World of Dark Sun.................................1
What Comes with This Game?
Copy Protection
Using the Mouse
Using the Keyboard
..............................2
.............................2
........................2
.......2
Getting Started Quickly with a
Pregenerated Party
JARETH’S JOURNAL ...............................3
HOW TO PLAY SHATTERED LANDS.....5
Adventuring and Combat
Character Interaction
Camping
Training
..........................................7
..........................................7
Spellcasting / Psionics
CREATING YOUR PARTY.......................8
Creating Characters
..................2
...............5
......................7
....................7
........................8
Adding Previously Created
Characters
Modifying Your Party
CHARACTER OPTIONS ........................11
View Character
View Inventory
Cast Spells / Use Psionics
Current Spell / Effects
GAME MENU........................................16
View Character
View Inventory
Cast Spells / Use Psionics
Current Spell / Effects
Exit to DOS
Load / Save Game
Set Preferences
Overhead Map
Center on Leader
Collapse Party
Walk
Preserver/Cleric Spell Index
Psionic Power Index
Racial Ability Adjustments Table
Level Advancement Tables
................................36
.............................55
...................................67
................................80
........................81
......................................84
..........87
.....................89
...89
...........90
Spell Progression and
Spell Bonus Tables
Hot Keys
........................................92
................91
1
2
✹ INTRODUCTION ✹
The World of Dark Sun
Athas, the world of Dark Sun, was once as pleasant as any other. But, after
many thousands of years, powerful mages found ways to gain power through
draining the planet’s vitality. At their zenith, these wizards caused the sun to
transform from a pleasant yellow glow to a raging crimson fireball on the
horizon. The seas evaporated and were replaced by huge basins of silt.
Mines played out, rendering metal
extremely rare and valuable. Scarcer
still were any sources of water. The
creatures of Athas were twisted by the
free use of magic. They constantly
adapted to the harsh conditions. New
monsters emerged from the deep
desert to plague the remnants of man.
Now the only stable concentrations
of humanity are in tightly controlled
city-states. Without exception, these
are ruled by vicious sorcerer -kings —
the last remnants of the wizards who
depleted Athas. These kings call
themselves gods and rule through
a religious organization known as
the templars. Their rule is uniformly
harsh and capricious, and a large
proportion of the populace is enslaved. Only the strongest can
feel any measure of safety because
the templars can condemn anyone
without a trial.
The few places with any freedom are
isolated villages founded by escaped
slaves. Though free, life in the wastelands is precarious. Water supplies
can fail, marauding monsters can
devastate a village, and slavers are a
constant threat. Until these tiny
villages can look beyond day-to-day
survival and ally with one another,
they are unlikely to survive more
than a few years.
S
HATTEREDLANDS
around the city-state of Draj, ruled
by the sorcerer-king Tectuktitlay.
takes place in and
What Comes with This Game?
In addition to this rule book, your
game box should contain the game
disks and a data card. This rule book
explains how to play, and gives you
valuable reference information on
characters, monsters, spells, and
psionics. The disks contain the game.
Install the disks by following the
instructions listed on the data card.
Copy Protection
There is no physical copy protection
on your S
please make copies and put the originals away for safekeeping.
HATTEREDLANDS
disks, so
To assure that you have a legitimate
copy, there are copy protection questions during the game. Find the indicated word in this rule book, type the
correct answer, and press Enter. Do
not count headings.
Using the Mouse
You need a mouse for this game. A
note to novice users: throughout this
book, the term “click” means move
the cursor to the desired area and
press either the left or right mouse
button. “Right-click” means move the
cursor to the desired area and press
the right mouse button. “Left-click”
means move the cursor to the desired
area and press the left mouse button.
Note that you can hit Esc to exit any
menu in the game.
Using the Keyboard
Operations in this game are designed
for the mouse, but certain functions
do have keyboard commands. See
the “Hot Keys” section on page 92 or
the data card for a complete list.
Getting Started Quickly
with a Pregenerated Party
A saved game containing a pre-built
party comes with your game. T o get
right into the game without creating
your own party , select ST AR T GAMEfrom
the Start Window. The game automatically loads the pre-built party ,
and you immediately enter the game.
3
4
✹ JARETH’S JOURNAL ✹
His masters were shocked and condemned him to
the slave pens. I believe they hope to force him
to return to his gladiatorial skills to survive.
However, I am sure he will not do so until he
I am Jareth, an itinerant bard, lately of Draj. I
had the dubious honor of spending time
condemned to the arena — a noble whom I
poisoned regretfully survived. Thankfully, my
family was able to bribe a templar with some
magic fruit.
While locked in the slave pens, I was able to
learn about the other slaves’ lives. These
illuminate the great challenges of surviving in
Draj. The slave most philosophical about his
plight was a half-giant named Gareth. A
gladiator of some repute, he had won many
matches for the noble house of Tehuactl. He also
had a misguided loyalty to his master. Thus
when a templar came and suggested he lose his
next match, Gareth broke the templar’s neck. In
return, his master declared this an escape
attempt and condemned him to die in the royal
slave pens. He is still not bitter, but now seeks
to escape to freedom.
One of the most bizarre prisoners is the thri-
kreen, Tarim. She had been hunting city troops
on the salt flats west of Draj, when she was
trapped by a powerful templar. Rather than kill
her outright, the templar sent her to the arena,
so that her death could entertain the masses.
While she doesn’t mind the fight, she misses the
hunt and the freedom of the wasteland.
Selucus was a favorite of the sorcerer-king,
destined to become one of the great gladiators of
his time. He was pampered and allowed to spend
time unescorted in the city. Alas, his brilliance
led him to temptation. The Veiled Alliance
convinced him to learn the ways of the
preservers. Foolishly, he set aside his gladiator’s
weapons and took to the arcane path of magic.
has mastered the spells of the preserver.
The beautiful Saria is the offspring of a foolish
human slave girl and a roguish elven caravan
master. Her father left for other cities before she
was born. Saria spent her youth on the street,
stealing to survive. Before this life could wear
her down, she was caught picking a preserver’s
pocket. He took her out of the city and trained
her in the east, near the volcano. She discovered
peace amidst the harsh landscape. She learned
to call on the spirits of earth, as well as how to
master the preserver’s dangerous art. She might
have stayed forever, but a slaver band captured
her and killed her benefactor. At the auction
block, she used her spells to slay a templar. Now
she lives in the pens, seeking a way back to the
wasteland.
Those condemned to slavery without connections
such as mine can only find freedom by fleeing
into the wilderness. Travellers tell me of whole
villages of freed slaves, eking out an existence
near small watering holes. Individually, these
villages are so weak that a city patrol or band
of raiders could wipe them out with ease.
There are very few slaves that have any
planning or leadership ability. I believe that a
strong personality could unify them into a
dangerous force. I know that the Drajian
templars are beginning to share this view. I
have heard rumors of a punitive expedition to
clear the wastes of these villages all the way to
the Silt Sea.
5
6
HOW TO PLAY
SHATTERED LANDS
To start the game from the main
menu, select START GAME. You are
supplied with a pregenerated party in
case you wish to begin adventuring
immediately. Otherwise, create a
party by selecting CREATE CHARACTERS.
See “Creating Your Party” on page 8.
By default, only the leader of your
party appears on the map. The other
three characters appear whenever
combat is initiated. However, if you
like, you may also toggle the Collapse
Party icon from the Game Menu to
have all four characters appear at all
times. See “Game Menu” on page 16.
At the start of the game, your characters find themselves in an arena in
Draj. To escape — and escape they
must — they must battle their way to
freedom. If you want them to survive
past the first battle, here are some
things you should know.
Adventuring and Combat
While your party adventures on
Athas, use the mouse to direct
their movements and actions.
The mouse has three modes:
• Walk• Attack• Look
Right-click to change between these
modes. Notice that the cursor cycles
through the icons each time you
right-click. To make a selected action
happen, left-click. For example, if
you have the “Walk” mouse icon,
left-click to make your characters
walk from one location to another.
To scroll the screen, move the mouse
cursor in the direction you wish to
move the screen. The screen scrolls
in the direction selected until you
move the cursor away from the screen
edge, or until you reach the edge of
the map. NPCs do not move unless
the mouse pointer is in Walk mode.
Note that the mouse pointer is
temporarily replaced by an hourglass when the game is processing
your commands.
Whenever you use an icon to target,
aim with the upper-left corner of
the icon.
Walk
Use the mouse pointer to find the area
you want the party to walk to. Leftclick on that location with the W alk
icon. If it is possible to get there, the
party takes the most direct route to do
so. If you ask them to do something
impossible or suicidal, like walk into a
lava pit, the icon changes to the Can’t
Walk icon, and the party waits until
you make a more sensible request.
You may also move your characters
around using the arrow keys on the
numeric keypad.
When combat is initiated by one of
the two attack icons explained below,
use the Walk icon to attack an oppo nent by clicking on the target. The
character walks to the target and
automatically attacks it.
Attack
There are two ways to attack
enemies in S
are Hand-to-Hand and Ranged.
HATTEREDLANDS
. They
There is no need to switch back and
forth between Hand-to-Hand and
Ranged attacks manually; simply
ready both types of weapons — the
computer will decide which
icon/weapon can be used.
NPCs may flee, fight back, or even
summon reinforcements if attacked!
Keep in mind that indiscriminate
killing may lead to a distinct lack of
people to speak with. This in turn
may cause the party to miss essential
clues and items.
The Hand-to-Hand Attack
icon only works when your
character is adjacent to an
enemy. Click the icon on the enemy
and the character will attack it with
his or her readied weapon(s). A
character can ready two one-handed
weapons, one in each hand. Rangers
and characters with high Dexterity
do so at no penalty. Others use the
second weapon at a disadvantage. If
the character is not adjacent, the
Invalid version of the icon appears.
The Ranged Attack icon only
works when the enemy is at
a distance and the character
has a readied missile weapon and/or
ammunition. If the enemy is out of
range, the icon changes to the Invalid
version. This means the target is not a
valid target and cannot be attacked.
Look
You can examine objects by leftclicking on them when you are in
Look mode. If you can use the item,
talk to it, or pick it up, a box appears
with a summary and with buttons
showing what options you have. If
only one of these options is available
(for example, you can only open
doors, never talk to them or pick them
up) it will happen automatically
instead of displaying this box.
When you are in combat with a monster , you can use the Look icon to see
basic information about your opponent. This information includes: the
type of monster it is, its current state
(casting, charmed, held, petrified, etc.),
and a hit point bar indicating what
proportion of its hit points remain.
You can also use the Look icon on a
party member to bring up the View
Character screen.
T alk
When you click the Look icon on
someone or something you can talk
to, you see the Talk button. Click on
the Talk button to begin a
conversation.
Use
T o use an object, click on the Use
button. Some objects may be used on
other objects. For example, to use a
pickaxe, click on it, select the Use
button, and then click the pickaxe on
a pile of rock. The rock breaks apart
to reveal other objects.
Pick Up
To take an object, click on the Pick
Up button. The cursor becomes a
graphic representation of the object.
Clicking the object on a character
icon places it into that character’s
backpack; otherwise, the object may
be carried around as the cursor.
Clicking on an open area drops the
object on the ground. You can only
carry one item at a time on the
mouse pointer.
7
8
Character Interaction
NPCs (non-player characters) are
characters that your party interacts
with in the course of the game. Some
NPCs have their own agendas and
initiate conversations with the party.
To speak to an NPC, click the Look
icon over the character. To start a
conversation, click on the Talk button
when it appears in the options box.
One or two windows appear. The
upper window shows a portrait of the
NPC and what that character is
saying. The lower window lists the
responses you may make. To select a
response, you can either highlight the
response you wish to make and leftclick or use the up and down arrows
to highlight the desired response.
Pressing Enter selects it.
Conversations occur between the
NPC and the leader of the party.
Even though the leader may say
“I...,” he or she speaks for the party.
Characters That Join Your Party
Many NPCs inhabit Athas. As you
adventure, these people provide
information to help your party
continue its journey. They do not
enter your party, though they may
follow it or lead it somewhere.
Camping
Camping allows
you to rest. Rest
is necessary to
recover from
battles and to regain spells and
psionic points. Safe places to rest are
depicted by a fire ring. To camp,
move the Look icon over the fire ring
and left-click. As you rest, characters
with cure spells automatically cast
them on wounded characters.
Psionic Strength Points are fully
restored, as well as all the spells that
spellcasters can cast.
Training
When your characters go up in
levels, they may be eligible to learn
a new spell or more psionic skills.
If so, a box appears with all the
icons depicting the spells or psionics
you may learn. To toggle between
different spell levels/psionic disciplines, click the icon on the lower -left
corner of the box. To pick a new
psionic or spell, click on its icon.
Press DONE when you’re finished.
Spellcasting / Psionics
Spells and psionics are often the
deciding factor between winning
and losing a battle. Knowing how
to cast spells and use psionics is a
very important skill, and should be
learned early on.
The first step in casting a spell or
using a psionic is to select it in the
Cast Spells/Use Psionics screen.
