attack action to focus many disparate energies and make a single attack, In addition to your normal damage, deal 2d6 points each of cold, fire, and eleesrical damage. Prerequisite: Zeal Vigor’: You spend a partial action to- concentrate. Your and all allies within 20 feet have your base speed increased by 10 feet for 10 munutes, You cannot use this ability if you are already under its effects. Prerequisite. Defiance, Cleansing, 2 You take a fullround action te choose ‘one demonic or undead entity within 30 feet, and call down the glory and beauty of the Light upon it The chosen foe must make Will save (DC 15 + on third your level 1 your Charisma bonus), or become of lawfisl good alignment. Demons and undead so converted swear allegiance to Heaven, forswearing Hell. The converted deman or undead will join and fight for the you for a maximum of | hour, If still alive at the end of this ume, the converted creature leaves, seeking surcease from conflict in order 10 come to grips with sts new frame of mind. Prerequi site: Vengeat Holy Shield": Your shield becomes doubly effective, gaining a bonus equal co its normal armor bonus {inchiding any magic enhancements). Also, the shield deals an additional die of damage when used as a ‘weapon in combat (suchas with the Smite or Righteous Charge abilities). Prerequisite: Blessed Hammer, Charge, Holy Shook": You spend a partial action to cancen- trate, and a bolt of civine lightning leaps from your body, The burst automatically strikes the nearest oppo within 16 feet, dealing 446 points of electrical damage. You can do this once per round. Prerequisite: Holy Freeze. Meditation: You spend a full-round action to concen trate. You (and all your alles within 5 feet) each can make a Charisma check (DC 15) to recover exther one exhausted ability or a single spell of 4th lewel ar less as chosen by the affected individual, You san use this abit- ity only a few times per day (3 - your Charisma bons) Prerequisites Cleansing, Sanctuary’: You spend a partial action to cor trate, surrounding yourself with an aura of holy Tight that repels undead creatures. Undead within 15 feet of” you must make a Will save (DC 15 | one-third your level | your Charisma bonus}. Those whe fail imme isuely flee the affected area, Affected creatures cant voluntarily re-enter the [5-foot area. If forced to by 1 outside effect (such as you moving claser ta them), they are allowed another Will save. | sitet Holy Freeze, Thorns. Grour 6 ABILITIES Conviction’: Spend a partial action to concentrate, All foes within 30 feet take a penalty of -2 to AC and saving throws, and have all their resistances reduced by 20% for 1d4+1 rounds. Peereguisite: Sanctuary. Fanaticism’: Spend partial action Lo concentrate Until your next turn, you (and all your allies within 5 feet at the instant you trigger this ability) can take all your melee attacks a 4 penalty, Each time a foe is slain, the victor ic can take a 5-foot step as a free action. Prerequisite Concentrate Actack. primary attacks with Fist of the Heavens’: Spend a standard a down a ii foie (se¢ Chapter Three). In addition, it releases one holy halt for every three levels you have ¢ undead (or heal allies) within fh creature in the bolt [deter- are lo area can receive a maximum of one he mine which randomly). Any unused bol Blessed Hammer, Conversion. Redemption”: The remains of one vanquished undead ‘foe within 5 feet is Redeemed. For every ice the foe had, the paladin receives: 1d8 points of magical curing and ane sp {as if Mana jon had been drunk). Any excess curing or spell restoration over the paladin’s normal maximum is lost, This ability does net function if used on unique or spe- ial creatures, Prerequisite: Vigor Salvation’: Spend a partial action to concentrate, Until your next tur, you (and all your allies within 5 feet) rake 5 fewer pots of damage from fire-. cold ..and electricity based attacks and effects. Prerequisite: Stamina S@RCERESS One af the rebellious women who have wrested the secreis of magic use Frorn Lhe male-dominated Mage Clans of the East, the sorceress is an expert invaker of mystical ene-gy. Though somewhar lacking in the skils of hand-to-hand combat, she compensates for this with fierce comba jc far both offense and defense. Solitary and reclusive, the sorceress acts from motives and ethics inscrutable Lo most. sometimes seeming capricious and even spiteful, In reality, she under stends the struggle between Order and Chacs all r00 clearly, 2s well as her role a5 a warrior if this battle. Adventures: The sorceress know too well that were the strength of an enure mage-clan turned to evil, the whole world would suffer. So each sor ceress sper ime after her apprene ticeship to the clan traveling in the world, being apart from the influence of er clan while she builds her own per- she can be called jeld it against her awn, should isa upon te her clan be corrupted Characteristies: Sorcery is longer striedy in the hands of men. and sorceresses acquit themselves admirably in its use. Masterit mental magic, a sorceress wields fire ice, and lightning as ably as a warrior wields a sword and a shveld, Though her motives are known only 60 the sorceress herself. she does not hesitate to bend her mystical abilities to the service of the weak and heloless—as though in a display of maternal instinct Physical prowess is nat her strong point, but sorce esses oflen feel that’ magic fails them, that death is an easier fate Lo bess. Background: Like neccomancers, sorceresses come from the lands of the East, But they are part of the trax dition of the mage clans, regaining prominence now that the Prime Evils threaten re nd the com mon people turn more and more Lo the old ways. They have sewed aneint secrets from the pri dominated clans, and ventured into the to end the conflict as soon as possible. rind, icted lands Game Rule Information Sorceresses have the following yame statistics Abilities; Much of the ssrength behind « sorceress's spells deraves from her Charisma—her ability to impose her will. But Intelligence is equally importanc, hecause it heips her impcave the skills she neeris to control the wields. Dexterity and Consulutior: enable mage the sorceress to evade or survive attacks, and to some- times ignore them long enough to complete the spell that ends the battle Hit Die: 6. Class Skills The soreeress’s class skills (andi the: key ability for each skill) are. Alchemy (Int), Concentration (Con). C: (Ine), Heal (Wis), (Int), Knowledge {arcana} (Int), Profession {Wiis}, and Spelleratt (ln). Knowledge Skill Points at Ist Level: (2 — Int modifier) 24 nal Level: 2 + [st Class Features following ate all class Features of the The sorceress acquires them ar specific umes during hown an the Sorceress table, Armor and Weapon Proficiency: Sorceresses are proficient. wath all simple weapons. They are not profi- cient with any type of armor or shield except those cre- ated by thei ows magic (see the spell bane armor) Table |-5: Sorceress Actack Fort. Ree, Level Bonus Save Save 1 0 +0 +0 2 + " +0 4 4 1 1 4 “4 Il 3 2 +1 si 6 3 fe +2 7 3 2 # 5 ‘ w 1 5 “4 13 3 0 B 3 Hi 3 3 2 a) 4 a a 4 Mi 4 +4 8 3 +8 a 1S 3 IF 6 m8 8 Ms + 19 46 +6 20 6 6 2 at a a " 23 Ssers 4 7 24 Brin 2 8 +8 25 BIT? +8 Be wilt Ability Save Feats Increase Ability 2 Ist Marte Vln 3 en a 2a Es E a 4 a 4 = om ee # Bed ea > + as +6 ane Ist Mastery Chicice 16 ah = = 7 = x 97 2g = 8 2 ae = + z : ga 0 eh - 2nd Mastery Choice 10 = 4 M0 Bs a a I Tu os AL i = Sue 2 Sth BS ue ath = Sn Mastery Choice 3 = — +3 = = = +H ah eth a4 i me 20 Armor tends to interfere with a sorceress’ arcane ges- lures, possibly causing her spells to fail, (See the Flay- er’s Handbook for details on spell failure.) Cold Mastery: The sorceress can magnify the effect ¥y spell that deals cold damage. This ability allows a second damage roll, and the sorceress takes the best roll of the two. For example, if 6d6 points of damage are called for, a sorceress calls 6d6 twice and takes the highest tatal Special: The sorceress must be stationary the round of casting to exert mastery, e Mastery: The sorceress can magnify the effect of 2 sorcery spell thal deals fire damage. This ability allows 2 second damage roll, and the sorceress takes the best roll, as detailed above under Cold Mastery: pecial: The sorceress must be stationary the round of casting to exert mastery. Lightning Mastery: The sorceress can magnify the effect of a sorcery spell that deals electrical damage. This ability allows a second damage rall, and the sor- seress take the best roll, as noted above. Sorceress Spells per Day —Spells per Day— Lee 1 2 3 4 5 6 ' Poe = SR 2 2 Soa cast ne SSL 3 cS 4 a ry 5 Aa Te 5 4 2 4 z So sesame es BS ER ea 8 5 3 2 P= 2 Te ries Wo 5 4 3 2 a ul seociaaaae Naa 12 5 5 4 3 2 1 13 aes nana asia Ma 5 5S 5 HSS 4 eran iii La LE le 6 6 5 2A REA a meee 5 SBE E cy 6 6 & 5 zt 5 9 Combs 6 5 5 a 6 6 6 6 4 5 2 Faia 6 sete z 7 O78 6 6 5 Po ee to o7 fT Pee" 6 7 conpnaciy ? Pee a1 Special: The sorceress must be stationary the round ‘of casting to exert mastery. Mental Warmth: By mentally tracing the secret runes ‘of conception, the sorceress can try to replenish her mag: scal energy (0 continue casting spells beyond her normal daily total. On the same day a spell has been cast, she car spend a full-raund action to try to replenish her energy Doing so requires an Intelligence check with a DC equal +o 15 plus the spells level. If the check is successful, the sorceress regains the ability to cast a spell of the chosen level. (Example: Cela is a Sth-level sorceress, and can t four Ist-level and three 2nd-level spells each day. After casting her first 2nd-level spell, she uses Mental Warmth to try to recover her magical energy. The DCs IT, and if Celia makes the roll, she can east three more neLevel spells that dy: IP she fails, she ean only cast two more) A sorceress cannot take 10 or 20 an this check Special: The sorceress can attempt this ability once per day per two levels (round down) Sorceress Starting Package ‘Armor: Cape +1 AC, armar check penalty 0, speed 30 weight 2 Ib. Sorceress Spells Known —Spalla per Day— Leeelcc! 1 ea tesa pede 1 raat 2 2a 3 3 Bein 4 3 SAL me ee 5 4S sak 6 aria tah eS Soe z EA Hie, 8 Seth Bis ead 1 = 2 Sidi BRL = 0 Bonide ne FSB Ton es i 530 UR Ye aa 2a 2 Scala oboe 8 2 1 8 5 a maa Ses ePaeaRy 4 ae Se ee 3. 28 5 Oe nRRR RI ooe: Mi, ls 82 SPER 4 4 3 i" i | a EELS 18 RGR ae aaa este 9 Pe wee | 4s Bain, 20 Fos eg 403 a Shine aa: Ae 2 Biase Be to 4 44 23 Bike aia i bese 4 5 5 4 4 44 25 Saneyaytiss es. 4 4 Weapons: Short Staff af Fire Bolt (Id6, crit x2, 4 tb. Large, Bludgeoning, cast fire Bolt ax will, 1 charge per use, 50 charges). Quick Skills: Choose a number of skills equal to 3 + Ine modifier Skill Ranks Ability Armor Alchemy 4 Int = Concentration 4 Con — Heal 4 Wis Knowled| 4 Int —_ Speileraft. 4 Int i Listen 2 Wis al Search 2 Int oe Spot 2 Int Feat: Combat Casting (+4 bonus to Concentration checks) Magic Ability: Mental Warmsh Spells: churged bol Gear: Backpack with watersh ig Gol ations, bed-oil mane potion, 10 gp. Classes and Level Levels: This wanslation of the Di4pLo Il game allows for classes to advance five levels highec than the core D&D game. This reflects the structure of the Diapvo I skill trees. While the upper levels are intended to work ina Diaale context, they may not be consistant with future DE-D game developments, DM's using these levels and mixing the rules into a DED campaiga should relyon them own judgment to resolve conflicts, Spells per Day: These tables have been set up to accommodate a 6lh- level spell maximum. If you run a ‘variant that allows Tth or higher-level spells, then use the Sorcerer's Spells per Day table from the Player’ ‘Handbook (ar the Wizards chart you are running the more difficult option) Quick Skilla: We deliberately shortened the quick skill tables to focus on the mast common adventuring sills Any of the skills listed in the Class Skills paragraph can bbe Laken at Ist level. Skills in the Quick Skill lists with 2 ranks are crossclass skils, which take 2 skill po:nts Lo advance | rank. Special Abilities: The magical class ablities are innate supernatural pawers—the use af one does not by ieself trigger an attack of opportunity. SKILLS Skis work like they do in the Ounciecns € Deacons rules: Roll 1d20, add your character's ranks in the skill, add any modifier for your ability score, and see if you beat the Difficulty Class (DC) assigned to the action by the Dungeon Master. If yau need more information, see Chapter 4: Skills in the Players Hendbook: This tells you just about every- thing you need to know about skills to play in the Disko workd—excent for important points such as "wdluch stalls are lass skills for Diastd I characters?” and "can my sorceress really make alchemist’s fire?” All that stuff is explained below: SKILL DESCRIPTIONS This section details how certain D&D skills work in Diawio I. There's only a few of them, so if youre familiar with the skills in the Player's Handbook, these are easy. Alchemy (Int; Trained Only) Alchemists mix strange ingredients in secret ways to make magic substances. You can identity and make alchemical ‘ome are described in the Player's Handbook 7-9: Special and Superior Items.) Te find how much time and material it takes tw identify or make an alchereal item, use: the Diffivulty Classes given here and the rules for making things from the Craft skill description. The DM may'let the alchemist perform other alcher- ical tasks, such as identifying an unknown substance ar a poison. Dain this takes | hour. Retry Restrictions: Yes, taut failure rung the raw materials—the costs must be paid again. Special: You must have alchemical equipment to make or identify an item. Ifyou are working in a city, this counts as part of the materials cost, bul alehemi- cal equipment is difficult or impossible to come by some places. Buying and maintaining an alchemist’s lab (see Miscellaneous [Lees in the Player's Handbook Chapter 7 Equipment) gives a +2 circumstance bonus ta Alchemy checks, It does not affect the cost of ikem you make. Task BE —Cost/Attempt Idestify substance = 25. gp (20 go to take 20) Identity potion 25 1 gp (20 gp torake 20) Make antitown: 25 See Craft shill Craft (Int) Craft covers a number of separate skills. You are trained in one craft, trade, oF art such as armor: smithing, bowyer (bowmaking), blacksmithing, car- pentry, fletching, gemcutting, leatherworking, locksmithing, trapmaking, weaponsmithing, and sa forth. For instance, you cauld have the skill Craft (trapmaking). Your ranks in that skill won't alfect any checks you make for blacksmithing or leatherworking, You can have several Craft skills, each with its own rank, each purchased as a separate skill. Repairing Items: In Khanduras, arly nan-adventuring artisans have had the time necessary to learn the skills required ts make items from raw matersals. For adventurers, the Craft skill is specifically focused on repairing damaged equipment. Most Crafts require tools (cost 5 g0) Check: Repairing an item costs an adventurer nothing, and takes little time. The DC is the numstser of Durability points the item has lost from its current maximum (see Damaging Iters in Chapter Two. Equipment). On a successful check, the item is restored to one point less than its former maximum Durability. On an unsuccessful check, the item is restored to Idd +1 points less than its former maximum Durability. In cither ease, the itern’s Durability afler Ue check becomes its new maximum, Retry Restrictions: Yes, but remember that the item's maximum Durability drops with each attempt Knowledge (Int; Trained Only; See Special) Like the Graft and Profession skills, Knowledge actual ly encompasses a number of unrelated skills. Knowl- edge represents a study of some body of lore, possibly an academic or even scientific discipline. Below are list- ‘ed typical fields of study, With your DM's approval, you an invent new areas of omledge. + Arcana (aricienl mysteries, magic wadktions. arcane symbols, cryptic phrases} + Architecture and engineering (buildings, aqueducts. bridges, fortifications) + Geography (lands, terrain, climate, people, customs) + History (wars, colomes, migrations, founding of cities) + Local (local legends, personalities. inhabitants, laws and traditions). + Nature (plants and animals, seasons and cycles, weather}, 23 * Mobily and royalty (lineages, heraldry, customs, family trees, mottoes, personalities, laws), * Religion (gods and goddesses, mythic history. ecclesiastic tendition, holy symbols) Cheek: Answering a question within your field of study has a DC of 10 (for really easy questions), 15 {for basic questions), or 20 to 30 (for really tough questions) Retry Restrictions: No. The roll represents what you know, and thinking about a tapic a second time doesn't let you know something that you never learned inthe first place. Special: An untrained Knowledge check is simply an Isteliggence check, Without actual training, a charac! aly knows common knowledge. Profession (Wis; Trained Only; See Special) You are Lramed in a livelihood or profes- sional role, such as apothecary, boater, bookkeeper, brewer, cook, driver, farmer, fisher, guide, herbalist, herdsman, innkeeper, umberjack, miller, miner, porter, rancher, sullor, scribe, stable~ hand, Like Craft, Profession is actu- ally a number of separate skills. For example, you could have the skill Profession (ook). Your ranks in that skill dor’t affect any checks you happen to make for milling or iumng. [a feet, you could have several Profession shills, each with its own ranks, each pu chased as a separate shi While a Craft shill represents shill in creating or making an em, a Profession skill repre sents aptitude in a vocation requiring a broader range of Jess spacitic knowledge. To draw a modern analony, if ra teaenster -upation is a service industry, it's probably a Pro: Fession shill. IFit's in Lhe enanufacturing seetor, it prob ably a Craft stall Cheek: You can practice your trade and make a decent living, earning about half your chech result in gold nieces per week of dedicated work, You know how Louse the tools of your trade, how to perfarmn the profession's daily tasks, how to supervise untrained helpers, and haw bo handle cor mon problems. For example, a sailor knows how to te several basic knots, how to tend ancl repair sails, and how to scand a deck watch at sea, The BM sets DCs for specialized tasks. Retry Restrictions: An atieraps to use a Profession skill to earn an inceme cannot be rewied. You are stuck wich whatever weellhy wage your check result brought you. (Another check canbe made after a week to deter- mune @ neve income for the next period of time.) An attempt 10 ‘accomplish some specific task can usually be retried. Special: Untrained labar- ers and assistants earn an average of | gold piece er day. FEATS A feat is a spectal feature that gives a character anew power or improves one he or she already has. The Feats table lists feats available in the world of Khanduras. This table replaces Table 5-I fram the Players Handbook for 5 Diaaco Il characters. Feat descnptions are found in Chapter Five of the Player's Handbook. 24 Skills st Amazon Barbarian | Necromancer Paladin Sareerest_ Untrained Alchemy * * e x . No Arumal Expat * ® * x x Apo ‘ . . . Yee cs Bhat . . - . . ies Cha Chi . . : + : Yes Se Conemiraion . : . . . Yes Cen . . . = . hs * x x x * ku Z ‘i # a . Che Disaale Device . . x * . Ine Dinsise . * . ’ . Cha Escape rest . . : . . Dex! Horgery ¥ . . + . nt Cather lafoemacion . . : : . Cha Handie Animal . . . . . Cha Hes . . . * . wis fie . . . * . Des’ Irwende . . . : . Wes iirc . : * 7 x chs Irae Dues + . : . Wis duce < : . : . Sie roses (area) x * * . Ne le nosledae (eligont e : . * . Na le Knevedge (rature . . . x . No Ine Knowledge (any? . ° . . . No Ine Lies . . . . . ve Wis Move Silently . . . . . Yes Dev pers Leask . . . . . Na Dex Pare . . . . . Ye Cha Price Pocket . . . + : N Dow Pression . e . « . No Ws eae Lins « x « x No i Ride * . s . : Yes Dex Serv « x : * : Ye nt Seat . . . . . New Int Sense Moti : . : : . Yes Ws Speak Language : # : : . No a Spellrats « * . * . No nt . . . . . Yer Wis . * : ‘ . Yes . . . ‘ . No . . . . Yes Dex Walk Fishbone . . " 2 a a seat iideorsse Lane . . * : . Yes Wis Ines gall Crore ski a You cactt buy this si lente Lb exclusive Untrained: iia: Vive shall ranks in this el ew ca sae sil checks neo~ an be used untried. That is, a character can have 2e-0 nvaly, Nee You eect use che all urless yo have az east I ranks “Your armor cheek peaatey, ary ala apples. Feats Feat Prerequisite Asertness = Arnbisatrity Dex 15s ‘Arrnar Proficient (gh) Str 10) Armor Profesioncy (medium) Str 131. Armoc Prefieioney (lithe) sll ‘frmor Proficiency heavy) Sur 1G, Acmar Proficiency (light, medisn) ski, blind-Fict - ‘Cambax Casting a Combat Reflexes = Dex ise ae Dax 13+, Dodge Spring Attack Dex 13, Dovige, Mobility ase attacks 4 Endurance — Exotic Weapon Praficiey™ Raaseatiack +1 Expertise Int 13 Wield Attack Int 13+, Fasartie, Die 13+ Dose, Mati bse attack #4. Spry Artack ‘Gren Forte Ireprewed Cricical! iejmovedl Iiative General Ipred Unsere Strike General a a Deflsst Arras General Dax 34, Impeoved Unarmec Striar Stunning Fist ex 134. Impeoves Unaimes Stoke ber iN — Lightning Reflenes Mactal Weapon Profconey” Proficient with weapon, base attack ~B Pose Blank Shoe Be senate Far Shot Paint Blank Shot Precise Sho: Fost Blank Shot anit Shot Point Blank Shot, Dex [3+ ‘Shot he a Power Attach Pont Blank Shot, Dex I+, Dodge, Mobelcy Si I= Clave Str 1, Power Attack linprowed Bull Rush Str 13>, Power Attack Sureler Sir 13, Power Attack Great Cleave General Ser 13+, Power Attack, Cleave, ave aitack +4 ‘Quick Draw General Base attack (1 ee Ree General 25 Shick! Proficiency General 3 Sill Focus General = Spell Focus! Generst me ee Toughness” Gesreral = Twe-Weagon Fighting General = Cae Impeaved lwe-Weapen Fighting Gervra Two Weapon Fighting, Ambidexcenty, base attack +9 ‘Weapon Fineswe” General Proficient with weapon, bese attack 1 ar igher ‘Weapon Fors" General Proficient with sweabun ase aitach || or higher Bee Poson leer Creation Spellnster rel level + Scribe Serall Itern Creation Spellsster [at level + Silent Spell Metamase = Soil Spel Mecamage = Spell Mastery? Specal Wirord ‘Weagon Spacinizaton Special Fin dth vel + "You can zaia this feat multiple times Each time you take the Font. it anplies anew weapon, sehaol of mags, or selection of spel “You can gaan this feat multnle hones ls effets stack 26 CHAPTER TW: EQUIPMENT Without equipeent—especially weapons and armor— adventurers in Khanduras aren't going to get very far. This chapter is all about the items that your charac~ carries, and how long these items can be expect ed to last Most equipment of Dist.c Il is identical to the equip- mint in the DUNGEONS & DRaGens Player’ Handbook, In some cases, the name of a weapon or a piece of armor means something different. Use Chapter 7 Equipment of the Player's Hlandhook for buyinig com mon goods and services. For everything else, keep this book handy! Starting Package or Starting Money? The starting packages in Chapter One do most of the work for you, including telling you roughly how much gold youhave left after buying your starting equipment. Ifyou want ta chonse equipenent, you'll need to know how much money your character has. If you don't use your character's Starting Package, assume you have Id4x10 gp ta buy equipment from the Players Handbook and the lists below. DAMAGE T@ EQUIPMENT Players of the DIABLO computer games may be a bit pleased so see that DE-D weapons rarely wear out or hreak—at least, nowhere near as much as they do in Khanduras. For DiatiO fans who miss that aspect of lhe game, each of the items on the Weapons table and Armor table has been assigned a Durability score (Dur). The first aummbee is the item’s hardness—how much damage ic ignores when subjected to potential destruction. The second number is ts Durability points. When an item takes mare damage than it has points, it's destroyed. or at least useless Note: To give the proper weight to DIABLO Il Dura- bility, multiply D&D item hit points by 3, De not adjust che hardness ratings. Weapons: A weapon that deals more damage than irs own hareness rating is pushed to the limits of its strength. For every 2 points of damage the weapon Ueals Over ils hardness, iL loses | point of Durability (Remember that damage modifiers from Strength apply toward a weapon's damage ) ‘Example: A maul that deals [| points of damage in one attack has exceeded its hardness rating by 6 points. It loses: 3 paints from its Durability rating. Armor: When a weapon deals damage to an armored character, randomly determine which piece of armor took the damage (armor, shield, helmet, bel gloves, boots). For every 2 points of damage the weapon deals over the armor’s hardness, the armor loses | paint of Durability: Example: The same maul, dealing |! points ofdamage, serikes a character wielding only a kite shield as armor The damage has exceeded the shield’s hardness of 5 by 6 points, so the shield lases 3 points of Durability. Effects of Damage: When an item has sustained more than half its Durability in damage, it begins to be less effective. At one-quarter Durability, Lhe item is nearly ineffective, Use the unadjusted damage numbe: for figuring Durability effects. Item U2Dur 1/4 Dur, 0 Dur. Weapon =I Dg. 3 Dmg. Destroyed Armor’ TAC 3 AC Destroyed “Armor AC rating does not adjust mt 0 Repairing Damaged Items: A damaged item can ‘be repaired by, anyone with the appropriate Craft skill. See the Craft skill in Chapter One for mere information. Random Item Damage You can use this table to pick an item to be damaged (for example, by an acid beast attack). If you roll an item the character doesn't have, use the item with the next higher number that the character does have. If none, no iter is damaged. Optionally, the DM can decide that a eritical hit dam- ages an item in addition to dealing damage (use the DIABLO durability rules) 1d20 Roll Item Affected 2 Boots 3 Primary weapon in hand 45 Sash, Belt, or Girdle 6 Buckler or Shield (or second melee ‘weapon in hand) 78 Gloves, Gauntlets, or Bracers 3 Rags, Cape, Cloak, Robe, Armor, Breast Plate, Mail, or Plate 10-1 (Cap, Mask, Helmet, or Crown 12-14 Primary weapon in hand 1517 Buckler or Shield (or second melee ‘weapon in hand) 18-20 Rags, Cape, Cloak, Robe, Armor, Breast Plate, Mail, ar Plate: a7 P@®TIONS Each potionimbibed has the indicated effect. You can drink 4 many ofthese potions as you like without penalty. ‘Healing Potion: The staple of many adventurers’ gear, each ealizw potion (a single dose) restores lost hit points up to the adventurer’s maximum. Minors ldé+1; Light: 2di+d Healing 4dB-7; Greater: G+] 2; Super: BdB=15, Mana Potion: What Healing potions do for hit points, Mana potions de for spells. It does not grant spel levels beyond what dhe caster can cast. Minor: | level: Light: 2 levels: Mana: 1 levels: Greater: 6 levels: Super? 8 levels. Thus, a Mana pation restores one 4th- level spell. or a 3rd-level spell and a Ist-level spell, or twa 2nd-level spells, or four Ist-level spelt Rejsvenation Potion: Combining ue effects of the healing potion and the Mana potion, a rejuvenation potion restores [dB I lost hit points, and up to 3 previ- ously cast spells—bath up to the adventurer’s maximum. Fall Rejuvenation Potion: A full rejuvenation potion heals all she user's damage and restores up to 9 spe'l levels Stamina Potion: A single dose oF stamina potion removes any fatigue effects the character is suffering Ful Stamina: Pouont A single dase of full starnena ‘potion acts as a stamina potion and makes the user immune to fatigue for 10 minutes. Poison Antidote: A single dose of antidote restores Id4=1 points of any ability score flowered due to the ‘effects of poison. It cannot restore the ability to more than the original score. Full Anuidotes A single dose of fall antidote completely restores all ality score losses due to poison and neviral- vzes any poson currently in the character's systern Elixirs: In Khanduras, alchemists have created potions thal tempsoraily increase the imbsber's abali- ties, Six elms exist one eaeh for Strength, Desteraty. Constitution, Wisdom, Intelligence, and Charisma, These temporarily increase the appropriate ability by 12 points for 24 hours. While elixir effects of the same, type do not stack, there is no limit to how many elixirs 2 user can imbibe in the same one-day period. Grenadelike Weapons These weapons requice no proficiency to use. Attacks senadelike weapons are ranged touch attacks—the larget’s armor bonus, shield horus, and natural armor bonus do not apply. For a miss, rl 16 for hew many feet fiom the target the weapon lands and add +1 foot. for very 0 feet the weapon was thrown. Roll Id8 to deter. mine the direction of the miss: Ilong, 2long/right, 3 right, 4 shortéright, 5 short, 6 short/left, 7 left, 8 long/left. The ‘weapon splashes trom where it lands Tihs polisn shatters on inmpact, exposing the explosive alchemical mixture within to the final necessury ingredient: air (see Grenacelile Weapons table for effects). This potion has full effect on creatures resistant to fire Fulninating Potions Composed of: highly caustic compounds, this potion searseny a pawerlel acid on impact. The acid continues to burn whatever +t couch fs for the next Idd rounds, deahng either 1dG points of acid damage (to things directly struck) ar I point of acid damage (to things splashed). Choking Gas: A creature that inhates this yas is allowed a Fortitude save (DC 15). IFthe save fails, the creature takes Id4 points of temporary Constitution damage and the gas disspates. A creature that inhales the gas again before fully recovering this less is must successfilly save again or take Idé more points of tem- porary Constitution damage Roncid Gas: A, creature that inhales this gps is allowed 9 Fortitude sive (DC 12). If the save fals the creature takes | point of temporary Constitution damage and the yasehssates, A cresiure that mhales the gas again before fully recovering this loss is must success lly save again or take Id6 more points of temporary Constitution da-rewe. Strongling Gas: This is the most foul alchernical gas. A creature that inhales it is allowed a Fortitude save (DC 18). If the save fails, che creature takes 204 tem- porary Constitution damage and the gas elssipates. A. ‘creature that inlzales che gas again before fully reeov- -ering this loss is must successfully save again or take 2d4 mace points of temporary Constitution damage. Oil: This bottle of fernrable ail is meart to be hurted at a target creature, Prepuning the flasks a fullround action, and 50% of the time the oi falls to ignite proneciy-and is ‘wasted (see Grenadelike Weepons table fix effec). Fatigue (Optional) ‘Characters become fatigued by doing things that: minke them tired: A Fortitude save can be used as # chedk for fatigue The DM decicies if a check is necessary, and can aciust its dificity by assering a hegher or lower DC. The DM right have characters chechagainat fate when they: + Engage in extremely strenuous physical activity for more than a full minute, + Lack sufficient foad, water, or air, * Are exposed to excessively hot or cald eaviron- ments without adequate protection, * Are exposed te any other condition might eause them to become tired, Fatigue Effects: Fatigued characters can't run or charge. They also suffer a ~2 penalty to Stiength and Dexterity. In the DIssLo werld, fatigue effects go away with 10 minutes of rest, or when the character ‘uses a Stamina or full stamina potion. Potions and Elixirs Ligne Heating wa Super Mana 200 ap Full Stamina 0 gx Mane er eyuveratien 500 sp ‘Antidote esliig 250 gn FullReiwenation 1,000 gn Fil Avsidoie Mae 25 gp Statin Elin ‘Super Pieali 500 ps Grenadelike Weapons Range Weapon Cont Direct Hit Splash Increment Weighe Exploding” 100 ap 3d6 16. lor. 114 Ib. Fulminating” 16 1 lot. 114 Ib. Gas, Choking 1002p speci special io. vii Gas, fans 50 ap specal seca of. nie Gas Strong 300g spocal special lof. or Ip (06, 1 Vis “This woaya deals “sli damage to all erentures within 3 feet of the pon ianpct. Furia Weapons Siesple Weapons Melee Range ‘Weapon Cost Damage Critical Increment ‘Weight Type” Dur Unermed Attacks i 2p a3 xo 2h B Varies = 13 ca - = B Dassen! D) Sm da 19-202 Ts e 0 Dik} a 144 13-202 = 2h BS a6 ra (D) 2060 ide 19200 = 2h P we ‘Bled {D) 20536 16 i292 sit 28 RS 1018 Maze, Lighs (M) 10g ls 2 = Sh 8 5/30 Wand GT) 10g 1B 2 1b B a Wand, Yew (ST) Sep 1B 2 = 1b 8 ua Wad, Bone (ST) cep iB 2 ea Ts 8 us Wand, Geen 51) 100 gp iat xe Ub B 746 Midis Se Chi (Mt = 136 2 3b. 8 ans ‘Chi Spiked Sm 16 3 Bi BP ans Morning Star 4) we 8 x2 a ab ar ans Sar Short 205 168 3 = Bibs. P ens Staff Snort! ($1) Ws tet xe 30 B 46 Lage Mow (M) 100 5> igi x3 25 8 Maul, Great (M) 250 ap 2d6 2 20k B S184 LonaST) Ow 16 2 = ck 8 S134 Gracted (STI 30m 168 2 ~ 6h 8 Wo 24 x2 8b B 200 ep Idi m2 Se 10 te B Simple Weapons—Ranged Weapon Tiny inf, Qaanced (0, 7) Knife, Throwsng (D. 1) Seal Caibibxon, Light” (B) Boles’ tper 0} ‘avelin, Light LT) Madiutn Size Crossbow, Heavy i) Boies” {per 10) Petar (2, 7) Glave, Light J, 7) Speac Trrowieg (7) Martial Weapont—Melee Weapon Sima ‘Axe, Had (A) Sword; Shore (8) Medium-Sizo ae) ‘Avie, Donte (4) ‘Bae, War (A) F ion Lugns (5) Flav, Lag QM) il, Miltary (A) ‘Sac (8) a) Scepter, Grand (M) Scepter, War (M) Senn (3) Sick Spee (coe Shields) Sword, Broad (8) Sword, Crystal (8) Sod, Leng 8) Swvord, War (3) {Wor Hanrer (My Lage ‘se, Fly Bate (A) ‘Avo, Brond (A ‘Ane, Giant (MI fant, Grea (A) ‘xo args (AY arvche’ () Branelisiagh (J) Claymore (S) Hannberge 8) Heallserd!. Heavy (P) Pilce™, Haswry (P) Poleaxe! (P) Sovthe (P) Soy, War (P) Spe Long (3) Cost 3a zee 0 Vs 2e0 15'ap Lee Asp Sep Cost 10 gp 10e8 20a 40 sp 1009 30.sp 5D ep a0 a6 30D 2090 50a ld 20 sp Sep 50 ep 100 ae 200 sp com 250 go 200 3 450 gn 350. 