After you select the spell or psionic
power, the cursor becomes the icon
you selected. To abort, right-click
once. Some spells or psionics
(healing spells, for example) can be
cast directly from this screen by
clicking the spell icon on the target
character. Other spells and psionics
automatically return you to the
regular game screen.
Refer to “Cast Spells/Use Psionics”
on page 15 for detailed instructions.
Once spells have been cast, you may
also right-click on the Dark Sun icon
to bring up a box displaying the last
five spell and psionics icons used.
This provides quick access to the
most frequently used spells.
CREATING YOUR PARTY
To play S
create a party of one to four
characters. We recommend you
create a party of four. The races you
can choose from are:
• human
• dwarf
• elf
• half-elf
• half-giant
• halfling
• mul (male character only)
• thri-kreen (female character only)
Depending on the race you choose
for your character, he or she is
eligible to belong to certain classes.
(A class is like an occupation.)
HATTEREDLANDS
, you must
If you’re new to Athas, or just want
to know more about various races
and classes, refer to “Character
Races” on page 19 and “Character
Classes” on page 21.
Creating Characters
To create your own characters, select
CREATE CHARACTERSfrom the main
menu. The main menu is the screen
that has the following options:
START GAME
CREATE CHARACTERS
LOAD SAVED GAME
EXIT TO DOS
After selecting CREATE CHARACTERS,
you see the View Character screen
with four empty character slots. It
has six icons along the bottom of
the screen: View Character, View
Inventory, Cast Spells/Use Psionics,
Current Spell/Effects, the Game
Menu button, and the Return to
Game button. For now, leave these
icons alone. You can come back to
them after you create your party.
Right-click on an empty
character slot. A short
menu appears with
these options:
NEW
ADD
CANCEL
NEW allows you to create an entirely
new character.
ADD allows you to add a previously
created character.
CANCEL closes this menu.
9
10
CHARACTER PORTRAIT
CHARACTER ICONCLASS LISTDIE
CHARACTER DATA
✹ Character Generation Screen ✹
Creating New Characters
Select NEW. You see a screen that
looks like the one above.
Here you choose the race, sex,
class(es), and abilities of your
new character:
Character Portrait
This area displays a body portrait of
your character. Left-clicking on the
character portrait advances you
through the entire selection of races
and genders. Right-clicking returns
you to the previous portrait.
Decide on the race and sex of your
character by moving through the
portraits until you find the character
you want.
PSIONIC DISCIPLINES
AND/OR CLERICAL
SPHERES
Character Icon
This box displays what your character looks like from a distance as he or
she explores the barren face of Athas.
Class List
This list shows the various classes
that your character is eligible for,
and allows you to choose a class
(or classes) for your character.
As a default, the fighter class has
been pre-selected for you. A diamond appears next to currently
selected classes.
Left-clicking on the diamond deselects that class, and allows you to
choose a new class. T ry deselecting
“fighter” on a human character.
Notice that all the class options are
now available. This is because
humans can be any class. Other
races, however, are limited in their
class options. Halflings, for example,
cannot be preservers.
While humans can only have one
class, other races are eligible for
more than one class. When a character has two or three classes, he or she
is referred to as multi-classed. For
example, dwarves can have one, two,
or three classes.
Keep in mind that, when multiclassing, some classes are unavailable when others have been chosen.
For example, a character cannot be a
cleric and a druid at the same time.
In addition, when characters are
multi-classed they advance in
experience and hit points much more
slowly than single-class characters.
This is because multi-class
characters divide their experience
points evenly among the classes.
For reference information on classes,
see “Character Classes” on page 21.
Psionic Disciplines and/or
Clerical Spheres
This lists the various psionic disciplines or clerical spheres that your
character is eligible for, and allows
you to choose among them. Leftclicking on VIEW SPHERESor VIEWPSIONICS toggles you between the list
of psionic disciplines and the list of
clerical spheres.
Psionicists can specialize in all three
psionic disciplines: psychokinesis,
psychometabolism, and telepathy.
All other characters can only choose
one of these disciplines. For more
about these disciplines, refer to
“Psionicists” on page 25.
Clerics can choose any one of the
four clerical spheres: air, earth, fire,
and water. For a description of the
four spheres, refer to “Clerics” on
page 23.
The Die
Clicking on the die generates a
random set of values for the
character’s statistics.
Character Data
To improve an ability, left-click on its
adjacent box. The value increases by
one. Right-click to decrease the
value. This allows you to match a
character’s statistics with those of a
favorite role-playing character.
Similarly, you can alter the hit point
value (HP) and the character’s
alignment by clicking on the small
gray boxes next to those options.
For a thorough description of these
statistics, refer to “Other Characteristics” on page 26.
Your character has been given a
random name. If you want to change
it, left-click on the name. A cursor
appears where you clicked. Delete
the previous name and type in the
name of your choosing.
When you are satisfied with the
character you have created, click
on DONE and continue creating characters until you have a complete
party of four.
11
12
Adding Previously
Created Characters
You can also add previously created
characters to your party. When you
are at the View Character screen,
right-click on an empty character
slot, and choose ADD. Click on the
character name of a previously
generated character to have him or
her appear in your party.
Modifying Y our Party
Once you have created your party,
you may decide that you want to
make minor alterations. Go to
the View Character screen and
right-click on the character you
want to alter. You’ll notice that the
menu now reads:
EDIT
DROP
DUAL
EDIT returns to the character gen-
eration screen. You may make any
changes you wish to the character,
as during generation. This option
is only valid before the character
first goes adventuring on Athas. After
that, the option changes to
EDIT NAME only .
DROP removes a character from the
party and puts him or her on disk. If
you change your mind, you can pick
up this character later with ADD.
DUAL is only available when viewing
a human character, because only
humans may become dual-classed.
You must be at least thir d level in
your current class before you can
dual class. Selecting this option
allows you to choose a new class.
See the section on “Character
Classes” on page 21 for more information on dual-class characters.
CHARACTER OPTIONS
The first time you left-click
on the Dark Sun icon the
Cast Spells/Use Psionics character
option screen appears. At the bottom
left are the four character options
icons. These are described in detail
below. The most recently chosen
character option remains selected
until you choose another. Thus, if
you selected View Inventory, the
next time you click on the Dark Sun
icon (or on a character with the Look
icon) the Inventory screen appears.
Right-clicking on the Dark Sun
icon displays the last five spells or
psionics cast. Click on one of these
spell icons to cast it.
View Character
The View Character screen shows
your party. When you highlight a
party member by left-clicking on
his or her character box, the
character’s stats and other vital
information appear on the right
side of the screen.
Alongside each character box are
two small buttons, one for Computer
Control and one for selecting the
party Leader . Click on Computer
Control to place the character’s
actions under control of the computer
during combat. Click on Leader to
make that character the party’s leader
when walking and interacting with
Non-Player Characters (NPCs).
Character Boxes
If you right-click on a character box
with a character in it, you get the
following menu:
EDIT NAME
DROP
DUAL
EDIT NAME returns to the character
generation screen. Since the character
has already begun to adventure, at
this point in the game you may only
change his or her name.
DROP removes a character from the
party and puts him or her on disk. If
you change your mind, you can pick
up this character later with ADD.
DUAL is only available when viewing
a human character, because only
humans may become dual-classed.
Selecting this option allows you
to choose a new class. See the
section on “Character Classes” on
page 21 for more information on
dual-class characters.
If you right-click on an empty charac-
ter box, you see the following menu:
NEW
ADD
CANCEL
NEW allows you to generate a
new character. See the “Creating
Your Party” section on page 8
for more information.
ADD allows you to add a previously
created character.
CANCEL closes this menu.
13
14
CHOOSE
PARTY
LEADER
COMPUTER-
CONTROLLED
COMBAT
ON/OFF
HANDS/
ITEMS IN
HANDS
CHARACTER
BOXES
ACTIVE CHARACTER
PORTRAIT
AMMO
MISSILE
MONEYDESCRIPTION BOX
✹ Inventory Screen ✹
View Inventory
To use, ready , drop, or transfer
items, select the View Inventory icon. The inventory screen
appears with a large portrait of the
active character in the center. To
see the inventory screen for a different character, click on one of the
character boxes on the left edge of
the screen.
Surrounding the active character
portrait are fourteen slots. Each
refers to a different part of the
character’s body, such as legs, head,
fingers, and arms. Left-click on an
item to pick it up. To move an item to
the character’s body, first pick up the
item and look for outlines around the
item slots. A yellow outline appears
around all the valid slots for that
ITEM SLOTSCHARACTER‘S BACKPACK
CHARACTER OPTION
BUTTONS
GAME MENU
CHARACTER
DATA
RETURN TO
GAME
item. Center the item over any
outlined slot; the outline flashes
when the item is centered. Left-click
again to drop it there. To ready
weapons for combat, place them in
your character’s hands. Missile
weapons and their ammunition have
special slots at the upper left.
To the upper-right are twelve more
slots representing your character’s
backpack. Store items here that you
wish to keep. You may also find
pouches and chests which can be
used for more storage within the
backpack. Pouches and chests hold
six items, and both can be placed in
your character’s backpack. A pouch
can be placed in a chest, but not vice
versa; pouches cannot hold other
pouches, nor can chests hold other
chests. Open pouches and chests by
right-clicking on them. Close them by
left-clicking on the lid or flap.
To drop an item, select it and click
DROP. The item disappears from your
character’s inventory and falls to the
ground. If you want it again, just pick
it up off the ground.
To split a bundle of “grouped” items
(such as arrows) in half, select it and
click on SPLIT. This only works if you
have an empty slot in your backpack
to hold the other half.
To transfer an item to another character, select that item and click the
character box of the character you
wish to transfer to. That character’s
inventory screen appears, and you
can place the item appropriately.
The inventory screen also contains
more data. Under the active character
portrait, a description box provides
information about objects, buttons,
and available options. Along the right
side of the screen, a panel displays
character data. Along the bottom, a bar
shows how much money , in ceramic
pieces (CP), your character has.
Also at the bottom of the screen are
the four character options buttons,
the Game Menu button, and the
Return to Game button.
Item Summary / Using Items
Right-click on any item in inventory
(or in a container) to bring up its item
summary. This is a box containing
relevant information about the item.
If the item is magical and can be
used, a Cast Spell icon appears. Press
the icon to cast the spell. You can’t
use this function during combat if it is
not the character’s turn, or if the spell
can’t be cast by the character holding
the item. If you know what spell the
item casts, the spell icon appears in
the summary box. When you rightclick on a spell scroll, a window with
a spell icon appears. Click on the
icon to learn the spell.
Some items are inherently magical. A
magical sword, for example, may cast
spells against your opponent whenever you hit him with the sword. This
happens automatically if you have
the sword readied and fight with it.
Other items cast magical effects on
whoever wears them. If an item casts
a haste spell on the wearer, for
example, the spell is cast as soon as
that item is readied.
Stores
In your adventures on Athas, you may
encounter shopkeepers who want to
sell you their wares. When you visit a
store, the regular inventory screen is
displayed alongside a store screen.
Stores have six item slots showing the
items for sale. If there are more than six
items for sale, a MORE button appears
allowing you to display the rest. The
prices of the items appear below their
slots. When you point to an item, a
flashing highlight indicates that you can
afford it; a solid highlight means you do
not have enough money . To buy the
item, simply click on it. The money is
deducted automatically. The cursor
becomes the item, and you can place it
in your inventory where appropriate.
To sell an item to the shopkeeper,
select the item to be sold and
click SELL.
To leave the store, select the Return
to Game button.
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16
Cast Spells / Use Psionics
T o select a spell or prepare a
psionic power , press the Cast
Spells/Use Psionics icon. All your
spells and psionics will be displayed
for each level known. T o cycle
between spell types and levels, click
the appropriate buttons in the bottom
row . Pointing with the cursor to a spell
or psionic power displays its name at
the bottom of the window . For a short
description of a spell or power , rightclick on the icon. (T o close the
window click anywhere within it.)
Select a spell or psionic power by leftclicking on its icon. After you have
chosen, the pointer becomes an icon
representing your choice. Some spells
(healing spells, for example) can be
cast directly from this screen by
clicking the spell icon on the target
character . Other spells automatically
return you to the regular game screen.
Quick Cast: Right-clicking on the
Dark Sun icon displays a box
showing the last spell icon cast. Up
to five different spells are shown in
the queue. If you have no spells in
the queue the Cast Spells/Use
Psionics screen appears. If you
cannot cast any more spells at a
particular level an orange “X”
appears over the spell icon.
Dots around the icon show the area of
effect. T arget the spell with the icon.
Move it to your target and left-click. T o
abort, right-click once. This procedure
is sufficient to cast most of the spells
and psionics in S
HATTEREDLANDS
. The
only exceptions are “wall” spells (i.e.,
a wall of “something”). To cast a wall
spell, left-click where you want one
end of the wall to appear . Then move
the spell cursor to where you want the
other end of the wall to appear and
left-click again. Your wall appears, and
you live to fight a little longer .