00 gp 20% 100 gp 130 ge 300 ap 200 30 200 9p 50 a 40g 300 ge 40 se Damage dg has sag lag 1s las a8 5 a8 velo 1 246 lal2 2610 268 2a 18 2a6 lao 2a 246 2a4 234 2a 18 Gri 1920/2 19-202 i202 Critical 19-202 ca) x3 3 18-2062 x xt 1202 x 2 is 202 “2 is-zo/e2 3 Range Increment Weight lor, b lon, 1 aon 6h - 1 308, Hib, 10k oi Ib 208. bs, lof. 4 Ibs 30 ‘ibs. Range Increment Weight 2b. ath z= ab = Tib, = 1 6b, a3 5h lb “ ai a 5b 6b 6h. s 4b. = ok, — 5h 4b, es 4h. 2 Bh = 1b - 15 tb 2b, = 20 I x 2h 10. Bs 5b zi Wh lab = Bb. z Db bb, ee Bh 15 ibs Type" Type" 8 > Pannwrnc Rename tan 2omnnan Dur ys ec 6o 845 ouie oo ais el ania ols sao 190) fore G5 as Sans rte sand ine ie onsi48 1524 a8 az ano tie rere 030 ‘yaa ano S30 im Sestum i) walz 8 - 15 Ps Swvoid, Rosier (5) 250-36 246 9-202 = 10 s Swvord, Giant (8) 200 =p 236 s-20)m2 — 15 5 Sivek Great (3) 50 20 19-292 = 5b s Swon, TourHerwdes S) 100 gp 0 9-202 Sl, s ae Woop. saz x = 151, F Vouse (P Cup Bot 3 = 5h 5 Martis! Weapons—Ranged Range Weapon Cost Damage Increment Weight Type” Bur Sint. Axe, Hcg (A) Sep las x lor. 2 Mectum-size Ase, Boianced (A) 4p ir a or 4 s Bows Short” (B} gp rs 4 60% 2b P Arrows per 20 | sp ee = 3h a Bi, Hunter" (6) 50g 14s vs Tf 2b. p Actes (per 20) 1 ep 4 = = 3h Bin. Short Bale @, Stl) 15096 146 3 core 2h, r Arrows" (per 20) 1 gp = = 3B. = Ban, Short War (@, $42)” 280 gi 16 ot 08. 2h, P Arrows! (per 20) lp = = 3h a Ge: Longbow” (B) Tan & 3B Too 3a P 29 “Arrows! (er 20) ap = = = 3b = 22 ews, Composite” (8) 160 gp eb s not. Sib P 32 ‘Rots ow 205 lie ze = ay 3ib = 2e Bons Long Pale (B. Sel) 300g eB 100 & 3b P 45 © foros (ger 20} lap sa = = Sik. se 22 Bors, Loy Wr (8, 5-2) 500 1a x4 lor 3b F 58 ‘Arrows (per 20) ep = = = Sit. = 22 Weapon Types: A=Axe, Row =Dngger, M-Mane, J-JovelinSpear ‘earm, S=Svoard, ST-Stafl T=Throwen, The: Magis rem Chacter srsupE weapons ny bype (Ale rous he weapons Mn his aie are Nkwichi versions, andy vary fom sarelerd D&D weeps) “Sex te densiption ofthis wenpan For special rl “Wh we types are lated, che weepen is Both Bynes ‘The weapon dea "Rest wean * Dubie weapon "Doubs camacei net ve a cha: (ready atin) val damage rather Iban reeral damage, ar Armor Armor Wraps” Cape Clete Rage Robe Lighr Armor Leather Leather, Hard Leathee Studded Quited tur Armor roast Pate hin Mal Bing Mail Mi Hesey Armor Ansan Aric Fred Pate Fell Pate Mai” Goths A Flte Mai Spies Me™ Srl Bhuchler Shile, Bane Shield, Gosh Shiga i Shied, Lacge Shed, Seal Sheet Spiked “Wraps ane Armee Cost Sap ap Wap OU gp Shield, Tawer (Smal) 2501 gp cumulative wth ar hen 2unning in hesvy arma, you mave-cnly triple your spe, nok quedrecle “Shueide negaze Hard Protsean partial amar, Cannot east pels with somatic components wile wasn. When a sped shield ic uses ina shied ish, ic isa. marbal preang w Max Armor 3 a6 4 6 4 ES} + Spell ‘Check Penalty Failure 0 a 198 a om 1 int o se 4 23% 30% 30% 4 23% 8 45% = 35% 4 35% 7 40% ae 40% 7 40% 109s 15% 13%, 15K 25% san that deals 146 pois c'darmage (x2 ere} Speed — (oR) gor) sor. 204 wR 20R 30f 200 30R Zon, som 20K, 30h 20K, 30h. 30% 20. Ba 2H sR 2 BR 20h 1A. la ion. aon. ISR 20 15k Is ft of is for 2k BR. Weight 2b, 2h, 2b, ab 15 201 45h Sib. lb, ab, irae eb 6, 25 aris 415 aia 212 nes 5/27 38 Partial Armor Partial Armors head Preteen” Capinae Crown Hairs Helm, Bone Hel Fi Shull Cap Hane Prosection’ Soi Gnariists, Light Ciswas Gleses. Chain Clowes. Heavy 1 Prozsstion| Boots, Chat Boots. Heavy Boots, Leather Boots Light Fate Greaves Felt Belt, Heavy Belt, Light Bele, Pate r (Noe camels vith armor Hand Protection is also net curmuletsve ‘rch abseld. Capes, hats, plowes, learher uarulative wth othe paral a mar 1S.e0 0g Sea 20% 20m Bye 20za Wop 20s8 Sep Max Armor Bonus Dex +1 8 u 6 1 6 B “4 12 = 4 4 + 8 +f a 2 ss u = + te +1 = + + +10 a bs Spel Check Penalty Failure 15% 10%, 3% a, 4 om - 5 a 10% o 2% 1 Me a 3 1 5 a a 33 Speed— oR) ory Weight 1s hb. 3b 6b. Bib Ink 2h 2m sib Sie rs 2b, 2b. 6p lb 2b, Sth ok, 2 Vi 3b. Mi. isn lon 28 are 59 48 28 Ie 15:45 spells with @ common therme— Law, Goad, Fire, and sa on} The third line shows which casters have access to the spell various magical fields. Amazons and the level of the spell, The learn to appl al magic prin- caster types are abbreviated ciples to their battle tactics. Pal eee aR a (see below). adins pray to their ciivine patron "| do ‘Spall level” is a measure of a for miracles. Barbarians use pell’s power and complenity magic to emulate the abilities of ‘Character level” is ameasuce animals. Even common farmers a character's power. “Ci can wield the strange me, evel” is a measure of spelleasc- devices that every so ofen ing ability. fn the DiAgio Il game into theie hands, Magie is part © Piao ee the last two are the same (the everyday life. D&D game allows multiclass For amazons and paladins, characters with a higher charac: using magic isn't terribly differ- ter level than caster level), A ent from aetuvating magie items 9M might choose co experiment they can do it more or Tess at ‘with multiclass characters in & will, with only a shart recovery Diauco game! time afterward Ia the DiasLo game, you cast Necromancers and sorceresses spells as you pick then—so the learn magie differently. For them, necromancer and sorceress in it is a stucly of complex mysvcal this book operate like the D&-D formulas, designed to manipulate sorcerer class. A DM who wants energy that alters the world on a funda. to increase the challenge af the game mental level. They control mage may decide they act more like wiz= Learning and using this control Is and must prepare their spells in requires long hours of study and advance, This is OK—it just makes practice, meditative exercises, and the game more challenging, for the endurance. As a result, nec characters mancers and sorceresses use spells Spell Resistance (SR): Some DED rather than abilities to represent monsters have srell resistance. Ifthe their mastery of magic. This chap target of the spell has this ability, the ter details those spells. caster must make a level check (1d20+level) equal co or greater than the monster's SR number or the monster is not affectec!. Resis- tance is checked before saving Uhrows are rolled. Some Dinsta Ul spells, ing fire wall, and a so similar to standard D&D that the DE-D text is repro duced here In Khanduras. magic is eve where, Necromancers and sor ceresses make an organized study of the applications of their Using This Chapter The spells detailed in this chapter are listed alshabetically. A paren thetical note after the name iden tifies its DIAGLO magical specialty. The next line gives the spell’s school of magic, with brackets showing the D&D clerical domain, ifapplicable (a domain isa list of DED specialty cleric includ 34 Necromancer u 1 vi SPELL LISTS BY CLASS AND LEVEL Ampity Darnage (Nee! {Cll 1 Teeth tect [Ci) Bone Arie (Nel [C2 Ree Shelezor (Nec! (O=¥) u Din Vision (Need [Cir2)) Weaker: (Nec? [Cle] Paina Danger (Nee? [Ch2) Corpse Explosion (Nec2 [Clr2]} iy Gorn (N22, [Sor id Iron Maiden (Noe3 (Clr 41) iL Teron (New [Cla] Bane Wal (Nee3 (Cia) Ae Sheleon (Nec3 [Clr Confusion (Nee8, Sox) Lie Tap (Naot (Sou! Wie 3) v Faison Pplesion (Nec (CS) Bone Spear (Necs [Ci) od Golem (Nec [Cb-ST eed [Ch Decrepify (Nec3 [Clr v Bane Prison (Need [ClSp} Tron Caer (Nec (Clr? Lower Resstance (Neeé [Clr5}) Patson Nova (Nee6 [CI Gone Spirit (Meee [Cle7)) bs 1° Golem (Need [CLT Revive (Nec6 (CHT) Sorcerer Fee Bok (See! [Sor/ Wiel) Charged Bol (Sos! [Soe/Wiz2)) Ise Bete (Sos! [Sor Wir Frozen Arnor (Sos? [Sor/Wi23) Inferno (Sox? (Sct Wizz) Static Fok on [Seri Wied Telekinetic Blas (Sos? [Sor/Wie3) Frost Nena (S052 [or/Wizd)) Jee Blast (Sos2 [Sor/Wir2) Blove (Sos [Sex Wied) Fiebal (S83 [Sor/MVer 3D) Nova (Sos3 [Sor Wiz3)) Lightning Bote (S0s3 [Soc/Wez3D Shiver Armee Gos [Son/ Wie) Fre Wall Gost [Sec/WietD Enekant (Saud [Sori Wiz6) hain Ligmning (Sot [SoriWiesD “Teleport Sf (Sout [SoriWis4)) Giacial Sais (Sees [Ser/ Wiel Meteor (S0s6 [Sor/Wi5) Thunder Storm (SesS [Se Enon Shell (Sos5 [Sa Blizzard (S055 (Sor/Wie8) Chay Are (Ses [Son Wie) Hydes (S006 [Sor/Wis8) Frozen Orb (Sexé [Soe Wi) SPELL ALPHABETICAL INDEX Api ara (New! (EHUD) Axtract (NecS [Cis5)) Blaze (Sos3 [Sor/Wir3D Bizzord (Sas5 [Sox W286, Blood Golam (Newt (CES) Bone Armor Nec! LCI) Bore Prison (Neo’ [C5D) Bone Speav (Nees [Clr4)) Pane Spirit (Nes [CHD Bone Wall (Ness [Siréi) Chain Lihtoura (Sost [Sor/Wieb) Chara Boll (Sasl [See/ Wiz? Ghiling Armor GosS[Sor/WicF D+ lay Golem (Mee2, [Sor! With Confusion (Nec$, Sox) Corpse Explosion (Mee? (Cle2) Dceerafy Nee [157 Dim Vision (Nec? [Cie2)) Enchant (Sot [Sor/ Wire) Energy Shel (Sos5 (Sor/ Wiz) ‘ball (S033 [Sor/ Wir) Bolt (Sos! [Sor] Wizl) Fire Glam (Noes [Cis Fe Wal Sos [Sor Wiz) Frost Nova (Sos? [Sor/We2) Frozen Armor (Soe2 [Sor/Wi3) Frozen Ocb (Sosb ISor/Wiz8) Glacial Srite (Sond [Sor/ Wied) Hydra (Sos6 [Sor Wie) Tee Blas (Sex? [Sor/ Wis) Ise Baie (Ses! (Sor/We lh Inferno (Ses? [Sex/Wiz2)) Iron Golem (Nové (Cle?) Iron Maile: (Nec [Ch 4 Life Tap (Noot [Soc/Wiz Lightning Bole (Sax3 [Sox/Wie3)) Lower Resist (Neeé (Clr) Meteor (Ses8 [Sor/Wia5]) Nova (Sos3 (SorWir3l) Foson Dagazer NecZ [Cie Faison Explosion (Nec [ChS]) Poson Nows tNec6 [C7 Raise Skeleton (Nec [Cir3D) Raise Skeletons Mage (Nec3 [Cir4) Revive (Nec6[Cir7}) Shyer Armor (Sos3 [Sor/Wit3) Static Feld (Sas? (Sor/Wie27 Tooth (Neck [Cla]) Talekinetc Blast (Sos2 [Sar/Win3) “Teleport Self (Sons [Sor/Wied ) Terror (Nes (Cird Thunder Storm (Ses5 [Sor/Wiz7)) Weaken (Nee? [Cle2) SPELL DESCRIPTI@NS Amplify Damage (Curse) Necromancy [Death] Level: Nee | (Cir 1, Death 1) Components: V. 5 Casting Time: | action Range: Close (25 ft. + 5 ft./2 levels) Effect: | creature: Duration: | round/level Saving Throw: Will negates Spell Resistance: Yes Magical energy sheathes the foe, which takes an addition- al ld points of damage from any melee attack that hits, Attract ( Enchantment (Compulsion) Level: Nee 5 (Cir 5) Components: V5 Casting Time: | action Range: Medisim (100 fe. + 10 Effecc: | creature Duration: | munuteylevel Saving Throw: Will negates Spell Resistance: Yes fi /level) If the larget creature fails a Will save, all undead and demuniy creatures within 30 feet (and those coming this close withie the spell’s duration) must make a suc- cesstul Will save or see the cursed one ex much their foe as you (they attack whoever is closest). The spell lasts uncil the cursed one is killed or the duration ends, A nontarget undead or demonic creature that sue fully saves need not save again, even iFit leaves and re- enters the 30-foor rad Blaze (Fire) vocation [Fire] Level: Sas 3 (Ser/Wiz 3) Components: V3 Casting Time. | ac Range: Personal Effect: 20 tt. long/level Duration: | round/level ing Throw: Nom Spell Resistance. Yes i 0 A.swo dimensional vertical sheet of ire, 5 feet high, trails hehind you Moving on the ground or similar surface cre es an everlengthering sheet of flame that traces your path, The thin wall remains until the duration ends or the effect is cispelled. Passing through the blare deals | point of damage, plus Id4 per three caster levels (mexsimum 1+5d4). A Fortitude save is allowed forhalfdamage. Lin- gering within the wall deals double the base damage Blizzaed (Cold) Evocation [Cold] Level: Sos 5 (Sor/Wiz 8) Components: ¥, $ Casting Time: I action Range: Fmanates 30 ft. from caster Effect: Ring, see text Duration: Instantaneous Saving Throw: Reflex half Spell Resistance: Yes You are at the center of a freezing ice storm, 40 feer high, that beyins 10 feet away and blasts outward ta 2 30-feot radius. The blizzard deals Id6-+1 points of caid darmase per caster level to each creature within its area (max: mum [5d6+15). A Reflex seve is allowed for half damage, Blood Golem (Summoning) Conijuration Level: Nec4 (Clr 5) Components: W, S Casting Time: | full round Range: 30 ft Effect: Makes | golem Duration: 1 minute/level Saving Throw: None Spell Resistance: No You raise a blood golem (see Chapter Five: Monsvers) The golem attacks your enemies until ordered te cease, the spell’s duration ends, or the: golem is slain. You can give the golem simple commands, including “guard” or "Lote," if no immediate foes need be fought. Unless it is in melee, the golem moves ly remain within 30 feet of you, IFyoil summon any creature before this spell ends, then this spell ends ammediately: ‘When the blood golem strikes a living foe, youreceive magical curing equal to | point for each 2 points of dam= age the golem deals—any curing aver your normal hit point total is ignored. When ue golem takes damage, you take | paint. of damage for every 5 points dealt to the golem. The blood golem falls to duss when rerluced to 0 hit points or when the spell’s duration elapses. Cure. spells and Healing potions have no effect on golem, Bone Armor (Bane) Conjuration (Creation) Level: Nec I (Clr 2) Components: V. S Casting Time: | action Range: Personal Creates shields of hone Duration: S: Saving Throw: None (harmless) Spell Resistance: No text Fram the bodies of your enemies, you create an array of warding Lanes thet rolales about you continously. It provides a +1 armor bonus per caster level (+10 AG bonus maximom). The array has no weight, does not alTeot your spelicasting or your Dexterity bonus, and lasts until it is destroyed in combat. It has & hit paints per caster level (maximum 60) hit points). You require the bones of one Medium-sized or larger creature for favo Small creatures} to cast this spell. Bone Prison (Bone) Canjurstion action Renge Mech (100 fl. ~ [0 fé,/level) Effect: I creature Duration: Instantaneous Saving | hrow: None Spell Resistance: No An opaque wall of bones springs up around the select- 26 foe, The bone prison is L2 tet high, and up to 10 fees inradius {foes of Huge size or larger arent caughtin the prison, but take 348 points of damage. plus | point per caster level. The bone prison van withstand 100 points of durmaye. plus 20 mare pexnts per level of the caster before collapsing Bone Spear {{ione) Canjuration (Greation) “evel: New 4 (Cir 4) es WS Vazuan Range: Medium (100, ~ 10 fi./level) Effect: Magic weapon of force Duration: I round/2 levels Saving Thro Spell Resistanve: Yes, ns None: A spear of bane flies from your hand to fight a chosen foe It strikes automatically for 1dé points of damage, plus | point per easter level, to a maximum of 146415. The spear then continues to attack the same foe each round unbi the foe either leaves the bone spear’ range, or dies, at whieh point the spell ends. The bone spear affects any creature vulnerable to physical, nonmagical damage, Except as noted above, this spell functions as ini weapon spell Bone Spirit (Bone) Canjuration (Summoning) Level: Nee 6 (Clr 7) Components: VS Casting Time: | action Range: Medium (100 ft. Effect: Attacks | creature Duration: Instantaneous Saving Throw: Will (see text) Spell Resistance: Yes 10 ft flevel This spell releases a spirit (a shimmering ball). The spir it tracks any one foe you chase within range and strikes it withoul error. The affected foe must make a success- ful Will saving theow ov lose 204 points of Canstitution and 6d8 hit points. Ifthe saving throws is successful, the foe stil loses 38 hit points. Bone Wall (one) Conjuration (Creation) Level: Neo3 (Gir4) Components: VS Casting Time: | action Range: Medium (100. + 10 fu flevel) Effect: Bone wall whose area is IO high and 5 # flevel long Duration’ | roundilevel Saving Throws None Spell Resistance: No An opaque wall of bone 10 feet high. 6 inches thick, ane up to 5 feet long per level appears anywhere you choose within range. The wall won't appear in a space occupied by creatures er objects — these will be ar. one side of the wall ar the other, as deterrmined by the DM. The wall has hit points equal to id10 per caster level, to a maximum of IDdIG hit points. The entire wall ceurn= bles to dust when it has taken this amount of damage or when the spell duration ends. Chain Lightning (\ ightning) Evoeation [Electneity] Level: Sasd (Sor/Wiz6) Components: VS asting Time: | action : Lona (400 ft. + 40 fi /level) Effect: One primary target plus one secondary targetilevel (each within 30 fi. of the primary target} Duration: Instantaneous Saving Throw: Reflex half Spell Resistance: Yes This spell is veserited on pages LB2- 183 of the Pi 37 ‘Charged Bolt (Lightning) Evoeation [Electric Level: Sos] (Sor/Wird) ‘omponents: V, S Casting Time: | action Range: Short (25 fl. + 5 ft /2 levels) Effect: Up to three creatures, no two of which can be more than 20 ft. apart Duration: Instantaneous Saving Throw: Reflex half Spell Resistance: Yes You discharge 3 small, crackling knols of electrical ener- gy in front of you, to the limits of the spell’s range, Each knot discharges into'a randomly seleeted creature in the area and deals id4 points of damage per caster level, to a maximum af 5d4 ponts. A creature won't be hit by more than one bolt—extra bolts that randomly hit the same creature dissipate harmlessly instead. A Reflex save 1s allowed for half damage. Chilling Armor (Cold) Evocation [Cold] Level: Sos5 (Sor/Wie7) Components: V, S Casting Time: 1 action Range: Personal Effact: See rext Duration: | round/level Saving Throw: See text Spell Resistance: Yes (ice bolts only) You surround yourself with an unstable field of sub- zero cold. Whenever you are struck in melee com bat, the Field fires an ice bolt at your attacker. The ice bolt deals 5d4 posats of cold damage, and the attack- er is allowed a Reflex save for half damage. Failure means the attacker also takes a -2 cold penalty t0 AC, melee attack, melee damage, and Reflex save rolis, and can jump only half as far as normal for | minute. The cold penalties are not cumulative—their duration ss counted from the last failuze, For examele, a foe affected on the First round for three rounds and fon the second round for two rounds would have the =2 cold penalty and jump restriction in force through the fourth round, Clay Golem (Summoning) Conuration (Creation) Level: Nec2, Sas (Sor/WizT) ‘Components: V, S Casting Time: | full round Range: 30 f, Effect: | golem 38 Duration: | minute/level saving Throw: Nene Spall Resistance: Ne You raise a clay golem (see Chapter Five: Monsters) “The golem attacks your enemies unui ordered to cease, the duration ends, or the golem is slain. You can give the golem simple commands, including "guard" ar “tote,” if no immediate foes need be fought. Unless its in melee, the golem moves Lo.remain within 30 feet of you. Cure spells and Healing potions have no effect an aolems. If ‘you summon any creature before this spell ends, then this spall ends immediately ‘Confusion (Curse) Enchantment (Compulsion) [Mind-Affesting] Level: Nec (Sor/Wie4, Brd 3) ‘Components: V, S ‘Casting Time: | action Range: Medium {100 Fe. + 10 fi. /levelt Effect: 15-ft. radius Duration: | round/level Saving Throw: Will negates Spall Resistance: Yes This spell is the same as that presented on pages |86- 187 of the Player’ Iuridbiook. Corpse Explosion (Curse) Necromancy [Death] Level: Nec? (Clr2) Components: V, § Casting Time: | action Range: Mediuen (100ft, + 10 fr Jlevel) Effect: | corpse Duration: Instantaneous Saving Throw: Refiex half Spell Resistance: No You target a dead body, which instantly explodes. The explosion deals Id6 points of damage per Hit Die the monster had in lif or Id6 paints of damage per caster level (maximum 10d}, whichever is less, ta each crea- ture within its 10-foot radius. A successful Reflex save reduces the damage by half Animated undead don't count as corpses until destroyed, Corpses cannoc be affected by this spell more than ance. Decrepify (Curse) Chari [Mind-Affeceing] Level: Nec (Clr5) Components: W. S Casting Time: | action Range: Mediam (100. + 10 f./level) Effect: | living creature Duration: 2 rounds/level Saving Throw: None ‘Spell Resistance: Yes ‘A living creature is cursed with a temporary glamour of ‘extreme age, and functions in some ways as if showed. Any creature subject to minchinfluencing effects can take only a partial action each round, and talues a2 penalty te AC, melee attack, melee damage, and Reflex save roll. The eceature can jump only half as far as normal Dim Vision (Curse) Transmutation Level: Nec? (Cir2) Components: V; S Casting Time: [ action Range: Medium (100 ft, + 10 ft,/level) Effects | creature Duration: | minute/level Saving Throw: Fortitude negates Spell Resistance: Yes A fos who fails a Fortitude save loses sight heyound 5 feet even in bright light, and even if the foe can normally see in the dark Further, the foe has a ~2 Penalty to all attack rolls against opponents in its vision range, Enchant (Ficel Evceation [Fire Level: Sosd (Sor/Win6) ‘Components: V, Casting Time: | action Range: Personal Effect: One weapon Duration: 1 round/level Saving Throw: None Spell Resistance: Na Your weapon deals +I fire damage per caster level until the spells curation ends. If the weapon is released, the spell ends immediately Energy Shield Abjuration, Level: Sos5 (Sor/Wiz5) Components: ¥, $ Casting Time: I action Range: Personal Effect: The caster Duration: Ends when caster rests Saving Throw: None Spell Resistance: Yes (harmless) a9 You create a nexus of magic and health, which hovers overhead in the form ofa small golden: globe, While the energy shield! lasts, you can convert any uncast spell directly to hit points to negate damage the instant the damage is taken. You cant use this spell to heal damage in any other way. Uncast spells absorh 6 points of dam= age per level af the spell converted. A 2nd-level spell can absors up to I2 points, a 3rd-level spell can absorb up to 18 points, and so on The caster can convert more than one spell to absorb incoming damage in the same round, or just enough to partially absorb inceming damage. Fa converted spell provides more hit points than necessary to absorb dazn- age. its remaining paints are carried forward against future damage. Converted spells are lost as if cast Energy shield lapses whenever the caster sleeps or rests to prepare spells. Any healing unused when the spell ends is lost. Fireball (Fire) Evocation [Fire] Level: Sos3 (Sor/Wiz3) Components: V, § Casting Time: | action Range: Long (400 ft. 40 ft./level) Effiect: 20-fi. radius Duration: Instantaneous Saving Throw: Reflex half Spell Resistance: Yes This spell is the same as thal presented on pages 203- 204 of the Player's Handbook. Fire Bolt (Fire) Evocation [Fire] Level: Sosl (Sor/Wiz!) Components: V. S Casting Time: I action Range: Medium (100 ft. + 10 ft. /level) Effect: | creature Duration: Instantaneous Saving Throw: Reflex half Spell Resistance: Yos Asmallbolt of fire flies from your fingertip to the foe and deals 1d6 points of fire damage per caster level (maxi- mum 5d6). A Reflex save is allowed for half damage. Fire Golem (Summoning) Conjuration (Creation) Level: Neoé (Clr?) Components: V, § Casting Time: | full round Range: 30 # Effect: | fire golem Duratien: | minute/level Saving Throw: None Spall Resistance: No You raise a fire golem (see Chapter Five: Monsters) The golem attacks your enemies until ordered to cease, the duration ends, or the golemis slain. You can give the golem simple commands, including “guard” ar “tore,” if no immediate [oes need be fought. Linless it is in melee, the golem moves to remain within 20 feet of you. Cure spells and Healing pations have no effect on golems. If you summon any creature before this spell ends, then this spell ends immediately Fire Wall Dyocauions [Fire] Level: Sost (Sor/Wiz4, Drd 5) Components: V3 Casting Time: | action Range: Mechurr (100 ft. = 10 fr.flevell Effect: Special Duration: Concentration + 1 sounditevel Saving Throw: Special Spell Resistance: Yes This spell is the same as the wall of fire spell presented on pase 269 of the Players Hlandhaok Frost Nova (Cold) Evocation [Cold] Level: Sos2 (Sor/Wiz2) Compenents: VS Ci: 9 Time: Faction Range: Emanates 20 ff. from caster Effect: Ring, see text Duration: Instantaneous Saving Throw: Reflex hall Spell Resisuarce: Yeo ‘Aa icy version of nove, this spell creates a ring of freezing vapors that forms IO) feet away trom you in all directions and blasts outward lo a radius of 20 feet Each creature within the affected area takes Idd points of eck! damage per easter level (maximum Sd4+5}. A Reflex save reduces this damage tw half, but those taking any frost nova damage must make a Forritude save or be paralyzed with cold and helaless for 1d3 rounds, Frozen Armor (Cold) ovation [Cold] Level: Sos? (Sor/Wiz3) Components: WS Casting Time: | action Range: Personal ‘Area: One or more creatures Inuing yau in melee Duration: | round level Saving | hrow: See text Spell Resistance: Yes You surround yourself with a field of icy cold, gaining a +2 enhancement bonus te your AC, chil strike you, Whenever you are hit in melee combat, the creature that. struck you must make @ Fortitude save. Failure means the foe takes a ~? cold penalty to AC. melee attack, melee damage, ard Reflex save rolls. and can jump only haif as far as nermal fer | minute. The only effect of falling more than one save is that the effects duration is counted from the last failure. Frozen Orb (Cold) Fvocation [Cold] Level: Sos6 (Sor/Wir8) Components: V, $ Casting Time: | action Range: 100 ft. Fffecr: One toe bolt/fee within 50 ft Duration: | round Saving Throw: See text Spell Resistance: Yes (fee bel sonly) A sphere of absolute zero cold farms at your Incision and maves away from you in a straight fine, firing fee ‘les i all directions. One ice folt strikes ab each fe within 50 feet of the orb, dealing 1064 points af cald damage (effectively attacking enemies in an total area up to 200 feet long by 30 feet across), A Refer save is allowed for half damage. Those who fail alse tase a2 cold penalty to AC, melee attack, melee darmaye, and Reflex save rolls, and can jump only half as far as nor mal for minute. The sphere cannot change direction cor pass through solid objects. Glacial Spike (Cold) Evoeati Components: VS Casting Time: | action Range: Medium (100 A. ~ 10 fu. slevel) Effect: 20-fi. radius Duration: Instantaneous Saving Throw: See text Spell Resistance: Yes You hurl a shard of ice to a target area within range: When the glacial spike reaches its target it explodes in a frigid blast of 20 feet radius, dealing 1a6 points of 42 damage per level of the caster to each creature within ite area [maximum 1566). A successful Reflex save reduces the damage to hall’ Those who fail also Lake & 2 cold penalty to AC, melee attack, melee damage, save rolls, and can jump only half as far as | minute. Hydra (Fire) Conjuration: (Creation) [Hire! Level: Seat [Sori Wir} Components: V, $ Casting Time: | action Range: 30 fe. and see below Effeet: Three heads each launch 2 fire baits or | fir Saving Throw: See text Spell Resistance: Yes (fre bolts and firetulls oniy) Az the puint designated withie range, three dracor heads berst fiom the #oor. The heads each spew 2 fire bolts or I fireball por round (as the spells) at caster’s foes within 90 feet of the guardian, The hydra only launches a fireball at Fors far enough awvay so that the caster and her alles are not affected. Ihe fire bolls deal 5d4 points of fire damage each The fireball is a 20-foot diameter area and deals 10d6 points of fire damage. A Reflex save is allowed against eher effect for half damage. The caster need net con- centrate on the Aydha. If no fies are in range, the hydra holds is fire, though it vanishes after the spell's duration lapses: at this tre, che heads sink back into the earth, lee Blast (Cold) Cessation [Cale] Level: Sos? (Sae/ Wiz?) Components: VS Casting Time: | action Range: 20 fh Effect: 5-fi.wide arc from your hands Duration: Instantar: Saving Thrave: Reflex half Spell Resistance: Yes A shorl burst of intensely cold frost sprays from your fingecties in a 20-foot lang, S-foot wide arc. Iedeals 14 points of calel damage per easter level to each creature ‘within its area (maximum damage [Ocf). Each creature that fails che Reflex save is also paralyzed and helpless with cold far 1d3 rounds ce Bolt (Cold) Evocation [Cold] Level: Sos! (Sor/Wael) al ‘Components: ¥, S ‘Casting Time: | action Range: Meclium (100 ft. Effect: | creature Duration: Instantaneous Saving Throw: Reflex half Spell Resistance: Yes 10 fesilevell A small shard of ice flies from your fingertios to a erea- ‘ture in range. It deals Id points of cold damage cer level (maximum 5d4), A Reflex save is allowed for half damage. Failure means the creature also takes a 2 cold penalty to AC, melee attack, melee damage. and Reflex save rolls, ane can jump only half as far as normal for | minute, The only eilest of failing more than one save is that the effect’s duration ix counted from the last failure. Inferno (Fire) Evocation [Fie] Level: Ses? (Sor/Wir2) Components: V. S Casting Time: 1 action Range: 20 ft Effect: S-ftawide are fram your hands Duration: Instantaneous Sewing Throw: Reflex half Spell Resistance: Yes A short burst of fire sprays from your fingertips in a 20- foot long, 5-foot wide are. It deals 1d6F! points of fire damage per caster level to each creature in the area oF effect (maximum damage I0U6+10). A Reflex save is allowed for half damage. Iron Golem (Summoning) Conjuration (Creation) Level: Nec’ (Clr?) Components: W, 5M Casting Time: | full round, Range: 30 fe Effect: I golem Duration: | minute/ievel Saving Throw: None Spell Resistance: No You raise an iron golem (see Chapter Five: Monsters}. The spell requires a permanent magic item for the golem to form araund. This gives the golem. in addition to its normal abilities, the properties of the item (dha is, the benefits of the item's prefix and suffix) The golem attacks your enemies until ordered to cease. the duration ends, of the golemis slain, You car give the golem simple commands, including “guard” ar tote,” if'no immediate toes need be fought. Unless it is inmelee, the golem moves to remain within 30 feet of you. No known magic restores damage to 4 sum moned golem. When the spell ends, the magic item can be easily picked up out of its dust. Cure spells and Healing potions have no effect on golems. If you sum- mon any creature betore this spell ends, then this spell ends immediately. Example: A necromancer uses an Oracular Longsword of the Lion to summon an iron golem. The iro golem is able to see invisible creatures, and has +18 hit points. Note that items with effects that do not apply to the golem give no benefit. (A Spider's Longsword of Greed does not grant the iron golem any spell levels, or help it find treasure.) Iron Maiden (Curse) Necromas Level: Nec (Clr 4) Components: W, S Casuing Tire: | action Range: Tous Effect: [creature Duration: I round/level Saving, Throw: Will negates Spell Resistance: Yes ‘You must sueeged at a melee touch attack to place this curse ona single foe. The creature takes | point of dam- age for each 2 points of damage it deals for the duration Of the spell (round dawn). The curse can be removed by aremnove curse spell Life Tap (Curse) Neccomancy Level: Nec# (Son/Wiz 3) Components: 5 Casting Time: | action Range: Clase (25 fe. 1 5 &./2 levels) Effect: Iereature Durauon: See text Saving Throw’ Fortitude negates Spell Resistance: Yes The fue you choose begins leaking life energy for one round per caster level (maximum 15 rounds). A melee hit on the creature gives the attacker temporary hit points equal to half the damage dealt (round down, and you don't get hit paints for any damage that was more than enough to kill the creature). The temporary hit points are always lost first—any left | hour after the spell was cast disappear. 42 Lightning Bolt (Lightning) Evocation [Electricity] Level: Sos3 (Sor/Wiz3) ‘Components: ¥, S Casting Time: | action Range: Mediu (100 ft. + fijlevel Area: 5-fi, wide to medium range (100 fe, + 10 ft /level) or ID-i, wide to 50 ft. + 5 fi,/level Duration: Instantaneous Saving Throw: Reflex half Spell Resistance: Yes 0 PLilevel) or 50 Fe. +5 This spelt is the same as that presented on page 222 of the Player's Handbook: Lower Resist (Curse) Necromancy Level: Necé (Clr5) Components: V5 Casting Time: | action Range: Close (25 ft. ~ 5 f&./2 levels) Effect: | creature Duration: [0'minilevel Saving Throw: None Spell Resistance: Yes You lower the target creature's resistances against fire electricity, and cold by 30, and reduce racial saving. throw bonuses against poison and muind- influencing effects by 6, toa minimum of 0. Meteor (Fire) Evocation [Fire] Level: $os5 (Sor/Wiz5} Components: WS Casting Time: | action Range: Long (400 fi. ~ 40 ft /level) Effect: 20-ft. radius Duration: Instantaneous Saving Throw: Reflex half (fire ony) Spall Resistance: Yes You call down a huge, flaming metear shower that pummels each creature in @ 20-foot radius for 3dé points of damage. It also deals Ido points of fire damage per caster level to each creature in the area of effect (maximum |5dé fire damage). A Reflex saves allowed for half fire damage Nova (Lightning) Evocation [Electricity] Level: Sos3 (Sor/Wiz3) Components: V, S Casting Time: | action Range: Emanates 20 fi Effet: Ring. soe text Duration: Instantaneous Sawing Throw: Reflex half Spell Resistance: Yex rom caster You create a ring of crackling electricity that forms 10 feet away from you in all directions and blasts outward to a radius of 20 feet, Each creature within the area takes Id6+] poincs of electrical damage per caster level (maxim 1046410) Poison Dagger (Poison) Necrora Level: Nec? (Cle2) Components: ¥, 5 Casting Time: I Range" Touch Effect: Your dagger Duration: | roundilevel Saving Throw: Fortitude negates Spell Resistance: Yes tion) You gesture and your dagner (which includes che kris and the black fir the purpase of this spell) begins ooz: ing poison. While this spell lasts, any successful hie with itmay poison a living foe. Make a Fortitude save (DC 12 = caster’s Int bonus} or suffer initial damage af 1d4 points of temporary Constilution. no secondary dam= age. The dagger continues to ooze poison unkl the duration expres, whether it hits a creature or not. The ypoison stself dissipates too quickly to be otherwise col- lected oF used Poison Explosion (Poison) Necromancy Level: Necd (Cir) Components: V, 5 Casting Time: | action Range: Emanates 20 ft. from caster Effect; Ring, see text Duration: Instantaneous Saving Threw: Fortitude Spell Resistance: Yes You become the center of a venomous flash of lethal poison that appears ina nng 10 feet away from you and blasts outward to a radius of 20 feet. Each living crea cure within the area may be poisoned. Make a Fortitude save (DC 14 ~ caster’s Int bonus): or suffer initial dam age of | point of wemporary Constitution and secondary damage of Id4 points of temporary Constitution. The poison dissipares quickly, leaving no ther effects. Poison Nova (Poison) Necromaney Level: Nec6 (Cir7) ‘Components: V, $ Casting, Time: | action Range: Emanates 20 ft, from caster Effect: Ring, see text Duration: Special Saving Throw: Fortitude Spell Resistance: Yes You become the center of a venomous flash of lethal poison that appears in a ring 10 feet away from you and blasts outward toa radius of 20) feet, Each living creature within the area may be poisoned, Make a Fortitude save (DE 161 caster's Int bonus) or suffer initial damage of 1d2 points of temporary Consulu- tion and secondary damage of Id4 points af tempo. rary Constitution. The poison cissipales quickly, having no other effects. Raise Skeleton (Summoarvng) Necromancy [Death] Level: Neel (Cir3) imponents: WS Casting Time: | action Range: 30 fe Effect: | skeleton/level, see text Duration: | minute/level Saving Throw: None Spell Resistance: No You raise up to one skeleton per level, toa maximurn of 10 (ee Chapter Five: Monsters for skeleton details). You cannot raise more skeletons than there are carpses within range (Uhis uses them up). The skeletons attack your enemies until ordered to cease, the duration ends, of the skeletons are slain. You can give the skelerons simple commands, including “guard” or "cote," no immediate foes need be fought. Unless it is in males, the skeletons move lo remain within 30 feet of you. IF you summon any creature before this spell ends, then this spell ends immediately. Raise Skeleton Mage (Surminoniny Necromancy [Death] Level: Nec (Cird) Components: V, 5 Casting Time: | action Range: 30 fe Effect: | skeleton mage/ Duration: | minute/level Saving Throw: None Spell Resistance: No see Lext AS You saise up to one skeleton mage per level over 4th to a maximum of 10 (see Chapter Five: Monsters for skeleton mage details). You cannot raise more skeleton mages than there are corpses within range (this uses them up). The skeleton mages attack your enemies until ordered to cease, the duration ends, or the skele~ ton mages are sisin. You can give the skeleton mages simple commands, inciuding “guard” or “tote,” if ne immedare foes need be fought. Unless it is im mek the skeleton mages move to remain within 30 feet of ‘you. If you summon any creature before this spell ends, then this spell ends immediately Revive (Summoning) Necromancy Level: Neeé (Clr7) Components: V3 Casting Time: | action Range: 30 ft. Effect: | corpse Duration: | minute/level Saving Throw: None Speli Resistance: No This spell lets you infuse a slain undead or demonic crearure with the energy of ualife. If creature's Hit Dice total in life exceeds your level, the spell fails Otherwise, Lhe cospse rises with the same knowledge, powers, and abilities it possessed in life, and 6 bit points per Hit Die. However, it is now undead, with pale skin and red, ylowing eyes. It has become immune to spells that affect the mind, cold, and poi- son effects, but it ean be damage cd a3 a undead (see the Turning Undead table in the Player’ Handbook). A corpse can be revived in this manner only ance per week, Shiver Armor (Cold) Exoeation [Cold] Level: Sos3 (Sar/Wiz3) Components: V, S Casting lime: {action Range: Personal Area: One or more creatures hitting you in melee Duratian: | roundlevel Saving Throw: Fortitude megates Spell Resistance: Yes You surround yourself with a layer of exireme cold, shilling any creature that touches you. A creature that sinkes you in melee combat must attempt a For- titude save. Failure means that it is paralyzed with cold, unable to move, speak, or take any physical action during its next turn. Thereafter, it takes a —2 44 cold penalty to AC, melee attack, melee damage, and Reflex save rolls, and can jump only half as far as nar- mal for one minute. The only effect of failing more than one save is that the effect’s duration is counted from the last falure, The shiver armor lasts for | round per caster level. Static Field (Lightning) Evoeation [Flectricity] Level: Sox? (Sor/Wi22} Components: V, S Casting Time: I ction Range: Emanates 20 fi. from easter Effect: Ring, see text Duration: Instantaneous Saving Throw: Reflex half ‘Spell Resistance: Yes The spell creates a ring of crackling electricity thas. forms 10 Feet away from you in all directions and blasts outward toa radius of 20 feet. Each creature within Une area takes Id4 points of electrical darmage per caster Tevel (maximum 5¢4} Teeth (Curse) ‘Conjuration (Calling) Level: Necl (Cir!) ‘Components: VS ‘Casting Time: | action Range: 30 ft Effect: | or more creatures Duration: Instantaneous Saving Throw: None Spell Resistance: Yes Magic teeth from another real spray fom your fin- gerups. They riddle creatures in a 5-foot-wide line ‘away from you. You deal [6 paints per level (maximum 5¢6). If the first ereature dies, the remaining damage applies those directly behind the first, and so an out to ‘your maximum range, Telekinetic Blast (aka Teleknesis) Transmutation Level: Sos2 (Sor/Wiz3) Components: V. S Casting Time: | action Range: 60 f, Effect: Targets | creature Duration: Instantaneous Sawing Throw: Will negates Spell Resistance: Yes You can telekinetically pick up a creature of Medium size or less and, ift fails a Will save, hurl it up to 6 Feet shrectly away from you. A hurled creature takes [dé points of damage i i lands an a solid floor and is knocked prone ancl stunned for ils next turn A creature hurled into another creature takes 1d6 points of damage and is knacked prane and stunned for its next turn, The creature struck takes IS points of damage and is allowed 2 Strength check to avoid being ‘knocked prone and stunned for its next turn A foehoried into schd wall kes 4d6 points ofimpact damage, but is allowed a Reflex save for half damage. A ‘oe. thet normally saves against area effect magic for no damage takes no damage if this save is successful This spell can be. used to blow open a door ar chest. Check as if your Constitution was your Strength and add a +2 Pores bonus to the check. Teleport Self lansmutation [Teleportation| Level: Sosd (Ser/Wid, Brd 4) Compenents: V Casong Time: | avuon Range: Long (400 fi. + 40 fi. flevel) Effect: Personal Duration: Instantaneous Saving Throw: None: Spell Resistance: No Except as noted above, this spells identical to the dimen: ston door spell on page 195 of the Players Hondbook, Terror (Curse) Neeromaney [Fear, Mind-A(Tecting} Level: Need (Cet) ‘Components: V,$ Casting Time: I action Range: Close (25 fi.+ 5 ft evel) Effect: Cone Duration: | roundlevel Saving Throw: Will negates Spell Resistance: Yes This spellis the same as the fear spell an page 202 of the dbo Player's Hk Thuader Storm (Lightning) Evocation [Biecitiesty] Level: Sos8 (Soc!Wiz#) Companents: VS Casting Time: 2 rounds Range: Emanates fiom caster, 400 ft. diameter | 40 fr vlevel Effect: See text Duration: | roundflevel yw: Reflex hall Spell Resistance: No You evoke a thunder storm that forms as you east, When the thunder starm is fully underway, a bolt (as the spell) thunders oul of the sky every odd round, striking a random foe an the area of effect for 6d8 points of damage. No lightning strikes if the area is cleared of foes, but the caster need nat concentrate on the storm ance it apnears. The storm itself does not mave. Weaken (Curse) Necromaney Level: Nec? (Cle2) Components: V, S Casting Time: | action Range: Emanates from easter, 15-ft. rachus Effest: | or more favs Duration: | round/level Saving Throw: None + Spell Resistance: Yes You weaken foes by suppressing their energy with banefial mnagies. Such foes take an enhancement penal- ty of =| to damage rolls while the duration lasts. A 6th- evel caster deals a penalty of -2, and a caster of Uth level or more deals the maximum penalty of -3, A weakened fae deals a minimum of | point of darnage with a successful hit Special Note on Corpse-Affecting Spells and Abilities Only one of the following spells and abilities can be used on a given corpse: Bone Armor, Corpse Explo- sion, Find Item, Find Potion, and Redemption. Once cone of these has been performed on a corpse, then then corpse is useless for all such purposes, and cannot act as a catalyst for the Raise Skeleton and Raise Skeleton Mage spells, (While technically the remains might be purified and reused over time, this is seldom feasible during an adver cures) Special Note on Summoning Spells and Abilities You can have only one summoning spell in efact at one time, IF you east another ona, then the frst summoned creatures disappear and the newly cast spell takes effect. The affect spells and abilities are Golem (all), Raise Skeleton, Raise Skeleton Mage and Valkyrie 45 CHAPTER FOUR MAGIC ITEMS The forces of darkness are notoriously resistant to she keen edge of your average rusty knife. Fortunate- ly, the lands of Khanduras are littered with the treas- ures of bygone ages, and finding the right tool for the right occasion may be as simple as bashing open the nearest barrel Believe it ar not, there are enough magic items in the next several pages that you could bash open a million barrels. erack open a million sarcophagi, or go through tthe pockets of a million vanquished foes and nat find exactly the sare item twice MAGIC ITEMS AS FAR (AS THE EYE CAN SEE Using ancient lore—well, okay, mathermatics—we've made a magic item randomizer that anyone with a few i neil can use, Through the use of combi- natorials—that’s the old “one-from-column-A, one- from-calumn-B” routine, the following tables generate magic items on demand, with a teeny-tiny margin for repetition. Dissto Iitems have three parts: aprefix,a root, and a suffix. A prefic is a cool-sounding adjective at the beginning of the items name, something lke “jagged” or “slayer ' Then there's the root. A root is the noun that gives you the type of item, like “great helm” or "brandistock” Finally there's the suffix—the bit that comes at the end. I's a possessive or attributive phrase, like “of speed! or “of the whale.” Get it? So it’s possible to generate, in less time than it takes to explain how, a Silver Seythe of Thunder that grants a +2 attack bonus, deals 244 points of normal carnage, and an auditional 3d6 paints of electrical dam: age. Which would you prefer: that, or.a +2 fongsword? Every one of these pretixes, roots, and suffixes are on the massive table that starts on in two pages, It's a litte overwhelming to look at, but if you just remem item, prefix, suffix,” you'll do fine, TREASURE TABLES When do you use treasure tables? You use thern when the characters do any of the following: L. Open a chest. 2. Break open a barre! 3. Search a slain monster. 