The maximum number of spells that
the player character can cast before
resting is determined by his or her
level. Refer to page 91 for the number
of spells each class has available
per level.
If you move the pointer beyond the
range of the spell or psionic power,
the icon disappears and the Can’t
Cast icon takes its place. A location
is invalid when it is out of range or
line of sight, or when it cannot be
affected by magic.
All characters begin as first level
psionicists in the S
HATTEREDLANDS
computer game.
Current Spell / Effects
To see if there are any good
or evil effects influencing a
character, press the Current Spell/
Effects icon. Any effects your character is operating under appear in
a row next to his or her icon. To
eliminate a good effect, simply rightclick on it and it disappears.
Evil effects are harder to get rid of. If
any member of the party has a
counter-spell or psionic ability that
can void the effect, cast it on the
affected character(s).
appears on the bottom row
of the character options screens after
your party has begun adventuring.
When you select the Game Menu
SAVE allows you to save the game in
progress before quitting.
QUIT exits the game immediately,
without saving.
CANCEL returns you to the game
in progress.
button, the Game Menu screen
appears with the following options:
View Character
See “View Character” on page 12.
View Inventory
See “View Inventory” on page 13.
Load / Save Game
Selecting the Load/Save Game icon
brings up the following menu:
LOAD
SAVE
RESTART
LOAD brings you to the Load Game
Cast Spells / Use Psionics
See “Cast Spells/Use Psionics” on
page 15.
Current Spell / Effects
See “Current Spell/Effects” on page 15.
Exit to DOS
screen. Click on the name of the
saved game you want to load.
SAVE brings you to the Save Game
screen. Click on any empty slot, then
type in a description of your saved
game. Note: you can’t save the game
during combat.
RESTART restarts the game from the
If you want to quit playing, select the
Exit to DOS icon.
beginning. You do not lose the
characters you’ve created.
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MUSIC ON/OFF
SOUND EFFECTS ON/OFF
ANIMATIONS ON/OFF
ABOUT DARK SUN
✹ Set Preferences Menu ✹
Set Preferences
This option brings up the Set Preferences screen, which allows you
to control the way the game looks
and sounds.
Music volume is a slide bar you can
adjust to control music volume. Click
on the buttons on either end of the
bar to change the volume.
Music on/off allows you to turn the
music completely off.
Sound effects volume is a slide bar
you can adjust to control the volume
of the sound effects. Click on the
buttons on either end of the bar to
change the volume.
Sound effects on/off allows you to
turn the sound effects completely off.
Animations on/off allows you to
toggle the game’s animations on and
off. T urning the animations off helps
speed up the game on slower systems.
Difficulty allows you to control the
level of difficulty in combat. The
settings are Easy, Balanced, Hard,
and Hideous. Default is Balanced.
MUSIC VOLUME
SOUND EFFECTS VOLUME
DIFFICULTY
RETURN TO GAME
GAME MENU
About Dark Sun gives you version
information and copyright information.
Overhead Map
The Overhead Map is a detailed
overview of the region your party is
currently exploring. The party’s
location is indicated by a blue dot.
Red dots indicate monsters and NPCs.
Only areas you have explored are
visible on the map, the rest is covered
up until you travel to that area.
Center on Leader
The Center on Leader icon centers
the screen on the leader of the party.
This is useful in combat when you
have scrolled the cursor off-screen to
target on a monster.
Collapse Party
Choose whether your party is depicted walking about Athas as a single
person or a full group. Selecting a
single person speeds up the game.
If you choose the single person
option, only the currently selected
Leader appears.
Walk
Selecting this icon changes your
cursor to the Walk icon and returns
you to the game. See page 5 for more
information on the Walk icon.
Look
Selecting this icon changes your
cursor to the Look icon and returns
you to the game. See page 6 for more
information on the Look icon.
Attack
Selecting this icon changes your
cursor to the Attack icon and returns
you to the game. See page 5 for more
information on the Attack icon.
Return to Game
The Return to Game button returns
you to the game in progress.
ABILITY SCORES
Each character has six randomlygenerated ability scores as described
below. These scores fall within a
range determined by the race and
class of the character. The possible
values range from 9 (low) to 24
(high). Higher values always offer
greater advantages.
Strength measures physical power,
muscle-mass, and stamina. High
Strength increases a character’s
combat ability with melee weapons
such as swords or maces. Strength
also determines how much a character can carry without becoming
encumbered and slowed in combat.
Dexterity measures agility, hand-eye
coordination, and reflex speed.
Characters with high Dexterities
have bonuses to Armor Class, an
indication of how difficult they are to
hit. Thieves especially benefit from
high Dexterity. Good Dexterity also
gives bonuses when using missile
weapons such as bows or slings.
Constitution measures fitness,
health, and physical toughness.
High Constitution increases the
number of hit points a character
receives. A character’s Constitution
also determines the maximum
number of times that character can
be raised from the dead. Every time a
character is successfully resurrected,
1 point of Constitution is lost.
Intelligence measures memory,
reasoning, and learning ability.
Preservers especially rely on high
Intelligence scores; their skill and
very survival hinge on learning and
using their knowledge of magic.
Wisdom measures a composite of
judgment, enlightenment, willpower,
and intuition. Characters with low
Wisdom are more susceptible to
magical spells, while those with
higher Wisdom have greater resis-
tance. Clerics with Wisdom 15 or
greater receive extra spells (see the
“Cleric Wisdom Spell Bonus Table”
on page 91).
Charisma measures personal
magnetism, persuasiveness, and
ability to assume command. NPCs
may respond better to characters
with higher Charisma.
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20
CHARACTER RACES
Your characters can be any of eight
races: dwarf, elf, half-elf, half-giant,
halfling, human, mul, and thri-kreen.
Each race has its own unique
features and abilities. Some races
are naturally stronger or weaker,
or more or less agile than others.
These differences are reflected in
modifications to their generated
ability scores. See the “Racial Ability
Adjustments Table” on page 89 for
specific adjustments.
Dwarves
Dwarves are short but extremely
powerful. Athasian dwarves average
4 1/2 to 5 feet in height and tend to
have a very large muscle mass — a
full-grown dwarf weighs in the neighborhood of 200 pounds. Dwarves
can live up to 250 years.
By nature, dwarves are nonmagical
and never use magical spells.
This restriction does not apply to
dwarven clerics.
Dwarves can be fighters, gladiators,
clerics, thieves, psionicists, and
multi-class characters.
Elves
Elves are a race of long-limbed
sprinters given to theft, raiding, and
warfare. An Athasian elf stands
between 6 1/2 and 7 1/2 feet tall.
They are slender, lean, and generally
in terrific physical condition. An elf
warrior is conditioned to run quickly
over sandy and rocky terrain, sometimes for days at a time — an elf
warrior can cross better than 50
miles per day.
Elves use no beasts of burden for
personal transportation. It is dishonorable among elves to ride on an animal unless wounded and near death.
Elves can be fighters, gladiators,
rangers, preservers, clerics, thieves,
psionicists, and multi-class characters.
Half-Elves
Half-elves are the result of the
intermingling of human and elven
societies in the great cities of Athas.
Half-elves are generally tall, standing
between 6 and 6 1/2 feet.
Due to their mixed heritage, halfelves are often unaccepted by both
elves and humans. This intolerance
leads them to be self-reliant, and able
to survive without companionship.
Half-elves can be fighters, gladiators,
rangers, preservers, clerics, druids,
thieves, psionicists, and multi-class
characters.
Half-Giants
Giants dominate many of the islands
and coastal areas of the Sea of Silt.
In some lost millennium, as a bizarre
experiment or perhaps as some sort
of curse, giants were magically
crossbred with humans. Half-giants
are now fairly common.
Half-giants stand between 10 and 12
feet tall, and weigh in the neighborhood of 1,600 pounds. Their
features are human, but exaggerated.
Half-giants can be fighters, gladiators, rangers, clerics, psionicists, and
multi-class characters.
Halflings
Halflings are very short humanoids,
standing no more than 3 1/2 feet
tall. They are muscled and proportioned like humans, but they have
the faces of wise and beautiful
children. Halflings weigh 50 to 60
pounds and are always in peak
physical condition.
Halflings can be fighters, gladiators,
rangers, clerics, druids, thieves,
psionicists, and multi-class
characters.
Humans
Humans are the predominant race
on Athas. The average human male
stands between 6 and 6 1/2 feet tall
and weighs 180 to 200 pounds. The
average human female is slightly
smaller, averaging between 5 1/2 and
6 feet in height and weighing
between 100 and 140 pounds.
Humans can be fighters, gladiators,
rangers, preservers, clerics, druids,
thieves, psionicists, and dual-class
characters.
Muls
Muls are an incredibly tough cross-
breed of humans and dwarves. They
retain the height and cunning of their
human parent, with the durability and
raw strength of their dwarven parent.
Muls are usually the products of the
slave pits. They are always male.
Full-grown muls stand 6 to 6 1/2 feet
tall and weigh 240 to 300 pounds.
They have stern facial features, and
most muls have no hair or beard.
Muls can be fighters, gladiators,
clerics, thieves, psionicists, and
multi-class characters.
Thri-kreen
Thri-kreen are the least “human” in
appearance of all the races. Thri-kreen
are insectoids — six-limbed creatures
with tough, sandy-yellow exoskeletons.
They stand as tall as 7 feet at the
shoulder , have two large eyes, two
antennae, and a small powerful jaw .
They are always female.
Thri-kreen make and use the
chatkcha, a crystalline throwing
wedge. The chatkcha can be thrown
up to 90 yards and still return to
the thrower if it misses the target.
When it hits, the chatkcha inflicts 3
to 9 points of damage.
Thri-kreen cannot use armor, cloaks,
belts, boots, or rings due to their
non-human shape.
Thri-kreen can be fighters, gladiators,
rangers, clerics, psionicists, and
multi-class characters.
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22
CHARACTER CLASSES
Character classes reflect the interests
and occupations of your characters. A
class is like a job; it’s what a character
does on a daily basis. Each class has
certain unique abilities and limitations. Characters may also become
dual- or multi-class, specializing in
more than one area at once.
A dual-class character is one who
starts in a single class, advances to a
moderate level, and then changes to a
second class, starting all over again
from level one. The benefits and
abilities of the first class are lost until
he exceeds the level of his first class
in his second. The character can never
again advance in that class. Only
humans can be dual-class characters.
A human character may do this
process twice, potentially allowing a
total of three classes.
A multi-class character improves in
two or more classes simultaneously .
All experience is divided equally
between each class. This, of course,
means that level advancement
proceeds at a much slower rate than in
those characters who remain singleclass. Only demihumans and thrikreen can be multi-class characters.
Special note: A prime requisite is the
most important ability score for a particular class. A fighter’s prime requisite,
for example, is Strength. Characters
who have an ability score of 16 or
greater as their prime requisite receive
a 10 percent bonus to the experience
points they earn. Characters with more
than one prime requisite must have a
score of 16 or greater in allof their
prime requisites to receive the bonus.
Fighters
Ability RequirementStrength 9
Prime RequisiteStrength
Races AllowedAll
Fighters on Athas are skilled warriors, soldiers trained in both individual combat and mass warfare. This
training includes use and maintenance of all manner of weapons
and armor. Fighters can use any type
of armor or weapon without
restriction. (Thri-kreen fighters,
however, have certain restrictions.)
Fighters cannot cast magical spells;
they rely solely on their strong
sword-arms. They can, however,
use any type of magical weapon or
armor. They can also use magical
items such as rings and gauntlets.
Fighters gain speed in addition to
skill when they advance in levels.
High-level fighters (as well as
gladiators and rangers) are able to
attack more often in melee than
other types of characters.
Gladiators
Ability RequirementsDexterity 12
Strength 13
Constitution 15
Prime RequisiteStrength
Races AllowedAll
Gladiators are the slave warriors of
the city-states, specially trained for
brutal physical contests. Disciplined
in many diverse forms of hand-tohand combat, and skilled in the use
of dozens of weapons, gladiators are
the most dangerous warriors on
Athas. Gladiators cannot cast spells,
though they can use any type of
magical weapons or armor.
Gladiators learn to optimize their
armor when they reach fifth level.
They condition themselves to use the
armor to its best advantage, consequently gaining a -1 AC bonus. This
bonus does nothing for gladiators who
aren’t wearing armor.
Gladiators, like fighters, gain speed
with experience, and consequently
can attack more often in melee
at higher levels than other types
of characters.
Rangers
Ability RequirementsStrength 13
Dexterity 13
Wisdom 14
Constitution 14
Prime RequisitesStrength, Dexterity,
Wisdom
Races AllowedElf, Half-elf,
Halfling, Human,
Thri-kreen
Rangers are trained hunters, trackers,
and survivalists. They are taught to
live as much by their wits and skills
as by their swords and bows. Like
fighters, rangers can use any type of
weapon or armor, though heavy
armor interferes with their special
abilities. They can, however, use two
one-handed weapons (at the same
time) with no penalty.