46 Roll on the Base Treasure table. Some results require one or more: rolls before youre done, The Challenge Rating modifies the rull Add For 41) Each fall poine of CR (for chests and barrels, add the GR of.a random monster in that area} +3. Playing with the Nightmare upgrade’ +6) Playing with the Hell upgrade’ “The Nightmare and Hell uagrades are cxmered ia Chapter Six ‘Morgen Keep. When you roll for treasure, first roll on the appropr- ale lable to determine «f you get treasure (see Chap- ter Six: Morgen Keep). If you get an item. just follow these easy steps: 1. Roll on the Item Subtable. This detecrmines ifics normal item, or a special one that has a magical pre- fix, a magical suffix, or both. 2.Roll on the Base Item Table. This gives you your item type with a second roll and tells you what kind of dice Lo all for the type of prefix and/or suffix. Jot down the particulars of the item as you go. 3.Rell for the Type of Modifier. Once you've done this, roll the actual modifier and write down the results. Level Modifiers As you go deeper into the caverns of death, the rewards get better. Thus, the CR of the monsters oer many of these rolls. When the table asks you "1d204CR,.” it means “roll 1420 and add the mon~ ster’s CR.” So if theyre fighting aa CR 7 monster and you roll a I2, i¢sreally a 19. (When youre dealing with an inanimate object like a chest, just add the CR of a random monster in that area.) Wacky Dice Also the tables may ask you to rall some wacky dice, such as a “Id60." That might sound big, but it isn't the size of your dice, it's how you roll chem that counts. Here’s what you do: For a 1d60, grab a 6-sider and a I-sider. Take the 6 sider’s result umes 10, but ignore a 6. The 0-sider counts as anes (Uhe 0 is a 10). So if yau roll a4 anda it's 049. If you rolla Ganda 7, it's a7, For a d40, use a 4-sicter and a I0-sider, Take the 4 ler’s result times 10, ignoring 4s, The l0-sider counts asones (a0 is a IQ). So if youroll a 2andan 8, it's 8 28, [Pyou roll ad and a 10, i a 10 The same works for a 1080. or a 120, or even a wacky combo die like a.d1600. Irs hours of fun for the wincle family! Sometimes, you're asked to roll ane of these wacky dice and add a number, such as “1d60+25," So roll the dice, then add the number. Ion your 1d6 and IdI0 you got a 3 and an 8, you add 38 to 25 for a result of 63, GENERAL CONCEPTS Some of the effects of the magic items listed below have to be abbreviated to fit, but trust us, there's nothe ing terribly confusing, The only things that might throw you are a couple of concepts that aren't outlined else vyehere in this book. Not Cumulative with Armor Bad reews: Just like the D&D game, these rules assume that most suits of armor come with all the accessori like gloves, helmets, boots, and so on. Thus, despite ~ having acquired a suit ef full plate mail, a bone helm, & bone shield, gauntlets, plate boots, and a belt, your character's AC isn't 35-8 27 (you=10, your mail 113, shield +4). Headgear and accoutrements only provide a modifier ta your character's AC if your character isn't other wearing armor (in which case, your best one— only can add to a sheld), Bonuses and Skill Ranks Some items gve numerical enhancement bonuses either to attacks ar skill checks, So the expression "+2 melee attach/zanks with class skills’ ter gains a +2 attack bonus when using the item in melee combat and a 12 sull bonus while pectorming any of the skills for his or hee class weans the charac Spell Levels Spellcasters learn spells im levels: level | spells, level 2 spells, and so on. An item that grants bonus spell levels is just granting extra spells. In the case of “+1 spell level,” it means the character gains an additional Ist- level spell. But an item that arants +2 spell levels gives either a 2nd-level spell, or two Ist-level spells. A +3 spell level item grants single 3rd-level spell, three: Ist- level spells, or a single Ist-level spell and a single 2nd level spell. Spell Names Some iterns duplicate the effects of spells which aren't in this book. Youll need to flip open the Player's Handbook to Chapter Eleven: Spells to get the particulars (or just reroll the item), some of GP Costs Magic item values in the following tables are scaled for the world of DIABLO II, so don't expect to leans: late them directly into another DED world without some fiddling. Ready, Set, Go! All set? Then grab that dice bag and start the loot! ring oat ‘Optional Rule: Item Availability It's more fun to have betLer items to look forward to. The DM might restrict the items for sale based on the party level. Find the average party level by acing ll the character levels and dividing by the number of char acters (round down). This number x10 is Lhe maximum gold piece value of iterns that can be purchased. For example, @ Istevel Palachn can buy a short sword ‘when he starts, but won't be able to find a scimitar until reaching 2nd level Wild Card Merchants: A special mecchant might have unusual items. Assume & normal items and 4 magic items per character in the adventuring group ace available. Roll the items randomly on the Base Item Table, as if the dungeon level was the average party level +5. Each week, 1d6-3 normal items and Id6—4 magic items will rotate out uf stock, to be replaced by new items. If you use Us option, it's a good idea to roll up the all the items you will need well before the garne starts! Also, a lacal spelicaster might always have iderify scrolls, bight healing, andl fight mana potions for sale 47 Base 20 bir le-2n) Base be Treasure (1d20) leapt ida Cia) 1s |i pir af fine Gamage per level to all with 5 feet, Reflex saw for halt drtsae 1619 Missile deals le# poites of damans | damage per level: Reflex awe for half dang (DC — 10+ level) 206 Gs (lo6: 2 Choking, 3-4 Rancid 5-6 Stranglne—soe Chapter Tivo) No treasure Flea‘ng Potion (1020 ~ CR) i Minor Haslg (1441) 610 Light Healese (248) 3) 120 Healing (8087) 21-20 Greater Healing (68-12) at Super Hoang (8d8+15) Mees Potion I Minor Mans {| spe levels) G10 Light Maas (2 spel eves) [+20 Mana (4 spal levels) 2-80 Greater Mana (6 spel levels) ale ‘Super Mana (8 spel levels) Gall (120 CR) + (love! » 25) gold pieces in nora! treasure Items (1420 CR) his Rell 1d60 ort Base Fears table only (base iene go ory) W617. Rel 120 i Bae Hor table and chen rel any sated prefix fad base item ara prefix gp) B19 Rall 100 af Bae Item fable and then relly stave sf rll ack! oaso stem and six gp) 20- Roll 1100 on Bate lu table and then rol any slated pric and sulix rolls (add all dire op) Item (1d100) Fooly Arcomr (420 + CR, uses 1460 on Prefix andJoe Sui tabla) 3 Foss +1AC C1 ponsity to Chaise checks) a5 Cape +1AC or Close +1AG gui Robe ac 214 Quilted Arenor +LAG 1816 Uaather Arno 22AG I 18 Hard Leather Armor ~3AS VL2E Sterlded Leather rriae 4340 2203 Ring Mail ac 2415 Seale Mui aac. 26 Chain Mal SAC 2 Beast Plate s5AC ri 2-30 Split a 45.80 332 Plate Mall aT AC Be 38 Fietd Pla aac 4 ‘Aneien Acne #9 AC, absoros | point damage ger nitack Se 35 Garie Plas HOAC 38) Fell Plate Mail HAG ee Head Protmstor {420+ CR, saws IQ an Prefix andir Suffix table) 110 ie +1 AC (net cumulative with any protection) M4 Shull Cap HAC (rag eumulation with armen) 1628 Helen #1 AC (nor cumulative with armor) 20 Mak TAC (not cumulative with arma) 2b25 Full Hele +2 AC (not cumulative wit arc) 2629 Crown S3AC [not cumulative with armor) 30-22 Bone Helm + AG (ot cumulative with armies} ae Great Hern AC (nae euanulative with as as GP 5 20 0 oa laa 130) 200 zn 509 2,000 Bitse 4060 5.000 Ww 5 20 30 50 oa) he 4-16 Foot Protection (ld00 + OR, nes 480 on Prefix ane Sulfa) TAC (oat cumulative with any protection/armer} HEAC (rot cumulative with armor) +LAC nae cumulative with arma) TAC (pst cumulative with armor) 42 AC (wt eurmlaive with armor) To18 Hand Protection {1020 + CR, vss 1U60/0n Prefix and/or Suffix table) +LAC (oat cumulative with any protect +1 AG (nor cumolative with armor or siteid) HLAG (rat cumulative with armor or shield) HAG: (pon amlntive with artier we sida i) 42,AC (not cumulntive with armor or sh HLAE (oot cumulative with any protection acon) #LAC (noe cumulative with armor) HLAC (ot cumalative with armor) LAC (not cumulative wth arrioe) 12 ther Bax 18 Heavy Barts 22 Chain Bots 2832 LU Pate Wests Be Greaves a2 Clowes Stl Heavy Gloves 2227 Chain Giewes ve 42° Light Gauntiers 33 CCauntless 19.20 Bolus (1420-1 CR, ues hugd ow Preis andor Sul table) 12 Sas Belt Heauy Bate Plate Bett Buhler Srna Shi Leys Shield Fite Simeld = Spiked Stusla Bone Shield 42 AC (not cumulative with armor) fs (1420. CR se N60 on Pri anu Susi tal) “HAC (nagates hanc protect) LAG (negates hard protector) \2.AC (pegaces hand protection) 43,AC (peances hand protection) 2. AG (asl as LIS (2) sing weapan; nepates hard prtectisn) (vegaizs andl rotection) ‘AG (napates Land pratecticn) (2.AC (negates hand protecen} Daggers (1d20-CR, ages ‘D425 or Prefix andfor Sui table) 13, rir 19-20/82, |b, Small, Pesci M4. crit !9-20/40, 1h, Troy, Pieri IA, crit !9-20/0, 2 le, Small, Plereing/Sashing ed, vie 18 20/28, 2 bs. Tiny, Meceine |e, crit 19-2023, 1b. Small, Preroing 16, cre [9 20/22, 2 le, Small, Piercvwy Slashing S40 Sewords (id20+ CH; ues 1660125 on Prefix and/or Suffix table) Lie "Thieieing Kei (26) Ws e Ieur leh maz eS Blade la Shore Sword st Saber Foleo Pl Sard canna Crystal Sword Banca Two Hard War Swati: Giant Swerd Gistard Sod Hlarserge Creat Sra Sword Io, crs 1-202, ns, Sinai, Peeing Iie, crs 5-202, 4 bs. Medium, Slashing Lig srs 1-202, 4 es, Medium, Slashing (6, crc 8-202, s., Medio, Slashing 18, crs 8 20/2, 4 fos. Mechurn, Shatin 148, crit 19-209, tbs, NA 148, crs 16-20/%3, 5 bs., Medium, Slashing MOT, cxi 19-20. 15 tbs, Lotge: Slashing TAIO". er 19-202, 15 Hse., Large, Slashing 110, eve 19-2062, 4 ibs, Medium, Slashing 2eb’ ent 19-242, 15 08s, Langs. Seton 266", crit 19-2032, (Oths, ange, Slashing 20H", ent 19-202, 15 ts, Large. Slashing ‘2aNN" eit 19-002, 15 lbs. Larue. Slash ie Slate ay 20 ie Ie 0 a0 io ia 20 50 ea 50 ann 300 4-44 Clube (1420-CR, uses 146025 on Prefix and/or SuFfe able} “ ory 16, its, 3 os, Medin, Bludeoninig rl 89 Spiked Cha crit, § fs, Mediu, Bhdizeoning/Pierars 3 10-13 Mace (Light) 146, ert 2, 6 fs Seal, Bludgeoring lo M17 Seeper dG, ent, 4I,, Medium. Budgeoning Ey TE19 Morning Star 148, ents, & ln, Medium, Bluceoning/ Piercing 30 UO23 Grand Scepter 1d8, cnt x2, 6 bs. Meduen, Blaxigeseing 0 24-25 Fla Lah) 1B, ent x2, 5 ths. Medium, Bhucgecring 50 26 28 War Hamamer 108, ent 3,8 Ibs. Meciur, Bkelgecning ey 29-90 Maul WIG" cic 3, 25 los, Large, Bladgesring 109 31-32 Wa Scepter IdiG, ert x2, 6 lin, Medium, Bladgeoring 200 33 Great Maul 246", ert 3, 30 th, Lanze, Bhudgeoning 250 45-48. Jevelna/Spears (1d201CR, wees 1660 29 9n Profix and/or Suffix table) WW evel, 2c) 14, crigx2, Range 30, Lb, Madim, Piercing 2 1) Share Spear 16, erit23, 3 Ibs, Range 20, Medium, Prercina Fa U3 Long Seat a8" eit 3, 9b, Large: Piercing a0 UIT Phen (ey 136. edit x2, Range 20. 4 Ibs, Medium, Prrcing Sea 120 “Tidene 12", ert2, [Ss Large, Piercing a0 2123 Gawe (Light, 20) a8, ent2, Rane ID ft. Ibs., Mediu, Pescing ea 24-26 Brandistock 24S", ert0d, 13 bs. Large, Percing/ Slashing 109 Zi —Tarewing Spear 24) 18, rit22, Range 30 3 Ib, Medium, Pioroing Bist 3032 Spear Iz’, ent23, 1Stbs, Lange, Pincing Slashing 128 331 Fike (Heavy) 246". crit, [2 lbs, Large, Piroing 49°50. Polearmns (1d201CR, uses 1d60+25 on Prefixandior Suffix tabs) =) Bardiche 148", rit x3, 10 bs, Large, Slashing 20 Sold Woulge 2a", on x3, 1Sbs,, Lange, Sieshing a Seytin: 2a", crt nd, 12 bs, Large, Piercing/Sashing. 8a Poleaxe 110, eid, IS, Large: Sashing 15a Halberd (Heavy) 246", ent >d, [5 bbs, Large, Piercing/Siashirs, 200 War Seyche 2d6', crt st, 15be, Large, Pierena/Sisshing 25 51-88 (I420+CR, uses Kl64 25 on Prefix andor Suffix table} Hond Ave (Light) 1a, sits, 2ibs., Small, Slashing in Axe (Hoel) 6, eit.3, 4 Ibs, Medium, Stang aa Throwing Axe (Light, 2d) Id. ert x2, Range 10 f. 2 bs, Small, Slshine Bea Lange Axe Zo, critx3, I2 tbs, Lange, ashing ou Double Axe dB, crt, Tlbs., Medium, Slashing ae Miliary Pick Id6, cnt x4, 6 s., Medium, Preraing ae Becad Axe Jdl2! cert 73. 15's, Large, Siasting 00 Battle Axe (Heavy 246), eit x3, [5 . Large, Stnbing 250 Fhlanced Axe (Throwing, 244) IG, eibx2, Range 10-4 lbs. Medium, Stating, sea War Axe ldl0, cri x3, [Otbs, Medium, Slashing too Great Ae 2a’, ont, 20 hs. Lage, Slashes 4350, Giant Axe Dall’, ent x3, 25 Is. Large, Shshing sue (1d20+CR, ses 1660430 on Pref ondicr Sufi table) Short Bow Sci 8, Bangs 60, 2 n., Mesum, Piecing ey Hurnier’s Bow 16" eit, Range 70, 21s, Madium, Piecing st Lg, Baws 18" crit x3, Range 100 ft, bs, Large, Piercing 73 Across (438) Damage opr bow ia Camposies Bow 18", crt 3, Range 110 ft, 3 lbs, Lange, Piercing 10 Sao: Bale Bow Ie (1 Sirength bow. crit x8, Range 70 fb, 2 lks., Medien, Pering 150 Shoet War Bow ido (22 Sirensth bow)”, ont 4, Range 70 ft. bs, Mestian, Persing Lon Batile Bow dB (41 Strength bow, cri 2, Range HOF, 3bs, Lange, Plercing Lev Wer Bow ial (12 Strength bo) et x4, Range |10 Fi, Jlbs, Large. Piercing sue 5a 44-08 Crossbows (1420) CR, uses 146030 o0 Prefix ander Sufix table) is Baits (246) Damage ss por erosshoww ca SIF Lishe Crowthow 18". eft 9-202, Range WU fe. ibs. Sirall, Piecing 70 18-22 Bots (dG) Danae os per eossbowr ee FAD Cresbow (Heavy) 1e0", cit 20pe, Range 120 fe, ise: Mestiam, Percing iso 33- Bots (dé) Damage as per erassbowr sea S5010 Wane (1420) CR, uses l460=40 on Prefbc andor Suffix table) Ward le2, cat, 1b, Small, Bhxizeaning 0 Bone Wand 143, ont92, 1h, Sena, Bladzeoning 30 Siow Wat 13, crit 2, Th, Seal, Badgeorune 60 Gries Wand Teh, ert 2, Tb, Srl, Blalgeoreng v0 (20s CR, uses [46040 om Prefix amijor Suffix table) Short Saf? el! ent «2. 2Ube., Master, Blegesring io Leng Seal 16's ent »2, 6 Ie., Large, Bhidgeoning 30 Garbo StaiF 148", ent x9, 6 lox, Larue, Bladgeoning 50 Bartes Sell 24" rit 2, Blbs., Lange, Bludgeoning 16 War Stat Jel" erie ibs, Laege, Btzconing 200 TET Accessories (IMOKCR, uses lel +30 on Prefix ancior Sut t2be) ist Charm Has its effeceif eames on person 80 tf King ‘Worn on hord, one pr and 75 16 Fag Draped over boxy one per character 100 13 Om Worn on arm, ane par chacactar cant ne oth shieid and orb 0 20 Re Worn an nach, cite per character 200 80 Garr (LA20KCA, uses L4H 1 30a Prefix ancior Sic table) a Chipped ews! Roll dG: | ametiyse, 2 eiamend, 3 emerald, rubs, J sapphire, # tcaz 0 B13 Hawec Jowell Roll Id6: Lametnyss, 2 dxmnorl, 3 emerald, ruby, 5 sapphire, 6 Lora 109 Waid wel SE Rol Id6: lumettyss, 2 diemond, S emerald, ruby, 5 sapphve, topaz 20 2025 Fanless Jone Roll 6: [mets 2 diamond, 3 emerald, 4 rub, 5 sapphire, 6 copaz 500 26+ Perfect Jewel Roll Id: Fametinyst, 2 diamond, 3 emerald, 4 ruby, $ sapphire, & copa 1000) 81-50. Inscribed pee (1d201 Gi, bet 190.09 the Suis rable ony) fig Sens a oe io aR aC al BSN Cn 18 une Sevonce asa trap. actus » hyphal warding wth the lnvad spol: etfece 5M wi Book!" Canbe readercesioyi the spel allows one improvernant. chs fits spall 100 91-00 Perishabies (yer Perishables table) “Those wre witha ith wo hands, and disallow a shield "Fist impeovennamtis either 11 d improvements th don’t ap afar} 441 abligy Camage, oF #2 points of healing. Second iagsowement is—2 save, Ignore Prefixes (Id100) 120 aes Improves Armar Gls (20 CRY ig Siarly O10 Fine Wie Seong Leis Grand 1718 Valent 12) Gleroue 2 Plead 2321 Awesome 2586 aly 21-28 Haly 2 Godly Ienpraves saving threnws (1d20.CR} Tawny 2 Mane a soso 4 Ocher 5 Pest © Beryl 8 staan 9 Laais 9 burgundy W langeane 2 boy A Jet 5 Pyrite 18 Cobalt 7 Carne a Coral Is Crystal 20 YVirian al Ehiony a ‘Goyal 2 Ssophire a Ruby 2 Amber 2% Deenaed oT Emerald 8 Obsidan 2 lopaz a0 Prismatic 3 5 IAC =1AC LAC. | 2againse missles \DAC 2AC, +5 apeines missles vaiac +3.AG. +4 against missles +4Ac HAC, |S agninst missiles 45 AC ISAC, +8 against missles leave va acid i save ve. eald =| save vs firs Lave vs. abiring I saw vs, ind influencing effects Fl swe vs. paison +1 save vs. spall 42 save vs. acid +eavevs cold tZewevs fre = 1 2eome vs ghtsing {Bane vi mind influencing oMects Zane ub poison -+2eave ve spell ged anei!(4 acid damage 23 save vs ooland “1/4 cold damage ire aul ~1¢8 fico damage jhuring and =1¢4 lighuiing damage 4 save va. ind-infivencing effects 4+4:save ve. poson oral ignore intial powon denny (eave ve spells nd —1/4 spell damage 4 save vs. pel nd 1/2 acid damage save vs. cold and 1/2 ele rasa A seve os Tine ard 1/2 fre lama 44 save Us. lignening andl 142 iehening damage “4 save vs. mind=iniuncing elects on and ignare secondary poison daiage ‘Mf sve ws spells nnti/2 spedl damage 1? roll sts +43 sal saves +4 tall saves, 52 6,809) 6.003 6.000 6.009 6.009 000 wane cou Bou w.coe 8,000 8,000 sug) reo 15.000 3638 Affects foe's ronctions (1é20+0R) be Suteki Choson fe fnrrot armas Will save (DC 159 negaes3,009, TO Wearsing (Chana fie fanfopted 1d counds: Will save (DC-20) negates (o,000 u Phasing Chosen fe deals hall damage lot rounds: Well save (OC 28) negates 1o,0ca 12 Kicking Aching unarmed does not provoke attates of ope: Lunity 19,000 IB16 Depicting Chosen foe takes 20 sntiatve penal for 244 rounss Will save (DC 25} neyntes 9,000 1719 Hosa Chosen foe takes fear eft (288 PH); Wil save (DC 18) menus 12.300 a Chace Chover fe changes ia ranch ae alignment foe lM rere: Will save (OC 20) negates 2.500 223” Subjugating Chosen foe ean cake only partial actin for 204 sounds Will ave (DC 28) negates 2. 