Rangers, like other fighter-types, gain
the ability to attack more often in
melee than other characters when
they reach higher levels. In addition,
rangers also gain some spellcasting
ability . When you create a ranger, you
must choose the elemental sphere
that character will belong to. When a
ranger reaches eighth-level, he or she
gains the ability to cast cleric spells
from his or her elemental sphere.
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24
Preservers
Ability RequirementIntelligence 9
Prime RequisiteIntelligence
Races AllowedElf, Half-elf, Human
Preservers are individuals trained in
the arcane and mysterious secrets of
magic. They cast their spells in
harmony with nature, giving back the
energy they take from the land.
Preservers are usually poor fighters,
preferring to rely on their intellect
and magical abilities. They tend to
hang back in battle, pummeling their
foes with mystic attacks.
Preservers cannot wear any type of
armor because armor is restrictive
and interferes with spellcasting. Also,
because they lack martial instruction, preservers are severely limited
in the weapons they can use.
Clerics
Ability RequirementWisdom 9
Prime RequisiteWisdom
Races AllowedAll
Clerics are priests who choose to
worship one of the four elemental
spheres (earth, air, fire, and water).
This choice dictates what spells the
cleric can call upon, and what types
of weapons the character can use.
Clerics have major access to the
sphere of the element of their
worship. They also have minor
access to the Sphere of the Cosmos.
This means that they can cast any
spell within their own sphere, and
can cast Cosmos spells of third level
or less. However, clerics cannot cast
any spells from spheres they do not
belong to.
Clerics generally prefer to leave
combat to the fighter-types, but, when
necessary, they can fight in melee. All
clerics are trained in combat. Clerics
are not restricted with regard to the
armor they wear .
Clerics can only use weapons that are
associated with the sphere of the
element of their worship. A cleric of
the plane of fire can only use flaming
weapons such as flaming arrows,
burning oil, and weapons enchanted
to burn or scald. Obsidian weapons
are also acceptable because they were
once fused under great heat and
Continues...
Clerics, cont.
pressure. Clerics of the earth must use
weapons of stone (obsidian included),
metal, or wood, as these elements
originate in the earth. A cleric of the air
is restricted to missile weapons,
because they fly through the air . Water
clerics can only use weapons of bone
or wood, because these are organic
materials through which water once
flowed. Clerics who associate with the
spheres of earth and fire have the most
choices as to which weapons to use.
Clerics also have powers against
undead monsters such as skeletons.
The ability to turn undeadcauses
undead creatures to flee in fright.
Higher level clerics can destroy
monsters by “turning” them. Clerics
with Wisdom 15 or higher gain extra
spells as they advance levels (see the
“Cleric Wisdom Spell Bonus Table”
on page 91).
Druids
Ability RequirementsWisdom 12
Charisma 15
Prime RequisitesWisdom, Charisma
Races AllowedHalf-elf, Halfling,
Human, Mul,
Thri-kreen
Druids, like clerics, are priests who
worship the elements. Unlike clerics,
they are responsible for guarding a
section of land. Their power derives
from the spirits of these lands. They
have major access to the Sphere of
the Cosmos, and the sphere of their
chosen element.
Druids have no restrictions as to
what weapons they may use. They
are not allowed to wear armor, but
may don items that give magical
protection (such as bracers, cloaks,
etc.). They can use any magical
items. However, unlike their cleric
brethren, druids cannot turn undead.
Druids with Wisdom 15 or higher
gain extra spells as they advance
levels (see the “Cleric Wisdom Spell
Bonus Table” on page 91).
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26
Thieves
Ability RequirementDexterity 9
Prime RequisiteDexterity
Races AllowedAll
Athasian thieves run the gamut of
society. Some are malcontents, who
prey on the unsuspecting. Others are
in the employ of the nobility, plying
their trade by contract in the name of
a royal household or noble family. As
thieves gain levels they become more
proficient at picking locks, and
avoiding any attached traps. Due to
their high Dexterity, thieves are
skilled at scaling vertical surfaces
such as cliffs.
In combat, thieves do additional
damage by “backstabbing.” A thief
backstabs by attacking a target from
the exact opposite direction it was
first attacked. A backstab has a
better chance of hitting the defender
and does greater damage.
Because they need to move freely
and quietly, thieves’ abilities are
restricted when they wear anything
other than leather-type armor.
Thieves can use all weapons.
Psionicists
Ability RequirementsConstitution 11
Intelligence 12
Wisdom 15
Prime RequisitesConstitution,
Wisdom
Races AllowedAll
All intelligent creatures on Athas have
some measure of psionic ability .
Psionics are the powers of the mind,
powers like clairvoyance and telepathy .
Psionicists are those who have devoted
their lives to the study of these powers.
Psionicists can fight, if necessary, but
they are restricted in both armor and
weapons. Like thieves, psionicists can
only wear leather-type armor. They are
restricted to small weapons, though
they can be of any sort: short swords,
daggers, short bows, maces, etc.
The three psionic disciplines are
psychokinesis, psychometabolism,
and telepathy. Each gives access to
different mental powers. As the
psionicist advances in levels, he can
improve in psionic power.
Psychokinesis concerns physical
manipulation of objects, often for
destructive purposes. Psychometabolism involves manipulating the
character’s own body to enhance it.
Telepathy deals with the defenses
and attacks of mental warfare.
OTHER CHARACTERISTICS
In addition to ability scores, race, and
class, characters have several other
characteristics that affect game play:
alignment, Armor Class, hit points,
experience points, level, and THACØ.
Alignment
Alignment is the philosophy a character lives by and can affect how
NPCs and some magic items react to
a character. The possibilities range
from believing strongly in society and
altruism (Lawful Good) to being
anarchistic and actively unpleasant
(Chaotic Evil). Life-threatening
situations put a character’s alignment
to the test. Note: your party characters must be good or neutral; they
cannot be of evil alignment.
Alignment is presented here with
examples of how differently-aligned
members of a party face a lifethreatening situation (in this case,
a shortage of water).
Lawful Good
A character of this alignment insists
that everyone get an even share of
what water there is, even those in the
party who seem beyond hope. He or
she readily conceives of and accepts
plans that call for unequal distribution of water for the greater good of
the group, but will never let the weak
or dying go without water.
Lawful Neutral
Such characters insist that everyone
get an equal share of available water,
but won’t care one way or the other
about characters that may be beyond
hope. They also accept plans that
call for unequal distribution of water
for the good of the group.
Lawful Evil
A character of this alignment insists
that available water be evenly
distributed among the able-bodied
of the group, but won’t offer any to
those that seem too far gone. He or
she accepts plans that call for
unequal distribution of water if that
means more water for him or her.
Neutral Good
A neutral good character insists that
everyone in the group get an even
share of remaining water, even the
seriously dehydrated. He or she
considers plans calling for unequal
water distribution, but has to be
thoroughly convinced that the plan
will ultimately benefit the party and
not hurt him or her personally.
T rue Neutral
A character of this alignment wants
a fair share for him or herself, but
won’t necessarily come to anyone’s
aid. He or she considers plans that
call for unequal water distribution if
he or she and the party benefit in the
short term.
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28
Neutral Evil
A character of this alignment insists
on his or her fair share, and is
against giving water to the very weak.
He or she considers plans for
unequal water distribution if he or
she personally benefits.
Chaotic Good
A chaotic good character insists that
everyone get an even share of the
available water , even the very weak.
He or she considers plans calling for
unequal water distribution if he or she
and those he or she likes personally
get more water as part of the plan.
Chaotic Neutral
Such a character insists on his or her
fair share, and won’t concern him or
herself with the plight of those too
weak to stand up for themselves. He
or she considers plans calling for
unequal water distribution if he or
she personally gets more water as
part of the plan.
Chaotic Evil
A chaotic evil character freely lies,
cheats, or even kills to get all the
water he or she can. He or she
constantly suggests plans for unequal
water distribution that grant him or
her additional water immediately.
Armor Class
Armor Class (AC) measures how
difficult someone is to hit and
damage; the lower the Armor Class
value, the harder they are to hit. Low
Armor Class values can indicate
different things. A character might be
difficult to hit because he or she is
outfitted with magical armor, while a
monster might have the same AC
because it is small and fast. Armor
Class changes when characters find
and use new armor or shields. High
Dexterity improves a character’s AC.
Hit Points
Hit points measure how difficult a
character or opponent is to incapacitate or kill; higher values are better.
Every time an attack gets past armor
and defenses, it does damage that
is subtracted from the target’s hit
points. If the hit points reach Ø, the
character falls unconscious. If the
hit points reach -10 or less, the
character dies.
Experience Points
Experience points measure how
much a character has accomplished.
Your characters ear n experience
points for killing monsters, finding
treasure, and completing parts of the
adventure. Having prime requisite
scores of 16 or more increases
experience earned by 10 percent.
Characters increase in level as they
earn more experience points. All
characters start with some base
amount of experience. These base
experience points are distributed
evenly among all of the classes for
multi-class characters.
Level
Level measures how much a
character has advanced in his or her
class. Whenever characters earn
enough experience points to advance
in level, they gain hit points, combat
ability, and resistance to the effects
of poisons and magical attacks.
Preservers, clerics, druids, and highlevel rangers gain the ability to
memorize a greater number of spells
and to cast new spells.
When your characters gain enough
experience to advance a level, they
advance automatically. Once trained,
the benefits of the new level come
into effect. Level advancement tables
for all the classes begin on page 90.
THACØ
The ability to hit enemies in melee
or with missile fire is represented by
THACØ, which stands for “To Hit
Armor Class Ø.” This is the number
a character must “roll” equal to or
greater than to do damage on a
target with an AC of Ø. The lower
the THACØ, the better the chance
to hit the target.
Note: the generation of a random
number is often referred to as a
“roll.” In determining the success of
an attack, the number generated is
from 1 to 20.
An attack is successful if the random
number is greater than or equal to
the attacker’s THACØ minus the
target’s AC. THACØ may be modified by things like range, attacking
from the rear, magic weapons, and
magic spells.
For example: a fighter with a THACØ
of 5 attacking a monster with an AC
of 3 would need to roll a 2 or greater:
(THACØ 5) - (AC 3) = 2+. T o hit a
monster with an AC of -2, however,
he would need to roll a 7 or greater:
(THACØ 5) - (AC -2) = 7+.
29
30
✹ BESTIARY ✹
To survive on Athas, almost every form of life has become a monster. The
most notable monsters are described on the following pages.
Creatures of Shattered Lands
Many of the monsters in S
HATTEREDLANDS
appear for the first time in an AD&D
computer fantasy role-playing game and must be described in greater detail.
They appear in the next section, “Detailed Descriptions of New Monsters.”
✹ BULETTE
Aptly called landsharks, bulettes are terrifying predators
that live only on meat. When attacking, they employ
their large jaws and front feet.
DAGGORAN
Please refer to page 36 in the next section, “Detailed Descriptions of New
Monsters,” for a complete profile of daggorans.
DAGOLAR SLIME
Please refer to page 37 in the next section, “Detailed Descriptions of New
Monsters,” for a complete profile of Dagolar slimes.
DARK SPIDER
Please refer to page 38 in the next section, “Detailed Descriptions of New
Monsters,” for a complete profile of dark spiders.
✹ ELEMENTAL
AIR
E
ARTH
• Lesser Air Elemental
Lesser air elementals are virtually indistinguishable from
the harmless dust devils and sirocco winds that
frequently blow across the Athasian desert. They use
their near invisibility to their advantage. They are the
fastest of the lesser elementals and use their speed
when attacking.
• Air Elemental
Common air elementals appear as amorphous, shifting
clouds when they answer summons to the Prime
Material Plane. They strike their opponents with strong,
focused blasts of air that, like giant, invisible fists, do
moderate amounts of damage.
• Lesser Earth Elemental
Made from coalesced sand, silt, or rock, lesser earth
elementals are the mightiest elementals that low-level
conjurers can summon. The lesser earth elementals
don’t do as much damage as common earth elementals,
but are still formidable foes.
• Earth Elemental
Common earth elementals appear on the Prime Material
Plane as very large humanoids made of dirt, stones,
precious metals, and gems. They pound their victims
with their huge fists, inflicting significant amounts of
damage in the process.
DUNE REAPER
Please refer to page 39 in the next section, “Detailed Descriptions of New
Monsters,” for a complete profile of dune reapers.
Continues...
31
32
ELEMENTAL, cont.
F
IRE
• Lesser Fire Elemental
These creatures from the elemental plane of fire are the
most spirited and mischievous of all the lesser elementals.
In combat, lesser fire elementals move up against targets
to burn them, or use their flame tongues to sear them.
• Fire Elemental
On the Prime Material Plane, common fire elementals
appear as tall sheets of flame. Fire elementals have two
arm-like appendages, one on each side of their bodies.
In combat, they lash out with their ever-moving limbs,
searing their opponents with tongues of flame.
WATER
• Lesser Water Elemental
All water elementals, including the lesser ones, are looked
upon with awe and respect on Athas because of their link
with the life-giving fluid. Lesser water elementals use their
flowing motion as a basic form of attack. Gathering speed
as they go, they use their entire bodies to ram and inflict
large amounts of damage on their victims.
• Water Elemental
Common water elementals appear on the Prime Material
Plane as high-crested waves. Their arms appear as waves,
one thrust out on each side of the body . When water elementals strike, they lash out with these wave-like arms.
FIRE EEL
Please refer to page 40 in the next section, “Detailed Descriptions of New
Monsters,” for a complete profile of fire eels.
✹ GENIE
Genies have the upper torso of humans, and the lower
bodies of whirlwinds. They pummel their victims with
a powerful tornado-like force. Their ability to use
illusions and become invisible makes them virtually
impossible to capture.
GREATER SHADOW
Please refer to page 41 in the next section, “Detailed Descriptions of New
Monsters,” for a complete profile of greater shadows.
MAGERA
Please refer to page 42 in the next section, “Detailed Descriptions of New
Monsters,” for a complete profile of magera.
MASTYRIAL
Please refer to page 43 in the next section, “Detailed Descriptions of New
Monsters,” for a complete profile of mastyrials.
MOUNTAIN STALKER
Please refer to page 44 in the next section, “Detailed Descriptions of New
Monsters,” for a complete profile of mountain stalkers.
✹ OTYUGH
Otyughs, also known as gulguthra, are terrifying creatures that lurk in heaps of dung and decay, waiting
for something to disturb them. They attack with two
ridged tentacles which can smash opponents or grapple
them to death.
PSURLON
Please refer to page 45 in the next section, “Detailed Descriptions of New
Monsters,” for a complete profile of psurlons.
SAND HOWLER
Please refer to page 47 in the next section, “Detailed Descriptions of New
Monsters,” for a complete profile of sand howlers.
SCREAMER BEETLE
Please refer to page 48 in the next section, “Detailed Descriptions of New
Monsters,” for a complete profile of screamer beetles.
✹ SHADOW
Shadows are undead creatures that drain strength
from their victims with their touch. Their chilling
grasp does light damage to their victims, in addition
to weakening them.
33
34
✹ SO-UT (RAMPAGER)
✹ RED SLAAD
✹ BLUE SLAAD
✹ SLIG
The so-ut, or rampagers, are fierce creatures that live
only for the sake of destruction. They know no fear and
hate anything associated with man. They are huge, sixlegged creatures with gray scales covering their whole
bodies. In melee, so-uts are terrible foes; they are able
to attack with both foreclaws, and each claw secretes an
acidic poison. This corrosive poison destroys both
armor and weapons.
These large, red frog-like beings are vicious combatants
that are quick to attack all other creatures. Red slaads
attack with two claws and a furious bite. They sometimes resist magic and have been known to heal damage
they have acquired in combat.
Blue slaads are ruthless warriors that specialize in mass
combat. Blue slaads have two razor -sharp bone rakes
sticking out from the backs of their hands, and they are
immune to normal weapons, making them very
dangerous opponents. Beware of their deadly poison.
Sligs are distant cousins of goblins and hobgoblins;
though somewhat larger , they are just as ferocious. Sligs
love combat and delight in devising inventive methods to
destroy their opponents. Sligs prefer to use hand weapons
but can bite when necessary. They bear a striking
resemblance to slaads, though no one can explain why.
SSURRAN
Please refer to page 49 in the next section, “Detailed Descriptions of New
Monsters,” for a complete profile of ssurrans.
STRINE
Please refer to page 50 in the next section, “Detailed Descriptions of New
Monsters,” for a complete profile of strines.
STYR
Please refer to page 51 in the next section, “Detailed Descriptions of New
Monsters,” for a complete profile of styrs.
✹ TANAR’RI, GREATER — BABAU
Greater tanar’ris are commonly known as babaus. They
are horrid creatures that look much like huge skeletons
covered with dark, form-fitting leather. They also have
large, ugly horns protruding from the backs of their
skulls, and long, wicked claws covered with dirt, blood,
and decaying flesh. Their movements are very quick,
sharp, and mechanical, emphasizing their cold,
inhuman nature. Beware of their deadly poison.
✹ TANAR’RI, TRUE — VROCK
True tanar’ris are commonly known as vrocks. Vrocks
look like crosses between large humans and vultures.
These creatures have strong, sinewy limbs covered
with fine, gray feathers; long, unseemly necks; and
repulsive vulture heads. Vicious fighters, vrocks attack
multiple times in a single melee round with their
wicked claws and beaks.
TARI (RATMAN)
Please refer to page 52 in the next section, “Detailed Descriptions of New
Monsters,” for a complete profile of Taris.
35
36
✹ THRI-KREEN (MANTIS WARRIOR)
The thri-kreen are carnivorous insect-men that roam
deserts and dry lands. Thri-kreen are extremely agile,
and can dodge most any missile attack. Even unarmed,
thri-kreen are dangerous in combat because they attack
with all four of their insectile claws. Thri-kreen have a paralyzing bite that can stop unwary victims in their tracks.
TYRIAN SLIME
Please refer to page 53 in the next section, “Detailed Descriptions of New
Monsters,” for a complete profile of Tyrian slimes.
UNDERMOUNTAIN FOLK (MINDHOME)
Please refer to page 54 in the next section, “Detailed Descriptions of New
Monsters,” for a complete profile of Undermountain folk.
✹ WYVERN
Distant cousins to dragons, wyverns are huge flying
lizards with poisonous stingers in their tails. In combat,
wyverns prefer to be in the air and seize any
opportunity to take flight.
✹ XORN
Xorns, natives of the elemental plane of earth, feed on
precious metals deep underground. In combat they can
fight two different ways. Against a single opponent, they
bend the two nearest legs deeply, angling their bodies
45 degrees toward the enemy. In this way all four arms
can reach the victim. Against several opponents they
can attack with their arms in all directions, each at a
different target.
✹ ZOMBIE
Zombies are mindless, animated corpses controlled by
their creator, usually an evil wizard or priest. They
always move in a straight line toward their opponents,
with arms outstretched, seeking to claw or pummel their
victims to death.
Psychokinesis — Sciences: detonate;
Devotions: ballistic attack, control body,
inertial barrier.
Appearance: Daggorans are large frog-like
creatures with gold-colored skin. Their eyes
are green with yellow pupils. Located
between the daggorans’ shoulders is a green
crystalline growth. Daggorans are creatures of
the deserts near Draj. They are often trained
and used as trackers by Drajian guards
because of the daggorans’ innate ability to
“pick up” and track the psionic signature of
most intelligent and psionic creatures.
Combat: Daggorans can opt to jump up to
their movement distance. This hop will
clear any object up to one-third as high as
the length of the leap and requires only a
single round to accomplish. A jumping
daggoran can attack in midair or at the end
of its leap.
Daggorans frequently hunt in packs during
times when food is scarce — generally the
way of life in the desert. These packs are
likely (60% chance) to follow and attack prey.
In the wild, when a daggoran comes upon a
potential meal it usually launches an attack
O. APPEARING:2-8
A
RMOR CLASS:7
M
OVEMENT:9, Hop 9
IT DICE:4
H
THACØ:17
N
O. OF ATTACKS:1
DAMAGE/ATTACK:2-12 (bite)
SPECIAL ATTACKS:Psionics
S
PECIAL DEFENSES:Nil
M
AGIC RESISTANCE:Nil
S
IZE:M (4’-6’ long)
ORALE:Average (11)
M
XP V
ALUE:1,400
with its detonate psionic ability (which originates from the crystalline growth on its
back) at the ground near a victim, sometimes killing it with the shrapnel created
from the explosion. If the victim survives the
initial attack, the daggoran rushes in to
attack with its mouth, causing 2-12 (2d6)
points of damage per hit.
Habitat/Society: Daggorans are social
creatures, living and hunting in packs, much
like wolves of other worlds. The hierarchy
within a pack is strict with only the strongest
daggoran as the leader. Whenever a
daggoran wishes to vie for the position of
pack leader, a battle to the death ensues.
The victor quite obviously becomes the pack
leader, while the loser becomes a meal for
the rest of the pack.
Ecology: Daggorans have proven to be
valuable hunters of the Athasian deserts
as they help keep the population of rodents
and other small animals down to a tolerable
level. Unfortunately, thri-kreen consider
daggorans a delicacy and as such, the
daggoran population has been hunted to
near extinction.
psychic crush.
Appearance: Dagolar slimes are Tyrian
slimes genetically altered by the evil
psionicist, Dagolar. These slimes are
hideous, amorphous creatures that are the
bane of intelligent beings. Dagolar slimes
have greenish-colored “bodies” with red
highlights. In the middle of a Dagolar slime
rests a human-like brain covered with slime.
Like most slimes, these creatures have the
ability to move along walls and ceilings.
Combat: When a Dagolar slime attacks, it
envelops the head of its prey and dissolves
away the skull to get at the brain. A Dagolar
slime has two types of secretions. The first is
a fast-drying, sticky substance that entangles
its prey into motionlessness. This secretion
is the slimes’ usual first attack. The spraying
of this secretion acts like a
affects one target rather than an area. The
victim must make a saving throw versus
breath weapon. A successful save indicates
11/1/3PsC, PB, EW/M1560
web
spell but
N
RMOR CLASS:2
A
MOVEMENT:6
HIT DICE:7
THACØ:13
O. OF ATTACKS:1
N
AMAGE/ATTACK:2-12 (Acid)
D
SPECIAL ATTACKS:Launches “sticky”
secretion,
S
PECIAL DEFENSES:Immune to crushing and
M
AGIC RESISTANCE:Nil
SIZE:M (4’-7’ in diameter)
ORALE:Average (10)
M
XP VALUE:7,000
psionics
thrusting weapons
that the victim has dodged the spray, while
failure indicates that the victim is entangled
and cannot move.
The second secretion is a highly corrosive
acid. This acidic secretion dissolves metal at
a surprising rate. The acid is also caustic to
flesh and bone. Bone is dissolved on contact
and exposed flesh suffers 2-12 (2d6) points
of damage per hit.
As if the secretions weren’t enough, a Dagolar
slime also has limited psionic attack abilities.
Habitat/Society: Dagolar slimes are
solitary, asexual creatures. Reproduction
happens when a Dagolar slime encounters a
victim with an especially active brain pattern
(i.e., a psionicist). Once the victim is
incapacitated, the slime does not consume
the brain but rather removes it from the
victim. At this point the Dagolar divides its
slime “body” and through some unknown
process “transplants” the new brain into its
new offspring.
Ecology: Dagolar slimes pose a threat to
all intelligent creatures and, as such, are
usually killed when encountered.
O. APPEARING:2-20
DARK
SPIDER
CLIMATE/TERRAIN:Subterranean
F
REQUENCY:Very rare
RGANIZATION:Tribe
O
A
CTIVITY CYCLE:Any
D
IET:Carnivore
NTELLIGENCE:High to exceptional (13-16)
I
T
REASURE:Q (x2)
A
LIGNMENT:Neutral
Appearance: Dark spiders are intelligent,
subterranean arachnids. A portion of the
dark spider population has a wide range of
psionic abilities, and some have even
mastered defiler magic. They form small
tribes ruled by the psionic elite (queen).
Magically, their powers can rival that of a
sixth-level defiler. Dark spiders often lay
snares made from their webs. In rare
instances, the spiders have been known to
trade silk for live food. A number of merchant houses are rumored to trade slaves for
the valuable silk.
Combat: In melee, dark spiders attack with
two forelegs and a poison bite. The forelegs
do 1d10 points of damage and the bite does
1d6 points of damage, plus poison. Their
N
A
RMOR CLASS:2
OVEMENT:18
M
IT DICE:6
H
THACØ:15
N
O. OF ATTACKS:3
D
AMAGE/ATTACK:1-10 (foreleg)/1-10 (foreleg)/
PECIAL ATTACKS:See below
S
PECIAL DEFENSES:Nil
S
M
AGIC RESISTANCE:Nil
S
IZE:M (4’-6’ long)
M
ORALE:Elite (14)
ALUE:Warrior: 975, Mage: 2,000
XP V
P
SIONICS:20%
Habitat/Society: There seem to be three
types of spiders in a tribe. The first, and
most common, is the warrior spider. The
warrior spider has limited psionic abilities,
relying on its melee attacks to defeat its
victims. The second type of dark spider is
the mage spider. The mage spider is known
to use up to sixth level defiler magic and
some psionics. The last and most feared
dark spider is the queen spider. The queen
spider is an extremely powerful and skilled
psionicist/defiler.
Ecology: The dark spiders have no natural
enemies, but many acquired ones. Their
young are born in web sacks, located in the
lair’s hatchery. The poison is highly prized
by assassins and alchemists.
poison (type F) is deadly if a save versus
poison is not made.
1-6 (bite)+poison
Queen: 8 HD — 3,000
Psionicist — add 2,000
39
40
O. APPEARING:5-30 (5d6)
DUNE
REAPER
CLIMATE/TERRAIN:Any
F
REQUENCY:Common
O
RGANIZATION:Pack
A
CTIVITY CYCLE:Day
IET:Omnivore
D
I
NTELLIGENCE:Animal (1)
T
REASURE:Nil
A
LIGNMENT:Neutral
Appearance: These dune denizens prowl
the sandy wastes. They like to leap from the
sand to ambush and impale victims on their
scythe-like limbs. Common to the desert
near the city-state of Draj, dune reapers
are often captured for fighting in the
gladiatorial arena.