24o3§ Faring decrepit elle. fi 104 rounds; Wil save (DG 23} nezaes 2.2000 2-29 Busting shes irene effect for 2d4 rounds Will wwe (DC 28) nepanes 5,000 a Overwhehning Choon fe takes cine ellec for St rounds; Wileve (DC S0)regates 7,540 40-9 Affoots fatigue @l20CR) 10 Lreless You reecver thom being ted in hal re ime 200 + Ruel a Se stig 4,000 4143 Innpraves sails and sps (1d 4 Fhichei's “+1 caged ttt with class ails (amazons one) Sleyer’ +] reve attach rank uth classes (hapsaraen ely) Summoner 1 spel evel wilh late ele (reeromarcia ety) Monks 1 alee amark/randc wath ofnee sas (alaing ony) ‘Anael’s 1 spell evalfrank with-chss el nercenesses only) Archers 2 ranged atackrards. with elas sll (amazon cniy) Benwortar 2-molee sttacidranks-witelassshils (abacians only} Necromance’s =2 spell levels) cankss vita class shils frecromnencers uy) Priests ‘<2 melee attack’ranks with-iags dlls (oxladins only) Arche Angels =2 spell leveis/ranks with class alls aruereaaes any) mK 4643. Cursed trail the base itt relish a VG LAG 1 16-25 2Ac ze 1 2638 2 wall sce 1 ees He User cannot east spell a 1 46.55 =| spel level (Pte see cat eet ach els) 1 sete aa ‘ey lignt source carrie ly inti ate a 10 FE. sacius 1 15 Lette, 1 maT a 2 attack Es 1 78 Crystalline Wher: seaport deals slarnage roll (6; sna 6, the weaoan deals no damage are ws desteoyedd 1 18-6 Week se damage is halved (ratind dawn) i 6283 Bent Gisse damage is reducers: | 1 B85 Useless ‘Atvacting with this mermiadases ne damage i S68 Null artack ard buss damage is halved {roune cov) l 8940009 Charny 2 atench and base ditiage 's reduced to | t Capricious (oll agan.on Prefix table using !d1DU instead of item's ner USS Affects viabilsy (1€20- CR) 16 Glowing Clowes ta 2 30-f rads FI Ornculoe Constant see insti ts 60 1 SAP Unwxen [sg ite ty ll bongs move than 30 Fe. away ga) Hidden Use iiss Ur allbings moce than 20. away ELE Weed sce is ivi Lo all begs moee than 10 fe. avy 234 Stalag [Users invisible on any caund he or ve ckies nok move, attack or east a spe 83 SG-E0 Affects number of castabe spells (Id201 CR) bs Laas 68 Spudee's [O13 Rewari 1417 Srashe! 1821 Serpent's 22-24 Drake's 25-86 Dragan’ a Went 28 Hydra: 2-4) Devious 31 Fortified 32 Iriucaphant 35 Yulpine 61 G2 Affects magjeal tome (14204CR) be Footer Ti? Cheers [215 Faeries 1629 Augmenting 20+ Caralyzing Affects the user's personal satis ie lus Fed Orange write Green hack Tonal Seal aa Mighey Wibeant Forni Resilient Silver Muszular Healthy FATT loxpraves attack scores (L20=CR} s Proricn 18 ie 943 Silver M5 Stee! 18 Gold 20-210 Patio 2225 Mithril e380 Meteeic Bie weird ‘+1 spell evel (fuser ean cast spells) +2 epal levels par day (iF user car case spells) 13 epell levels per day (Fuser can east spel) 14 epall levels per day: (Fim car cant spells) +5 epel levels per day’ if usar ean east spells) +46 spall levels per day (iF user can east spas) +7 spall levels por day’ (iF user can east spals) +48 spel levels per day (if user can cast spels) 19 spell levels per day (fuser car cast spells) When user casts spall thene fs Tin 1D thas full preparation is restored ‘When user castsa spell, dene is@ Vin 4 chance that full prepara Wher yor hil fr iv ele, you gain back | spall of your choice User rechuces any damage by I/d ihe or she loses one prepared spell Doubles the dusation of hecbs Doubles the dusation of ols and resins ‘V1 te CRon base weacuce table Doubles the efit of herbs Doubles the effect of ails and resins +1 ae os lighining “+1 save vm rnd infle ing effects are a ent 4 save ve. spel H Canstitution 1 Desteriey + Invalizence. #1 Siengih #1 Wisdom zi H1 Charme WAC +L aac ela annge +5 i points tte 1 artnet, 42s undead wnel dememie ereatures Zarsek #2 attack, #3 ve undead and demonic coean nes 3 attack + Sattack, +4 vs. undead and demonic erature, 3 +4 atack Barack \artack extra sacowssfil hit an a cstucal 20 64 2300) 5.000 7,500 c.00a) 2,509 5,000 7,500 20,000 22,300 22,300 5,00 a 27,980 2.500) 2.500 5,000 5.000 5.000 2000 2000 2.000 2000 2.000) a a0 ‘as inns grag (OSCR) +I dansage ‘Iedonsage, inevease shreat ange by | 12 damage +2 damage: increase throat range by | “+3 dertiae ‘ES dheeage, nerease chee rare by | 444 damage, inerease threat range by | 14 darrage, increase Umeal range by 2 +5 damage, increase chreat cange by 2 Improves attack scores and has improved camaae(Ié20+CR) Ls Jagged sa Deadly 1s iar. 1221 Bria 2205 Mawsive 26-29 Swage 30:33 Ruthless ae ites Hi Sharp Pd Fine 1013 Warriors elt > Solciers 182. Kighcs 22.25 Master's 2E-2D —Prapralanrsens 30599) Lael 4b Chansons 38+ king's Affects ems charges (102 1ei5 Plantiful Ie esters nm Bonu aniacks crease threat cage by 7 attacks increase tirwat range by 2 2 azack; inerease threat range by | “s2-ateacy increase chweat range by 2 Barrack; merense threat cange by | “Sharon; merese chraat mnie by 2 For nach atback, rll let snd ld it to attack are derange Lkals “4M attack, nerease eal range by 1 I antacly cverease Oweat cage by 2 \sSamtack: crease threatrange by! Tivice normal enacmum charges Casts rantiom spell From Suffix wible 91-00 ieee umes noemal maximum charwes 10,000 12,500 15.000 7.500 sane F.S0¢ o.000 2.500 15.000 Suffixes (Id100) Recucea damage take (1120*CR) ba 20 aba 2627 3b35 iste irneroves dhaablisy (1€202CR) Ho nate 1819 an Le a0 thd 15.19 20+ Inerewsas hit points (14202CR} a lar wai 98 2425 eT 2829 3031 56 8 on ole Isle ire cf Health oF Pronectia of Deflecten Hin ar -ffect whan atrachee!(Id20 CR) Succi of damage to the attacker Successful melee strachs apainst the wearer real Zé points col dansage to the stescher 22, AC when attacking i AC when not altacking 2 Thorne of Spikes oF Blesking ef Surrinn ef Strucrurs ofthe Ages of the Os oF Speed ofths Jae! ofthe: Fie oF haga of Une Wolf of Une Lege of the Tiger cf che Lion cf has Mamnogh of the Whale ol the Colossus svablity szores (Jd204CR} of Wieality of Pscissty of Ereray Strength ‘uP Lyn ofzest of Sil of the Mira of Might bf the Leopard ofvim of Acousn oP Brian oF Parer of Viger af Precisien | pon: of damage taken fom each attach <2 pains of damage tor fre each attacks 3 points of gamage ater Fors each areaie 4 points of damage taken irom each attack 5 points of cage th from each allack attacks agains! the weaver dea! 1d4 pois guins +3 hardness rani +6 Dus Jem gains +5 harcness raving, +12 Dus Iiem cannot be damage! or destroyed ‘Aditems cared gum +3 hardness ating, +6 Dae Allitems carted grin +S hardooss rang, “12 Dur 450% Mave Halve all exhaustion penalties [rex moves using doesnt cause exhaustion $100% Move, +2 dorky onus, can't be caugtat latfooted 150% Meve, +4 dadge bonus, I cxirs partial action per rousul Ht points Shit points Shit points 410 hi points +12 hit ports HEB fit points Bins prints hit poines 25 hic pointe “a0hie pants H1-Coniseusins +1 Dex +L imieligence +1 Suength +1 Wisdom 12 Consitucion | 2 Destiny 2 Inligerce +3 Constinstion 2 Dexterity 43 Tote +3 Sinength $3. Wialor +4 Consticusion 4 Deaterty 66 10,000 2500 7.500 rv z0c00 a.coo 28 al Sonery 4 Inteligence 2” of the Giant x ef the Tiger iI of if 5 Constitution 32 Perfection +5 Dexter 2 st Winery +5 Inteligence 54 the Vian 9 Strength 8 a he Lian 15 Wisdom 6 roll anit scores co +2 toll nblry scores 38 aT Stan +3 tall ality scores oe caf hms Heavens +4 wall lity sores 40 atthe Zadkac +5 woall ability coves 48-49. Cursed (ol che base ines uff ol) Hs oftears 1 poine af damage taken with each srtack offi 42 points of damage taken wth each ateck of Pricer ler anal rns ceca tO of Deaty +2 darsage ners usa harcnets rating i duced vo 0 of Faailty (Oh the first se in corn, item is lescroyed of the Watture {6 hit points of Disease | Consteutian of Atrophy IT esterty of Dyslewa “integer “1 Suen -1 ¥¥isdam lito all ability scones 2Censeeuter of Paralysis 2 Deering of Draning 2 Intelligence ot Fray -2Svenat athe Rat ~2 Wisdarn 5 af rouble Deal ability seares 38 of Fax hemor cannot regain hit pounes while item scarred 0 of Corruption hyner cannot restore cast sls whe item is carried 60 of neesin Spe rovers irl til copa 6 of Ruin | acer doy snustie mrepncel 995 | evel higher 62 oft Copy 2 spell per day must ae prepared asi! | leveligher 94 of Disco Spoils cast in one avon now take li rxind $3.67 afte Mishs Any lghs source carried by vier has a-l0 f. radius $869 afte Da ‘Amy lighs source caried by user haw a. 20 rive 0 of the Void ‘Anny Bight seurce caried by ser has a~30 ft radios 80° of Passivity “A penaley wien attacieng with this item R190 of tse Sul User attacks once per te! rounds when using Ui tern 91-00 ofthe Ros! ‘One random spell per day vanishes ater spell preparation 5) Capne.ous (ee! again on Suffic table Using io00 nseead of item's normal rl) SIS Iinproves reeewery (l4200CH) 15 of Regeneration ‘User raga lost het pean pee rourel oe of Ragneth (User regain | mmporary ably daenage pa 10 ists “Afiets spe preparation (hi20+CR) 0 of Wandin | spell per day prepated aif | level fower 2 2 spels por day arepared asf each I lovel lower 2218 3 sees pee day prepared asf each Level ower 2H 4 spels pe day prepared as f each I level ower 8 Salle etsy gmereisl at Bench Usa a7 40.000 5,000 ro,000 17.500 5.900 7.500 1,900 12,506 5.000 57-60 Agfeets spell stingin combs (Id204 CR) 1 efthe Appreniiae = ++Zenliancement boris to Gonenteation sil checks [es ofthe Magus “H enhancemene harai to Cqnnentraton sil checks Mele oftalanne PB eres ces iadeaaaaninn Viele of Staity Immunity to sia, tip attacks, nnd entanglements 12 of Harmony Inamuniny to sans, disarm, tip attacks, rx! entanglements 20,0005 81-63 Impecves tromuse Finding (i120-C8) Lie of Greed (OR ic +2 fer var gli Babs rile 7.900 La af Chance TOR ss +2 for randorn asi iter on tables e030 [9.26 of Wesith (CR ik 14 forrardom gold on Base table i000 2Pe of Fortune CRis | forrardlom mage ter on tables v.50 eer scutes (14201CR) "i bis of Late Ay bei source cared ny user s «10 Re radios 2.500 118 of Radiance: “Any light source carrie by user +20 fh rads 3,750 ws cfthe Sun “ny ihe source casi by waar +90 fe aches 0c 68-70. Rovtucws elloets of harars (14201 CR) 1s oft Thi 15 to Dinnble Panviae chests |/2 damage fom traps 3.250 S216 oF Warmth Inmet ndamaging cold effects 5.000 iaI8 af Remedy 2 sme vx poison 192) ol Ametoration |S save vs. poison 2223 of Defer =H seve ve. poszan 24 of Puram 423 save ve poss [day slow pine for 1d hours 12500) 71-73. increases damage (lel20 CR) 4 of Coatamanshp Vdeyrge = 2500 SB a Quality Ldavmage, +2 carnage vs Large or bagi creatures S750 91 aFMasninas +2darnape 5.600 Ble af Slaying #2 damage, 13 dhinage vs. Large or bigger creates 6.250 117 ofGorw 3 daroage cf Devastation If maximum tse damage is raed ther tke bn 8 co te Jester ‘Muliny lamnage by Id on 84, 90 dary ecdealt 2022 of Carnage V4 damage 73s of Slaughter +5 daniage TAS. Ines sinznuns damage (le20+CR) Ms of Messure ‘Minimums base damage wh thse 2 213 of Worth Minumorn bose divsage wth his tomas 3 i620 ol Pacellence Minus bass damage wih this toms 4 2 of Pectooran Mirsmusn base dara wih te corm 5 267 ABocts attack spoed (e208CR) = ia of Reade aed + space itive hones 2.50 9-15 af Aleenty “2 spond intaive boous 3,150 lef Suuftness 3 speed inate Soa 2.000 201 oF Quieres 14 sped iniative bonis 7.500) 38 rae abag aed a 86 90 Lcd Adds effects uo damaged foe (I20-+CR} 13 sf Frost ~1dB paints af cold damage ws of Flim 16 points ef fire darsage of Shoek 11d points of ihn amass of Blight 16 aoints ef damage of ee +26 pees of ell darnape of Fe 206 sts of Tire damage ef Lighening +206 prints of lightning damage of Veram +246 pints of damage of the Glacier 1346 pois of cold darmnge 3d6 points oF fre damage 2 36 ports of ihornn dese 4 ot Pestilence 36 por of dam ca of Viensss iownds caused muatbe healed maswlly eanios mgeration 26 ofthe Crumader +1 sumatve damage per sucreaFl monet aiack agains: sae foe 7 of Dest Finks eral agi al 20 RIERA: sO} 23 of Perl Fre mhos die came, wilder als necmalcerage $00: athe? ies fon 10 nck out mele rags) But of the Grezly Vitek oe bak 20 (eure ees args) Rosier a ssccbafel i (1200) 15 oftheLwic Suecessfl hit nea cer li pins £9 ofthe Success ht amnnst splcacterreizore 8 soe level of tser's sorceress sp 13 ofthe bat Successllit ages m sweater restores 3 selievel of users rarrornac pay 617 ef Blood Suecessfl hit eas une 186 it pairs 16-20 of the Talon Suecessial hil against splleaseersteces ans oF sores spells 223. ofthe Varwire Successful fit aginst 8 splleastrrestees neo ua’ east necromarce spas 24+ of the: Laosaast S ful hit heals user 24 bit promis: (Causes damage to armor or weapons (ld) CR) at Pir Fors armor dosroyedFurtnade save negates (OC i damage deat} sear la Fortwo desta Fovtinuds eave negates [DC isle deal) 15 21 of Pancturing Fue nrmor destroyed Fectitude save nogins (OC a dare deal — igh eR Giatins Tae Weapen destroyed, FSH a meunins (OC damage dese §) 3+ of Bcking Fee armee desreyec, Fort sme negates (OC is damage deal | 10) fats wens pointes (140eC RD : ls ot Lace User sine proficiency feriten 6: of Simpicey User is profane Ween Poets for itm ‘fects alae sos (1420+CR) 13 oF Many Fre ne charpeartow ger ifr roe Cather satiate povided it of Plenty Fre wo cmageslorowv por rnd fr ie (athars costae be rowed) Allow de sting of a spel (420) GR)P 17 of (Spal: Nar) Ronchi It eve pel 19°22 Spall Narn vcr rl vel pl 216 of pat Nar) Rancln id level spel PB: OSG dont Cis adn pel (rons PED IRaRAT REE 19.20 fT Pata Creies a portal allowing one-brve, here-wt ack sag@ ta Bae only those who stop trove Une ert ofthe poctel can mur bee 224 oh Spat) Rance Itave ap 21 of peli Name) Randa [ot eve! spall 28+ (oF Gpell Name) Random Ist evel poll ~Sevolle ard -unas have 1/10 oF ted ep value. Books hae L/S of sted ao vale *Woneis andl staves nave a maximum 1Uc0 charges, all are rechargeaie Gexaxpt inscribed spells ay 2,500 2,500 2.500 2,500 5,000 s.u0a 5,000 5.000 7.590 7,590 7.900 7,500 7,500 v.non 40,000 12,500 \z.s00 15,000 r500 1,090 vo.000 10,000 (2,500 (2,500 15.000 o.00u 2.500 Z.500 15.000 7500 5.000 10.000 7.890 15.000 sal at 500 5 1 Be 19.000 va.ou 12.500 15.000 Perishables (Id100) NOTE: Poin NOTE: Mulepe potions herbs. ane elirs ean be ingest wthout ay sey eteats. Las, and clinics are imbibed: cll coat melee weapons: resins coal mihadle weeanans 18 Healing Potion Rerullon Base Treasure table, subtable 0 result tl a3 Mana Poiten Reroll on Base ‘Ireasure table, subtable to result II GP Mele Rejuwenation Potion ress d817 points of camage, nears 4 prevtausiy cast spel levels 10 Tel Full Rejuvenation Mot als 808} (5 points of carne and resvores S prexiously west spel Svels 500 18 Amida Restores Id ability preuslost i posan 199) 20 Pull Anno Restor all biity poinls kok wo goisan 500 ai Starr Pans Nepatas current fatigue 109) 22 Full Stamina Privy Nagatzs cusvent fatigue, immune 2 fetigve-catsing factors Fr 19 mintes un 2a Restoran Potion Heals all damage, dispels mind-nthaericing elle 2,500 Be oI |S fire, | poine spas, 50% Fvlure chance 1 25 Explosive Potion Bas posts oF damage, [ib soled 26 Fulminasing Piston 16 points of acid damage: splash I. buens Ie reunds 2 Rancid Cine Pores Paina as ste grenade tke weapons 28 Choking Gs Potion Pagan gas, e2e avenatelike weapons 2 Swranging Gas Pobon Foison gas, see arenadelike weapons, 30 Acide Potion les aie, spine al Energizing Herb +2 Stren Far LO eines Strengthening Herb + Strenth for 10 minutes Empowering Het 4 Stren Far 1 rintes. Acti Harts 10 mi ‘Wiel Herts 13 Dessterity for 10 minut Adrait Hera -4 Denterty for 10 minutes Stalwart Herb +2 Constitution for IO remates Hacdy Hors Constitation lr 10 mcoutes Robust He +4 Constitution for IU minutes Sag Hexbs 12 leteligence foe 10 mina: Shrew Harb 13 Intelligence foe 10 minare Vine Peet 4 Intaligones for 10 mines Indigo Herts 1 2ssave us cold; 1/4 coll damage for 10 minutes Cerulean Heb ‘e4 save ve DEH, o1/2 coke! damage for 10 minutes Fuster Hert +2 save vs. fire, 1/4 fire-damage for IO minutes Vermin Herts 14 save vs fire -1/2 fire damage for 0) mates Cracking Ped 42 savers lightning, -1/$ lighening dame: fr 19 erimstes Forse! Herta 14 save vs lighring, 1/2 lightning damage for 10 minutes Swart Hero +2 swe on spell “Wd spell damage for 10 mtinutes ‘Atvamentous Herb +4 save va. spl, -1/2 apell damage for IC minutes 51 ical Herbs 42 save vs poison, narnieal damage, Insts IW mim.tes 52 Enchiring Her |4 save vs. poigon. ne secondary damage, lity (Osrainaes Urgent Herd | Depeed intiacive bona for |O-inutes Fiege Pers M4 speed mee son for (Oerinutas Lone Brisk Herb FIO. Fe. speee! bans ts rene for 10 mines 500 Sit Mer +20 FL squeal horus uo snove fir 10 mines Looe Dazrling Heh + Isiclevel ap cmt within 10 minutes (epelcaster ony) 300 Fascinating as +1 Znd-level spell, cast withsn 10 mirures fypelcaster vray) E00 Bright 1 ter Bonus hit pots, 50% of eurrene, fo 10 minutes 500 Soler I er’ Bonus hit pons, 100% = murs i 10 rat 900 ol ‘Ornistient He “+L ntaligenee for 10 minutes £00 PA Mystical Hert All gull dizations ~50' i'cast within 10.minutes e 3 ‘Avsane Herb All pall rations