Combat: The dune reaper attacks with two
scythe-like limbs doing 3d6 points of
damage (+7 for exceptional strength). It
N
A
RMOR CLASS:2
OVEMENT:12 (jump 9)
M
IT DICE:8
H
THACØ:13
N
O. OF ATTACKS:5
D
AMAGE/ATTACK:3-18 (claw)/3-18 (claw)/
PECIAL ATTACKS:+7 to damage
S
PECIAL DEFENSES:Nil
S
M
AGIC RESISTANCE:10%
S
IZE:L (8’-10’ tall)
M
ORALE:Fearless (19-20)
XP V
P
SIONICS:Nil
Habitat/Society: Dune reapers roam the
wastes in small packs, searching for food.
They often lie in wait near a caravan route
for days, and then ambush the caravan
when it wanders within range. They have no
permanent lairs and they mate twice a year.
Ecology: Dune reapers eat anything —
plant or animal. The pack will fight to the
death when food is the issue. This tenacity
also makes them prized in the arena.
also has a bite attack for 2d6 points of
damage. They are known to be resistant to
magic attacks.
2-12 (bite)
ALUE:4,000
N
FIRE
EEL
CLIMATE/TERRAIN:Sandy Wastes
F
REQUENCY:Rare
O
RGANIZATION:Solitary
A
CTIVITY CYCLE:Any
IET:Carnivore
D
I
NTELLIGENCE:Non- (0)
T
REASURE:Nil
LIGNMENT:Nil
A
Appearance: The fire eel is a six-foot-long,
fish-like snake that is very aggressive.
Combat: Fire eels can breathe a stream of
fire 10’ long. Their favorite mode of attack is
to burrow near a target, expose their heads
O. APPEARING:1-3
A
RMOR CLASS:4
OVEMENT:9
M
IT DICE:6
H
THACØ:15
N
O. OF ATTACKS:1
D
AMAGE/ATTACK:3-24 (bite)
PECIAL ATTACKS:Breathe fire
S
PECIAL DEFENSES:Nil
S
M
AGIC RESISTANCE:Nil
S
IZE:M (6’ long)
M
ORALE:Average (8)
ALUE:2,000
XP V
P
SIONICS:Nil
Habitat/Society: Nil
Ecology: Fire eels roam the sandy wastes
searching for food. Not a social animal,
the fire eel lives a solitary life when it is
not breeding.
and “breathe” upon the intended victim. If
the victim survives, the eels plunge back
into the sand and attack from a different
location. The breath from a fire eel does 6d6
points of damage. The fire eel bites for 3d8
points of damage.
41
42
O. APPEARING:1-2
GREA TER
SHADOW
CLIMATE/TERRAIN:Any ruins or subterranean
chambers
F
REQUENCY:Very rare
O
RGANIZATION:Solitary
A
CTIVITY CYCLE:Night or darkness
IET:Living creatures
D
NTELLIGENCE:Average (10-12)
I
T
REASURE:F
A
LIGNMENT:Chaotic evil
Appearance: Greater shadows are more
powerful versions of shadows. Greater
shadows are undetectable in all but the
brightest of surroundings, as they appear to
be nothing more than shadows. In bright
light they can be clearly seen.
Combat: The greater shadow is primarily
from the Negative Material Plane. This gives
it the ability to drain the life force from its
victim. The chilling touch of a greater
N
A
RMOR CLASS:4
OVEMENT:18
M
IT DICE:6
H
THACØ:15
N
O. OF ATTACKS:2
D
AMAGE/ATTACK:2-12 (touch)+Special
PECIAL ATTACKS:Strength drain
S
PECIAL DEFENSES:+1 or better weapon to hit
S
M
AGIC RESISTANCE:Nil
S
IZE:M (6’ tall)
M
ORALE:Elite (13)
ALUE:1,400
XP V
P
SIONICS:Nil
Habitat/Society: Greater shadows travel
in loosely organized packs that freely
roam ancient ruins, caverns, graveyards,
and dungeons.
Ecology: Greater shadows were once
powerful humanoids exposed to the
Negative Material Plane. It has been
rumored that greater shadows are really
muls who have been cursed by the touch
of a shadow.
shadow inflicts 2d6 points of damage and
drains 1 strength point from its victim. The
greater shadow is immune to
hold
spells, and it is unaffected by cold-based
sleep, charm,
and
attacks. They can be turned by clerics.
N
MAGERA
CLIMATE/TERRAIN:Table Lands, Mountains,
Subterranean
REQUENCY:Uncommon
F
RGANIZATION:Tribe
O
ACTIVITY CYCLE:Any
DIET:Omnivore
NTELLIGENCE:Low to very (5-11)
I
TREASURE:R, S
ALIGNMENT:Lawful neutral or lawful evil
Appearance: The magera are a tribal race
that typically live in caves. They frequently
raid caravans and poorly defended villages.
Those with higher intelligence have been
known to master defiler magic, up to fifth
level. Those with the greatest psionic ability
often become leaders.
Combat: Magera attack with their fists
doing 1d8+8 points of damage.
O. APPEARING:5-30
RMOR CLASS:6
A
MOVEMENT:15
HIT DICE:6
THACØ:15
O. OF ATTACKS:2
N
AMAGE/ATTACK:1-8 (fist) or by weapon
D
SPECIAL ATTACKS:+8 to damage
SPECIAL DEFENSES:Nil
AGIC RESISTANCE:Nil
M
SIZE:L (6’-10’ tall)
ORALE:Average (10)
M
XP VALUE:Warrior: 270, Mage: 650
SIONICS:10%
P
Habitat/Society: Magera tribes are found
anywhere from caverns to mountaintops.
The tribes have 10-20 males, 12-18 females,
and 2-8 children. The tribe leader is usually
a defiler of up to 5th level. Magera live
by raiding and scavenging, and eat just
about anything.
Ecology: The magera plague mankind,
lusting for gold, gems, and jewelry as well
as human flesh. They are evil-natured
creatures that join other monsters to prey
on the weak.
Psionicist — add 2,000
43
44
N
MASTYRIAL
CLIMATE/TERRAIN:Any
F
REQUENCY:Uncommon
RGANIZATION:Solitary
O
A
CTIVITY CYCLE:Any
D
IET:Carnivore
NTELLIGENCE:Non- (0)
I
T
REASURE:D
A
LIGNMENT:Nil
Appearance: Similar to their smaller
cousins, the scorpions, the mastyrials are
some of the deadliest beasts in the desert.
Combat: For the most part they lie buried in
the sand, hibernating. However, when a
victim is within range, the mastyrial bursts
out and attacks, attempting to impale the
target with its poisonous tail. The poison
inflicts 30 points of damage, 15 points of
damage if a saving throw is made. The
mastyrial also attacks with its two claws
O. APPEARING:1-3
A
RMOR CLASS:0
OVEMENT:15
M
IT DICE:12
H
THACØ:9
N
O. OF ATTACKS:3
D
AMAGE/ATTACK:1-10 (pincher)/1-10
(pincher)/
PECIAL ATTACKS:Poison sting
S
PECIAL DEFENSES:Regeneration, immune to
S
M
AGIC RESISTANCE:Nil
S
IZE:M (5’-6’ long)
M
ORALE:Steady (11)
XP V
P
SIONICS:Nil
Habitat/Society: Mastyrials live in under-
ground burrows or ruins. Each lair may
(20% chance) have 4-20 mastyrial eggs.
These beasts eat any living creature that is
unfortunate enough to stray too close to
their lair.
Ecology: These creatures contribute to the
ecosystem by feeding on giant versions of
insects such as spiders and ants. Alchemists
and assassins prize the mastyrial’s venom
because of its potency.
doing 1-10 points of damage and a bite
doing 2-12 points of damage. The mastyrial
regenerates 3 hit points per round.
2-12(bite)/1-6 (stinger)
blunt weapons
ALUE:10,000
N
MOUNT AIN
ST ALKER
CLIMATE/TERRAIN:Mountainous
F
REQUENCY:Uncommon
O
RGANIZATION:Clans
A
CTIVITY CYCLE:Day
IET:Omnivore
D
I
NTELLIGENCE:Low (5-7)
T
REASURE:J (I)
LIGNMENT:Neutral evil
A
Appearance: Mountain stalkers are weird
variants of beasthead giants; stalkers have
a group of tentacles instead of forearms.
Skilled climbers, they populate the
mountains west of Draj.
Combat: Mountain stalkers attack with
their tentacles doing 3d6+7 points of
damage per attack. This attack makes
them deadly in combat.
O. APPEARING:5-10 (1d6+4)
A
RMOR CLASS:4
OVEMENT:15
M
IT DICE:10
H
THACØ:11
N
O. OF ATTACKS:4
D
AMAGE/ATTACK:3-18 (x4) (tentacles)
PECIAL ATTACKS:+7 to damage
S
PECIAL DEFENSES:Nil
S
M
AGIC RESISTANCE:Nil
S
IZE:L (10’-15’ tall)
M
ORALE:Elite (16)
XP V
P
SIONICS:Nil
Habitat/Society: The mountain stalkers
shy away from any organized settlement.
However, they are not above attacking a
much weaker force if stumbled upon.
Mountain stalkers have no regard for any
form of life, except other mountain stalkers.
Ecology: Mountain stalkers can survive on
almost any type of animal or plant diet.
They prefer meat to vegetation. The lives of
mountain stalkers are very hazardous, thus
they have a short life expectancy.
Psychometabolism — Sciences: life
draining; Devotions: body control, mind over
body, enhanced strength, flesh armor.
Clairsentience — Sciences: clairaudience,
clairvoyance; Devotions: combat mind,
danger sense, poison sense, spirit sense.
Metapsionics — Sciences: psychic clone,
ultrablast; Devotions: convergence, psionic
inflation, splice, wrench.
Appearance: The psurlons were a highly
intelligent and technologically advanced race.
Their earthworm-like bodies have humanoid
legs and arms that end in cloven-hoofed feet
and black, talon-like claws (respectively). The
head of a psurlon appears much like that of
an earthworm with a large gaping maw,
ringed with teeth-like projections. Like
earthworms, psurlons have no eyes but use
some other sense to “see.” Psurlons are
usually garbed in richly colored robes.
Currently, these creatures are trapped on the
astral plane. Evil psionicists seeking greater
knowledge usually summon a psurlon (with
the use of the summon planar creature
psychoportive science). The price for psurlon
knowledge is often quite high, and in many
cases results in the death of the psionicist.
Many times after summoning a psurlon and
gaining its knowledge, the summoner
attempts to slay it and send it back to the
astral plane. However, psurlons never forget a
broken deal and often track down the original
summoner and extract their due payment.
Combat: Through centuries of magical
experimentation, the rugged hide the
psurlons have developed provides the
creatures with a natural Armor Class of Ø.
The use of armor is disdained as it interferes
with their psurlon abilities.
Psurlons are very dangerous foes in combat
with many options at their disposal. They
disdain the use of weapons, preferring to
rend their victims apart using their claws
and teeth. When engaged in melee combat,
psurlons attack with each claw, causing 312 (d10+2) points of damage, and a vicious
bite for 2-16 (2d8) points of damage. The
most dangerous ability of the psurlons,
however, is their massive psionic ability.
Habitat/Society: Psurlons existed on Athas
many thousands of years ago. At the height
of their evolution, psurlons, in their eternal
quest for knowledge and power, devised a
means to psychically link up with all psurlons
throughout Athas. With this ability, the
conquest of Athas. The night was chosen
carefully. When the moon was full and at its
zenith, all psurlons across Athas “linked up”
and sent forth their psychic energy. What the
psurlons did not realize was that the fabric of
the prime material plane could not contain
such a psychic force. A rift in the planes was
ripped open and all psurlons were sucked
into the astral plane. The force that pulled
them into the astral plane was so great that
each of the psurlons was knocked into a
catatonic state for a period of 100 years.
When the psurlons awoke from this state, the
rift had long since repaired itself. The
psurlons were trapped with no way back to
Athas or any other place on the prime material plane. The fabric of the astral plane seems
to be much stronger than that of the prime,
for the psurlons cannot conjure up the massive convergence like that which caused their
entrapment. Over the centuries, the psurlons
have lost the ability to conjure up the massive
convergence but their determination to return
to Athas has only grown. When a psurlon is
summoned, it will almost always attempt to
find a way to stay on the prime material plane
so that it can try to bring its people back.
A psurlons’ community consists of 10-100
males with a like number of females. Young
number half of the female population.
Psurlon communities are led by a psurlon
adept who has 18 hit dice and a much
stronger psionic ability. Psurlon females
fight as psurlon males.
Psurlons normally feed on the flesh of other
creatures, preferably that of other sentient
races. They especially like the flesh of
halflings and humans.
Ecology: Psurlons have an average life span
of 5000 years. Like most intelligent predators, psurlons are usually at the top of the
food chain. However, psurlons seem to be
something of a delicacy to Athasian rocs.
This of course causes psurlons to react
poorly whenever one of these great birds of
prey is in the area.
Appearance: Travelling as packs of desertdwelling animals, howlers are known for the
chilling screams they unleash while
pursuing prey. A number of mercenaries
have managed to domesticate young
howlers and use them to capture runaway
slaves.
Combat: The howlers roam the desert in
packs and are rarely seen alone. Howler
attack with two foreclaws doing 1d3 points
of damage and with a bite for 1d6 points of
damage. The most feared attack form of the
Habitat/Society: Howlers live and hunt in
packs. Each pack is led by a single, large,
male howler. In the lair of a pack of howlers
there is a 20% chance that any given pair of
howlers will have 1-2 young howlers.
Although at this point the young howlers
will not fight, they can be trained to serve as
war beasts or hunting animals.
Ecology: Howlers are valuable hunters in
Athas. During the last few years, they
have been hunted almost to extinction in
the tablelands.
howler is its ability to paralyze victims with
its many eyes.
Telepathy —
Appearance: Screamer beetles are very
deceptive in their beauty. The multi-colored
chitinous shells are prized by art collectors
and alchemists.
Sciences:
psionic blast.
Habitat/Society: Nil
Ecology: The screamer beetles form small
packs to overcome their victims. The main
concern of the pack is food, thus they have
been known to attack caravans.
Combat: Screamer beetles hunt in small
packs and generate psionic blasts from their
abdomen that can harm, or even kill, targets.
In melee, they attack with their two
mandibles, doing 1d8 points of damage.
49
50
SSURRAN
CLIMATE/TERRAIN:Any
FREQUENCY:Uncommon
ORGANIZATION:Tribe
ACTIVITY CYCLE:Any
DIET:Carnivore
INTELLIGENCE:Average (10)
TREASURE:R, S
ALIGNMENT:Lawful neutral or lawful evil
Appearance: Ssurrans are a reptilian race of
nomads. Some are simple hunters, while
others have taken up raiding. Ssurran
shamans can advance to be sixth level
clerics, typically of earth or fire. They have
adapted to the heat of the Athasian day and
are active even during the blazing mid-day
heat.
Combat: Ssurrans attack with their claws
doing 1d8+4 points of damage, or with any
weapons available.
NO. APPEARING:5-30
ARMOR CLASS:4
MOVEMENT:12
HIT DICE:6
THACØ:15
NO. OF ATTACKS:1
DAMAGE/ATTACK:1-8 (claws) +4 or by weapon
SPECIAL ATTACKS:Nil
SPECIAL DEFENSES:Half damage from
Appearance: The strine looks like a large,
armored porcupine. A lone hunter of the
foothills, the strine depends on its thick
covering of spines for protection.
Combat: When hunting, this slow creature
launches four spines doing 1-6 points of
NO. APPEARING:1
ARMOR CLASS:2
MOVEMENT:6
HIT DICE:6
THACØ:13
NO. OF ATTACKS:1
DAMAGE/ATTACK:2-12 (bite)
SPECIAL ATTACKS:Launches spines
SPECIAL DEFENSES:Nil
MAGIC RESISTANCE:Nil
SIZE:M (4’ long)
MORALE:Average (8)
XP VALUE:1,400
PSIONICS:Nil
Habitat/Society: Strines live in sandy,
rocky areas. Strines mate once a year and
the males leave before the young are born.
Ecology: Strines feed on insects and small
animals. They also feed on vegetation, and
are very fond of cactus.
damage each, as well as attacking with a
vicious bite for 2-12 points of damage.
Appearance: The styr is a summoned
creature from the elemental plane of earth.
The styr resembles a four-faced statue, with
four arms and legs.
Combat: Having four heads makes it impossible to be surprised and allows the styr to
attack four times for 2d10 points of damage
each. The styr can also breathe fire inflicting
3d6 points of damage.
NO. APPEARING:1
ARMOR CLASS:0
MOVEMENT:6
HIT DICE:14
THACØ:7
NO. OF ATTACKS:4
DAMAGE/ATTACK:2-20 (fist)
SPECIAL ATTACKS:Fire breath
SPECIAL DEFENSES:+1 or better weapon to hit
MAGIC RESISTANCE:30%
SIZE:L (9’ tall)
MORALE:Fearless (19-20)
XP VALUE:13,000
PSIONICS:Nil
Habitat/Society: The styr is usually
summoned to guard treasure chambers.
Many adventurers seeking treasure in
ruins have fallen before the relentless
attacks of the styr.
Ecology: Styr are not natural creatures and
play no part in the world’s ecology. They
neither eat nor sleep, and “live” until their
bodies are destroyed or banished.
Appearance: Commonly referred to as
ratmen by humans, the Tari are small, furry,
humanoid scavengers. They are capable of
thriving on food and water too polluted for
humans to drink.
Combat: While Tari will normally flee from
anything bigger than themselves, if forced to
fight they will use any weapon available or
NO. APPEARING:5-30
ARMOR CLASS:6
MOVEMENT:12
HIT DICE:3
THACØ:17
NO. OF ATTACKS:1
DAMAGE/ATTACK:1-3 (bite), or by weapon
SPECIAL ATTACKS:Disease
SPECIAL DEFENSES:Nil
MAGIC RESISTANCE:Nil
SIZE:S (4’ tall)
MORALE:Average (9)
XP VALUE:175
PSIONICS:Nil
Habitat/Society: The Tari gather in small
tribes, living in sewers and garbage heaps.
They move among these areas looking for
food and items to protect the tribe.
Ecology: Fearful and suspicious, the Tari
avoid contact with others. They are only
hostile if they greatly outnumber a victim.
Tari mate once a year.
bite for 1d3 points of damage. The Tari tend
to carry diseases, so a Tari bite has a 5%
chance of infecting its intended victim with a
serious disease, unless a save versus poison
is made.
Appearance: This monster resembles any
number of other slimes. It is largely
composed of bluish green amoeba-like cells
that allow it to seep through dark, damp
subterranean areas beneath Athas. These
creatures, like most others of their kind, can
ooze beneath door cracks and move about
the ceilings and walls. This allows them to
drop on unsuspecting prey.
Combat: When Tyrian slimes attack, they
envelop their prey and dissolve it. A Tyrian
slime has two types of secretions. The first is
a fast-drying, sticky substance that entangles
its prey into motionlessness. This secretion
is the slime’s usual first attack. The spraying
of this secretion acts like a
affects one target rather than an area. The
victim must make a saving throw versus
breath weapon. A successful save indicates
that the victim has dodged the spray, while
failure indicates that the victim is entangled
and cannot move.
web
spell but
NO. APPEARING:1-3
ARMOR CLASS:2
MOVEMENT:9
HIT DICE:5
THACØ:15
NO. OF ATTACKS:1
DAMAGE/ATTACK:2-12 (acid)
SPECIAL ATTACKS:Launch “sticky” secretions
SPECIAL DEFENSES:Immune to crushing and
MAGIC RESISTANCE:Nil
SIZE:M (4’-6’ in diameter)
MORALE:Average (10)
XP VALUE:2,000
PSIONICS:Nil
The second secretion is a highly corrosive
acid. This acidic secretion dissolves metal at
a surprising rate (chain mail in two rounds,
plate mail in three; and magical armor adds
one additional round per each plus to Armor
Class). The acid is also caustic to flesh and
bone. Bone is dissolved on contact and
exposed flesh suffers 2-12 (2d6) points of
damage per hit.
Habitat/Society: The Tyrian slime is a
solitary, asexual creature. It reproduces by
dividing itself and is occasionally
encountered with its own divided offspring.
The Tyrian slime lives to eat and reproduce.
Ecology: Dissolving all types of carrion
and refuse, the Tyrian slime is sometimes
tolerated as a sort of groundskeeper.
However, because of its instinctual
reactions, the Tyrian slime occasionally
manages to catch neighboring creatures
and would-be feeders off-guard, and
attacks them.
spirit sense.
Appearance: These small humanoids are
known as the Undermountain folk by the
surface dwellers. They are a reclusive, shy
breed that dwell in the caverns beneath
Undermountain. Undermountain folk
belong to Mindhomes. Their complexion is
42/2/9EW/M, TW1592
tower of iron will;
clairvoyance;
NO. APPEARING:2-20
ARMOR CLASS:6
MOVEMENT:9
HIT DICE:2+1
THACØ:19
NO. OF ATTACKS:1
DAMAGE/ATTACK:by weapon
SPECIAL ATTACKS:Psionics
SPECIAL DEFENSES:Immune to enchantment/
Habitat/Society: Mindhomes are communal groups, telepathically linked to each
other. Those with similar views support one
another, creating a unified mind. Those who
find independent thought are outcasts from
the communal group.
Ecology: If taken from the communal
groups, individuals usually go into a catatonic state and therefore are rarely sought
after. The Undermountain folk eat fungus
and other subterranean plant life found
beneath Undermountain.
light blue, with no body hair. They have
infravision with a range of 120 feet.
Combat: When trapped and forced to fight,
Undermountain folk will use psionics to
defend themselves, as well as anything
within reach. The Mindhomes are in
constant telepathic link with each other.
Mind-affecting spells do not work against
them since they are telepathically linked.
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56
✹ MAGIC ✹
For instructions on how to cast spells and use psionics, refer to the
“Spellcasting/Psionics” section on page 17.
PRESERVER SPELLS
Preserver Spell Characteristics
Note: The game automatically calculates and displays the range and the area of
effect. However, for those interested, statistics appear in the spell/psionics data.
R
ANGE
Range is the distance from the caster at which the spell effect
occurs or begins. Some possibilities are:
✹ Ø: Can only be used on the spellcaster.
✹ Touch: Must physically touch the target.
D
URATION
This lists how long the magical energy of the spell lasts. Some
possibilities are:
✹ Combat: Spell’s effects last for one combat.
✹ Instantaneous: Spell’s effects occur instantly.
✹ Special: Duration depends on spell’s use.
A
REA OFEFFECT
✹ FIRST -LEVEL PRESERVER SPELLS ✹
Armor
RANGE: TouchDURATION: SpecialAREA OF EFFECT: 1 creatureSAVING THROW: None
Armor creates a magical field of force that serves as if it were scale mail armor (AC 6). This spell
is not affected by class limitations — i.e. a mage, cleric, or druid can be affected by this spell. The
spell is not cumulative with the shield spell. Armor lasts until dispelled or the recipient takes
sufficient damage to remove it.
Burning Hands
RANGE: ØDURATION: InstantaneousAREA OF EFFECT: 120˚ cone adjacent to casterSAVING THROW: 1/2
Burning hands inflicts 1 to 3 hit points of fire damage plus 2 per level of the preserver on
targeted creatures.
Charm Person
RANGE: 120 yardsDURATION: CombatAREA OF EFFECT: 1 personSAVING THROW: Neg.
Charm person changes the target’s allegiance in combat so that an opponent fights for the preserver’s
side. It only affects character types (human, dwarf, etc.). Note: This spell is not effective outside combat.
Chill Touch
RANGE: TouchDURATION: SpecialAREA OF EFFECT: Creature touchedSAVING THROW: Neg.
Chill touch attacks the life force of any living creature. The target suffers 1 to 4 points of damage
and loses 1 point of Strength per successful attack. Undead touched by the preserver suffer no
damage or Strength loss, but may flee for several rounds.
This lists the creatures, volume, dimensions, weight, etc., that
can be affected by the spell.
S
AVINGTHROW
This lists whether the spell allows the target a saving throw and
explains the effect of a successful save. (A saving throw is a chance
to avoid some or all of a spell’s effects.) Some possibilities are:
✹ Neg.: Spell has no effect if save is successful.
✹ 1/2: Character suffers half the normal amount
of damage.
✹ None: No saving throw is allowed.
✹ Special: See the spell description for details.
Color Spray
RANGE:
Ø
Color spray causes a vivid, fan-shaped spray of clashing colors to leap from the preserver’s hand.
Up to 6 creatures may be stunned by this overwhelming cascade of light. Higher level creatures
may save and avoid the spell’s effects.
DURATION:
Instantaneous
AREA OF EFFECT:
5’ x 20’ x 20’ wedge
SAVING THROW:
Special
Enlarge
RANGE: 5 yards/levelDURATION: 5 rounds/levelAREA OF EFFECT: 1 creature or objectSAVING THROW: Neg.
Enlarge makes the recipient larger and stronger, allowing it to do more damage in melee combat.
The higher the preserver’s level, the greater the spell’s effect.
57
58
Gaze Reflection
RANGE: ØDURATION: 2 rounds + 1 round/levelAREA OF EFFECT: Special SAVING THROW: None
Gaze reflection creates a shimmering, mirror-like area of air before the preserver. Any gaze attack
is reflected back upon the gazer, with potentially harmful effects.