doubled cast withia [9 minutes 2.000 SIR Strength Elie 12 Strange far exe day 6a o8 oF 0 a 92 33 ‘sou Dexterity Eki Vitality Llivie eae Ch Fl Sn Re Fire Elst tse Ble Lightning Kivxir Magic Elsie Psionic Flr Poison Elixir Accammy OS Saves OH Death OFF Plarclersng Gi Fnperviousness Oil leamunioy 8. Low Factituce OW Blackerich’s Cll Peaiiarerce Of Enchantmen: © Moratet Boel! Pa n nec fel PO 2 Denterity for one day 2 Constitution for ene day Se eligi fa eka =2 Wisdam fer are day 2 uaall abilities lor cn day 2 save vs fire for cae day (2 save ws eld for one day, 2 exe ve ighering: +2 eae vt el for one chy #2 save vs sind infhaeneir gellecis for one day +2 save va. pois on day +2 toa saves for one dy \ Banack for one dy Your minim base damage is 2 for cms dy TEAC For one day “+5 ig rtm it poi (one day SE atlarat spell ibe (spSIGRSEg BANE Sac Say 12 atacl | weeps (gr ID arvew) far ID mutes 1 attack | weepan (r 1D arriee) far ID ten “+ attack | weapon (or IO erro) far 10 etn 42 dare | vonqio sfor10 mines 4B darmage | vamp lor ‘Daeraws) ‘er Hines +44 aamage 1 weapon lor 9 arvowel Se 10-minues 13 camage | weepon fer 1 arrows] 2 10-minures ancinwed weapon gives AG +2 for 1 rein 13. AC fee 1D manne 4A tie ID nirenes SE) Gains profiieney fo this we29an for 1 mewies Rats al ange on it Item guine 9 hardness fo 1 min sem becavhe \Wiospon type permans 1 Gel b20-+40 on Base Item lable) 1612, then cil again om this tl i Heat Brain - Jawbone Eye Ear Hor Teil 8 Fang 8 Qual 1) Seale ae IL Sploen 12 Seul ‘Sa ower, 7D than ll vice mene re appiled ts melee weapsas saspled to sisi weenond 0 CHAPTER FIVE: M@®NSTERS As you soon find yourself up to your eyeballs in bat DIASLO Il Dungeon Masters that reas something demons, try ever so hard to remember that your like: “For every time you even suspect that your original goal was ts loot the dungeon. Also try very players have read Chapter Five of Diablerie. double hard to remember that the monsters’ best strategy the number of monsters in each encounter” Ismight for avoiding extinction at your hands is to kill you be there. it might noc. Guess there's only one way Lo Fest. And finally, always, know for certain always remember, no matter how badly thinas go for you when youre up to your eyeballs in bat demons that want to de unto you before you can do unte them, that ke the computer game, there is no "Save" com rand. If these thiags kill your character, youd better have some very trustworthy: Giends Otherwise, it's back ta Chapter One. READING THE ENTRIES Got a coay of the DUNCEENS & DRAGONS Menster Maracal? This section is the same sort of thing. Ifyou dart have a copy, it boils down to: this: Mansters haveall their important gare: abilities listed in coluinns of statistics, amounting te the same hasic thing as the play- ers’ character sheets, DUNGEON Each monster has a size, a type (what species oF MASTERS @NLY monster itis), a elass (what kind of monster it is), Hit Dice (with average hit points, for those of you who former your dite), all the pertinent combat information: initiate (how likely ab is 10 go first}, speed, AC, attack bonuses, damage, plus abilities, sills, fears, organ ization {and typical aum- ber agpearing), Challenge Rating, and alignment. Any special attacks, special defenses or other mportant details are Fiscec. too. Afier that, a bunch of text gives a brief sketch of whit the monster's all about, how it reacts to enemies, and any other information you need to know if'youre going to pit it up against a gang of amlntious heroes BEY@ND THIS POINT Okay, we don't really believe that you arent going to at least look at the pretty pictures in this chap- tec Nor da we believe that ‘hile looking at these pic tures, you aren't occasion ally going to peek at the numbers next to them— you know, just to see what these firnky claws or horns in the illustration do. And hey; if youre going to look a, he numbers youre bound to cccasionally notice the word “special” in the Special Attacks line, and then you'll just have to glance over at the rest of the Lexc 10 see why the monster's attarks are so darn special. And if youre going to do that, why not just read the whole text? Go ahead. Honestly, we don't mind. Just There's some information about haw’ tough remember, there might just be a lin somewhere in the thingis ("How much experience da the adventur- Diasio fh: Ta He ick, a special instruction for ers ger if they beat il?"). The dungeon level determines seas Treasure able see the Bas: » Chapter Four). So, now youkn reading DiasLo intries. Wasn't that fun? e=c ra fol am eae ae cee ae Last Minute D&D Stuff n efore we get to the actual mon- sters, here are a few details you will need lon't quite have a andle on the new DED rules First, take @ look at the abbrevi- aon list on this page, If you run ord in the c aan foe as fe Kn. (rel.) 7) Org. nu a shartened a Monster ehapt itil probably be here. Monsters, Type and Align- ment: All monsters with the aint of the Prime Evils have the Iblype “Evil” for the purpose of all spells and magical effects tainted creatures that are not “Undead” or neutral also nave the subtype “Law” or Seer a Paxennisg ay ry) Chaos” for the purpose of all _iZ_—er pels and magical effects, J-—_— aless noted othery This ncludes just about all the mer sters described here except goler ic constructs, All monsters are “always” nt type, sO we put it here instead of repeating 1a bunch Face/Reach: Face is how much area a monster takes up, and Reach is how far away it can attack ir melee combat. Special Attacks and Resistances: The world of IIABLO I has a few special attack farms. The most common are cold, fire lightning (electricity), mind con- trol, and poison, Creatures might be resistant or Immune to one or more of these special attack for (A few other specials lhe acid and disease aren't com nan enough for most me rnmnity to them) Special Note about Poisons: Poisons are a special mi. A character exposed to poison makes an mneediate saving throw against an initial effect. then a minute | er saving throw against a secondary effect. Either, both, or neither effect may happ depending on how the saves go. Poisan damage is usu: Iya temporary ability score loss, which means you'l net better, if you lve. thich are neu- 63 Saves: Fortitude is based on Constitution and is used when toughness is the main factor in surviving the attack. Reflex is sed on Dexterity and is used when dodging is more important Willis used when a strong mind is the best defens Special Qualities: These are any monster special abilities that are not attacks. Sometimes they will be limitations or weaknesses, Abilities, Skills, and Feats ‘These are just lke player charac ters have. In general, bonuses and penalties have already been added in where they affeet the number If you see a skill with an asterisk (*) check the text description far special details Organization: How many of this type of monster you can expect to find hanging out in one place, (Unless you want to play ‘Nightmare Level Challenge Rating (CR): Rat ings are for single monsters Roughly, a four-character party can handle about 4 encounters where CR and party level are equal. IF theyre not equal, it gets a little more complicated. Qverall, Hit Dice have more weight than number of creatur (See the DMG if you want to take this further) But Where are These? Information from the Mer need now Glimate/Terrain: Since nearly all creatures detailed in this book are tainted by Prime Evil magic, and since they tend to concentrate in places likewise ta climate or terrain Lypes are hsted Treasure: DiAsto Il treasure is ke level. See the Base Treasure table in Chapter Four Lo work out how much treasure man: ter Manual that you don't advance monsters of the same type with more Hit Dice, at better saves, and so on. DiasLo Il creatures in general don't have advancement ranges. The vanety of creatures within each broad types serves this function. In.Dr To Hell and Gack, you'll see upgraded cant guarantee your PCs will appreciate that innavation, ACID BEAST Acid Beast Poiton Spitter Pit Beast Lave Maw Medivni-Size Medium-Size Medium-Size Mesiium-Size Magies! Beast Magica! Boast Magical Beast Sull0 (8p) 4610 22) +23 (Dex) 13 (Dea son 508 S08 (6 f-3 nat, +52) 1813 nae, +3 Dex) 1(idoat, 13.Dod Tit at, ~3 Den) Bite «Sree Bice 14 melee Bite =f melee Damage: Bite 16 1 nod Bis 24 speiton Bie 2d +d ai Face/Reach 5 by SPLIS 5k Wy SRISR. She by SRIF. Sp. Accacks: Sov 246 mc spit 208 ccd spt 210 Fre C9) (6 ranged touch), (Prange ch 1S ranged 1oueh uae acid pute sci puddle sl add Sp. Qualities: ‘Acid mmieity Poison ismuainy ‘Acid ieenunity Firs cami death plo death puddle denth pale eee ude amie us mid sSauous. ind excol sontrel Saves: F138 16, W 02 Fat. RaT.Wa2 FeTR +B Pid, RoW 7 Abilities Sif, D6, CID 510, Dis, C10, $10, B16, C10, 510. Ble, Ci 2, WI2, Che 12, WI2, C6 13, WI, hs 1412, Ché Skil Listen 16, Spor Hide +4, Lise Hide =6, Li Hide 18, Les “10 Spot? Spot +10 Feats Aeros: Alertness, Great ‘Aleriness, Grest Fortitude Fortieude, koe: Wl Ore Pack (3-8) Pack (3-8) Pack (3 8) Pack (5-8) cr: 2 3 4 ce Alignment: Chactis eal Chaotic ei Chaote el Chassis Ihis scaly, scavenging quacuped is tainted with the dark Pit beasts are a hubking, meaner version of the acid beast rig of Baal. spitsacavslic venom, then maves in an prey Acid: Spit, Reflex save (DC 18); acid damage 248 that seems weak or crippled. Lava maws spew globe of me ‘Acid Spit (Ex): Fach round, che acid beast can spit its instead of acid. Lave venom (range increment 30 feet) agninst-one opponent as a Retlex save (DC 18) ssnged touch attack. A foe that falls the Rellex cave takes damage 2410 seid damage to one exposed item in adgition to personal injury {see Chapter Two, Damage t0 Equipment). The meee. is continanus through eo rounds, the round itis prjected and the fllawing round, “Acid Puddle (Bx): Acid spit thar hits forms a S-fooe puddle centered on the foe struct IF the beast misses, ute the srenadelike weapon table to determine the puddle’ loca tion. The pucds remains dangerous the round ic hits and the following round, dealing equal damage in both rounds. Death Puddle (Er): A sia ac beast immeciately isiolves into an acidic S-foot pusidle that cts ihe the avi auc i all vray "Acid beests are the weakest of their” type. Arid Spit, Reflex save (DC 15); asd 7 damage 204 Poison spitters proj acid. Poison: Bre or spe. Fortitude save (OG 13) initial damage 163 temporary Strenath, secondary daunage Ld semporary Sirens rock Spit, fre ba Hit Dic Initiative: Speed: AC: Ateneks: Damage: Face/Rench Sp. Attack: Sp. Qualities: Save Abi ties: Skits Feats: Ore ‘cr Alignment: Hit Dice: Initiative: ‘Spee: Ac: Ateacks: Dasiage: Faee/Reach: Sp. Attack: Sp. Qualiti cr Alignment: BAT DEMON Desert Wing ‘Small Magical Beast al 4b +3 Dex} Fy 30. (aug) 14 (= Dex, =1s5ae) bite +4 melee Bite ll SR by SRR Shack Io Flight (echoes) Fa, Rea, Wl 510, PIT, C0) WB, Cog Listen oF, Spot 16 Was Foe (bite) Brood (2-8) fl a Gloom Bat Small Magical Beast AIO (27 be 14 (Dex) Fly ADM. Gara) 17 (4 Dex, =I see 12283 Bite +7 Bite 206 Srey oe Shack 1a Bladsght (eckalocaror AU vs canged attacks Fa, RB We S10, DIB. C19. 14 13 Cho Lisle =13, Spo 413 Alertrese, Wrap Fox: (ite) Broad (18) Neusral ex! Fiend Small Magical Beast 3al0 (16 hp) +4 (Das) Fly 30 ft. Fag) 5 (4 Dex, #1 size Sheek 18 Blinds! (eedwenation Fe3.R eT. WZ 510, DIS, C19, 12, WI3, Ché Listen 67, Spot 12 Weg Fo: (ili) Brood (7-8) 1 Neutzel eit Blood Diver Small Magical Beast 6dl0 (33) 14 (Dex) Fly 300. boa) Bird Dex, +3 nat Bie 17/42 melee Bite 28 Sie by SRLS, Shans 18 Blindsight (echolocation) F+5,R 49, W- S10, DIB, CIO, 15, WI3, Ch ens =15, Sl 414 Alercnnss, Wisep Fo Give) Broad {I-6) 20) Blink Bat Small Magic A110 (22 bd =4iDesi Fry sf. Cag] Ti (444 Di, #1 sim, Tne) Bie /@ melee Bite LNG BA by BRISA. Bind (esevocationd Pink id a8, Wie 510, O18, 10, 13, WIR, Ch Listen 112, Spot I] ‘Alestnmas, Weep Fess (bie) rowed (IA) 2 Newtrsled Dark Famifiae ‘Small Magical Beast Ball 44 bs (Dex) Fy 30, (aves 19 G4 Dew, #1 se, bys te Show a Binesighs focrwlartinet Fae Ral Wt Sin, D1, Cle, Is, WIE, Cas Listes: 418, Sat ‘Alerimigs, Ver Fee tite) Neutral evs BAT DEMON (oaNT.) ‘A single bat demon is an annoyance—in swarms they are within [20 fee dangerous. These creatures have all been touched by evil, bat to rely on anu hve bellborst ores are cownrighe lethal 10 feet Like theie smaller animal relatives, Desert wings are sbrurmslly large hat demons with a 198 spell negates this and forces the hase unis his t nuthvun range directly, swarrnniy fee and tearing off mouthfuls of flesh taste for blood. Swarms of six ar more have been known to with their sharp teets, Their special attacks are covered in overpower cverconfident delvers. indwicual descriptions. “Ul bat demons geta-4 racial bonus Piends are a subspecies of veser! wing, bred for to Suet ane) Listen checks. They lose these bonuses if their vicious jnensions as a supesnatls blindsight is negaved. ink bats can blink betw inst one must be confiemed By a spe Shock (Sp): The bat deron's frst bite that hits in a cound ral power. Any bit tlehvers arsenal ldB points of electrical damage (lie a cial iv roll (50%) or miss ft blinked). shocking grasp spel) Gloom bats have dackness as a real component of their Blindsighe (Ex): Bat demons flesh, granting a +2 dadge bors against raneed attacks. can “see” by ernilting high-fre= Biood rs have a terrible bite. Dark fas demonic masters for ce turies. tv that cme, they have picked up several thaumatus fare irave served that allow te locate cbiects and creatures BL®@@DHAWK Foul Crow Bloodhawk Binck Raptor Cloud Statker ‘Small Magical Beast Small Magical Beast Small Magical Beast Small Magical Beast Dice: 11104 146 hp) 2a10+2 (13 ap Ball (19 fy) Sell =5 22 he) Laitiativ +! (Dee +2 (Dex) +2 (Dex 16 (Dex, I, ht) Speeds: Fly 60°. (good) iy 90 (ga0d) Py aU fe (good Fl, 40 tt. good) AG: 12 (+1 Dex. #1 size} (42 Dex, =! sire) 16 (#2 Dex #1 size, 18 (=? Dex, <1 rat) 5 nat) Attacks: 2 slaves 13 melee Zoos +9 melee 2elaws +6 melee Damage: Cla HA! Claw 16 ve 1 Face/Reach: 5 BR. by 5 RS 5 Sp. Attack: 98) Sweep Sp. Qualities: = = = Fre restate IC resistance 30 Saves: HBR WL Fea Ra We F 45 R45, 58, B13, C12, 510, Bl, C12, 810, Bld, C12, 510, Bid, C12, 2, WI2, Che 2, WI2, Che 13, WIL, Cas 14, WL2, Chi Skill: Listen 3, Listen 43, Listen 45 listen + Sot #3" Spa #4 Spor: Spot +7* Feats: Wieap Fir. ‘Wenp Fin (clans) \Weap Fin (elas) Img. tnt. ‘Wenp Fin {caw} Org, Flock (3-8) Fark 3-6) Flock 6) Flock (2-6) cr: 2 i 2 Alignment: Neutral exit Neutral evil Neutral evil sailed they claw wrth their talons, nnt relencing until shey or their prey are dead, Blood- hawks have a 8 racial bonus co Spor checks in daylight Foul crows, feeviny primarily at right, are easly dentfied by their e glowing, red eyes, Foul crovesare. the least dangerous spesies uf bloodhasrh—ihough suil formidable Bloodhawles are named for ther red-hused feathers—end their untamed aggression. Theie ternble cries and foul feeding habits are charac- teristic of their entire class of related hers Black raptors, in zny guttering of lesser car rion feeders, are accorded first scavenging rights. They ave larger; meanes; andl darker ver~ sions of their cousis, and are rightly feared by Blooghawhs are native te mountain regions. 3 ec predarors with large, fang toothed maws and razor-sharp claws, and nely protective of their ne: Some sages hlame their recent Aggressiveness on the presence of the Prime Evils, who have further tbisted the ugly carmon fi Bi wattle and the regurgetated fish and fur of their prey When a nests encountered, a new bloochas every other round. Lip to ten bloodhawks may live in a single communal nese. If caught in theo ily siepatehed by setting their nests alight Swoop (Ex): When first attack- ing, blnarhawiss swoou on tier es them a 12 bonus to attach and damage rolls, Once in melee, dhawks wild nests of blondhavles can be eas man and arimnal Cloud stalkers are rare: birds that have been personally raised by the handof ademontic master. Fed o! the sweet meats of elf and man since they were hatch lings, cloud stalkers defy narure with their abominable size ane cruel visage, 47

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