Grease
RANGE: 10 yardsDURATION: 3 rounds + 1 round/levelAREA OF EFFECT: 10’ x 10’ square area SAVING THROW: Neg.
Grease covers a surface with a slippery layer of a fatty, greasy nature. Any creature entering its
area slips and slides, and cannot move for the round.
Magic missile does 2 to 5 hit points of damage per missile with no saving throw. A preserver
throws 1 missile for every 2 levels (1 at levels 1 to 2, 2 at levels 3 to 4, etc.) This spell damages
any single target within its range unless the target is magic resistant or has magical protection
such as a shield spell.
Shield
RANGE: ØDURATION: 5 rounds/levelAREA OF EFFECT: CasterSAVING THROW: None
Shield negates enemy magic missile spells, improves the preserver’s saving throw versus missiles,
and may improve his or her AC.
Blur causes the preserver’s form to become blurred, shifting, and wavering. A preserver affected
with this spell becomes more difficult to hit, and gains a +1 bonus on saving throws versus
magical attacks.
Detect Invisibility
RANGE: ØDURATION: 5 rounds/levelAREA OF EFFECT: Caster SAVING THROW: None
Detect invisibility allows the target to spot invisible creatures and objects.
Flaming sphere creates a burning globe of fire that rolls in whatever direction the preserver wishes.
Creatures must save versus spell, or suffer 2 to 8 points of damage from this veritable inferno.
Fog cloud creates a large magical cloud of opaque fog. The fog blocks everyone’s line of sight.
Neither side can see the other.
Shocking Grasp
RANGE: TouchDURATION: InstantaneousAREA OF EFFECT: Creature touched SAVING THROW: None
Shocking grasp does 1 to 8 hit points of electrical damage +1 hit point per level of the preserver.
Wall of Fog
RANGE: 30 yardsDURATION: 2-8 rounds + 1 round/levelAREA OF EFFECT: 30-yard long wall SAVING THROW: None
Wall of fog creates a billowing wall of misty vapors. The fog blocks everyone’s line of sight so
neither side can see the other.
Glitterdust
RANGE: 10 yards/levelDURATION: 1-4 rounds + 1/level of casterAREA OF EFFECT: 20' cubeSAVING THROW: Special
Glitterdust creates a cloud of glittering particles which covers creatures within the area of effect.
Creatures failing their saves are blinded, with the additional side effect that invisible creatures
become visible.
Invisibility
RANGE: TouchDURATION: SpecialAREA OF EFFECT: Creature touchedSAVING THROW: None
Invisibility makes the target invisible. The THACØ of melee attacks against invisible recipients is
reduced (improved) by 4, and it is impossible to aim ranged attacks at them. Invisibility is dis-
pelled when the recipient attacks or casts a spell. Note: This spell is not effective outside combat.
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60
Melf’s Acid Arrow
RANGE: 180 yardsDURATION: SpecialAREA OF EFFECT: 1 targetSAVING THROW: None
Melf’s acid arrow creates a magical arrow that speeds to its target as if fired from the bow of a
fighter the same level as the preserver. This arrow strikes for 2 to 8 points of acid damage. As the
preserver rises in level, the acid burns for longer periods of time, causing additional damage.
Mirror Image
RANGE: ØDURATION: 3 rounds/levelAREA OF EFFECT: 6' radiusSAVING THROW: None
Mirror image creates 1 to 4 illusionary duplicates of the preserver to draw off attacks. A duplicate
disappears when it is attacked. Additional images are created at higher levels.
Protection from Paralysis
RANGE: TouchDURATION: 1 turn/levelA REA OF EFFECT: 1 creatureSAVING THROW: None
Protection from paralysisgives the recipient immunity from all forms of paralysis, be they magical
(as in a hold person spell), or natural (as in the paralyzing gaze of a sand howler).
Scare causes creatures with fewer than six Hit Dice or six levels of experience to fall into fits of
trembling and shaking. A creature under the effects of scare finds it difficult to fight, and may
often flee in combat. Note: this spell has no effect on undead creatures.
✹ THIRD-LEVEL PRESERVER SPELLS ✹
Blink
RANGE: ØDURATION: 1 round/levelAREA OF EFFECT: CasterSAVING THROW: None
Blink allows a preserver to “blink out” after acting each round. Although the preserver may be
physically attacked beforeacting each round, he or she may not be attacked after because the
opponent cannot see the preserver clearly.
Dispel Magic
RANGE: 120 yardsDURATION: InstantaneousAREA OF EFFECT: 30' cubeSAVING THROW: None
Dispel magic removes the effects of spells that do not have specific counter spells. This is a
recuperation spell for any charactersthat have been held, slowed, made nauseous, etc.
Fireball is a magical explosion that does 1 to 6 hit points of damage per level of the caster to all
targets within its area. If the target makes its saving throw, damage is halved. The spell’s power
demands that you target carefully.
Flame arrow enables the preserver to hurl fiery bolts at opponents within range. Each “arrow”
inflicts 1 to 6 points of damage, plus an additional 4 to 24 points of fire damage.
Stinking cloud renders those in its area of effect unable to attack for 2 to 5 rounds. If the target
saves, it is not affected.
Strength
RANGE: TouchDURATION: 1 hour/levelAREA OF EFFECT: Person touchedSAVING THROW: None
Strength raises the target’s Strength by 1 to 8 points depending on the class of the target. The
target’s Strength can only be raised to a maximum of 24.
Web
RANGE: 5 yards/levelDURATION: 2 turns/levelAREA OF EFFECT: 30' radiusSAVING THROW: Neg. or 1/2
Web creates a many-layered mass of strong, sticky strands similar to spider webs but far larger
and tougher. The webs prevent movement, and can only be removed by fire.
Haste doubles the recipient’s movement and number of melee attacks per round. Haste has a
short duration, so you should wait until a fight is imminent to cast it.
Hold Person
RANGE: 120 yardsDURATION: 2 rounds/levelAREA OF EFFECT: 1 to 4 persons in a 20' cubeSAVING THROW: Neg.
Hold person may paralyze targets of character types (human, dwarf, etc.). You can aim a hold
person spell at up to 4 targets. Note: This spell is not effective outside combat.
Hold undead paralyzes up to 3 undead creatures whose Hit Dice are less than or equal to the
preserver. Note: This spell is not effective outside combat.
Lightning bolt is a magical electrical attack that does 1 to 6 hit points of damage per level of the
caster to each target along its path. For best results, send the bolt down a row of opponents.
Melf’s minute meteors enables the preserver to cast (with a +2 bonus to hit) five small globes of fire,
each of which bursts into a one-foot-diameter sphere upon impact, inflicting 1 to 4 points of damage.
Slow affects all foes within the area of effect and halves the target’s movement and number of
melee attacks per round. Slowcan be used to negate an opponent’s haste spell.
✹ FOURTH-LEVEL PRESERVER SPELLS ✹
Charm Monster
RANGE: 60 yardsDURATION: SpecialAREA OF EFFECT: 1 or more creatures in a 20' radiusSAVING THROW: Neg.
Charm monster changes a target’s allegiance in combat so it fights on the side of the preserver.
The spell works on most living creatures. Note: This spell is not effective outside combat.
Confusion
RANGE: 120 yardsDURATION: 2 rounds + 1 round/levelAREA OF EFFECT: Up to a 60' cubeSAVING THROW: Special
Targeted creatures must make their saving throw each round or face confusion effects; these
include standing confused, becoming enraged, fleeing in terror, or going berserk. This spell is
most effective when used against a large number of enemies.
Evard’s black tentaclescauses a black, rubbery tentacle to spring forth from the ground. The
tentacle inflicts 3 to 12 points of damage per round until destroyed.
Fear
RANGE: Ø DURATION: InstantaneousAREA OF EFFECT: 60’ long cone, 30’ diameter at end, 5’ at base SAVING THROW: Neg.
Fear causes all targets within its area of effect to flee in terror.
Fire shield protects the preserver so that any creature who hits the preserver in melee does
damage, but takes the same amount of damage in return. The preserver takes half damage and
has the saving throw from the attack improved by 2.
Spirit Armor
RANGE: ØDURATION: 2 rounds/levelAREA OF EFFECT: CasterSAVING THROW: Special
Spirit armor surrounds the preserver with an aura composed of his or her life essence. This aura
acts as splint mail of AC 4 and grants a +3 bonus to saving throws versus magical attacks.
V ampiric Touch
RANGE: ØDURATION: One touchAREA OF EFFECT: CasterSAVING THROW: None
Vampiric touch allows a preserver to temporarily raise his or her hit points, possibly above the normal
level. A successful attack causes the opponent to lose 1 to 6 hit points for every two caster levels, to a
maximum drain of 6 to 36 hit points. The hit points are added to the total, with any hit points over the
normal total treated as temporary. These additional points are lost at the rate of one hit point per turn.
Ice Storm
RANGE: 10 yards/levelDURATION: InstantaneousAREA OF EFFECT: 20’ squareSAVING THROW: None
Ice storm does 3 to 30 hit points of damage to all targets within its area. This spell even inflicts full
damage on opponents protected by resist cold.
Improved invisibility is similar to the invisibility spell, but the recipient is able to attack (either by
missile discharge, melee combat, or spellcasting) and remain unseen. Note: This spell is not
effective outside combat.
Minor spell turning causes the effects of first, second, and third-level spells directed at the
protected preserver to reflect back and affect the casting opponent.
Monster Summoning II
RANGE: 40DURATION: 3 rounds + 1 round/levelAREA OF EFFECT: Adjacent to casterSAVING THROW: None
Monster summoning II allows the preserver to magically conjure second-level monsters, who fight
on the preserver’s side in combat.
Rainbow Pattern
RANGE: 10 yardsDURATION: SpecialAREA OF EFFECT: 30' cubeSAVING THROW: Neg.
With rainbow pattern, the preserver creates a flashing, interweaving band of rainbow-colored
lights which absorb the full attention of affected creatures. Direct attacks on the creatures break
the spell. Note: This spell is not effective outside combat.
Wall of Fire
RANGE: 60 yardsDURATION: SpecialAREA OF EFFECT: SpecialSAVING THROW: None
The wall of fire spell brings forth an immobile, 20-foot tall curtain of magical fire. Creatures
passing through the wall take damage from the flames.
Wall of Ice
RANGE: 10 yards/levelDURATION: InstantaneousAREA OF EFFECT: SpecialSAVING THROW: None
Wall of ice creates a sheet of ice that makes movement impossible. It blocks the line of sight
between enemies and your party.
Solid Fog
RANGE: 30 yards DURATION: 2-4 rounds + 1 round/level AREA OF EFFECT: 20’ x 10’ x 10’ volume/level of caster SAVING THROW: None
Solid fog creates a billowing mass of misty vapor similar to a wall of fog spell. Movement through the
fog is slowed to 1/10 of normal. Solid fogmay be dispelled with fire-based spells such as fireball.
Stoneskin
RANGE: TouchDURATION: SpecialAREA OF EFFECT: 1 creatureSAVING THROW: None
The recipient of a stoneskinspell gains virtual immunity to any attack by cut, blow, projectile, or
other physical attack. The spell blocks 1 to 4 attacks, plus 1 attack per 2 levels of experience.
Turn Pebble to Boulder
RANGE: TouchDURATION: SpecialAREA OF EFFECT: SpecialSAVING THROW: None
Turn pebble to boulder causes a hurled pebble to grow into a boulder as it flies, inflicting 11 to 26
hit points of damage if it strikes the target.
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✹ FIFTH-LEVEL PRESERVER SPELLS ✹
Chaos
RANGE: 5 yards/levelDURATION: 1 round/levelAREA OF EFFECT: Up to 40' cubeSAVING THROW: Special
Chaos affects 1 to 4 targets, plus 1 creature per caster level. Targeted creatures must make their
saving throw each round or face the spell’s effects; these include standing confused, becoming
enraged, fleeing in terror, or going berserk. This spell is most effective when used against a large
number of enemies. Highly intelligent creatures (Intelligence of 21 or greater), or simple creatures
(Intelligence of 4 or less) may save to avoid the spell’s effects. Only fighters gain a save versus
this spell.
Cloudkill
RANGE: 10 yardsDURATION: 1 round/levelAREA OF EFFECT:40’ wide, 20’ high, 20’ deep cloud SAVING THROW: None
Cloudkill kills weak monsters in its area of effect. More powerful monsters may merely
take damage.
Cone of Cold
RANGE: ØDURATION: InstantaneousAREA OF EFFECT: SpecialSAVING THROW: 1/2
Cone of cold unleashes a withering cone-shaped blast of cold. The spell’s range and damage
increases with the preserver’s level.
RANGE: 10 yards/levelDURATION: PermanentAREA OF EFFECT: 1 creatureSAVING THROW: Neg.
Feeblemind causes targets to drop dramatically in Intelligence and Wisdom, and lose their ability
to cast spells or psionics. A heal spell counters the effect of feeblemind.
RANGE: 5 yards/levelDURATION:1 round/levelAREA OF EFFECT: 1-4 creaturesSAVING THROW: Neg.
Hold monster is similar to hold person, except that it affects a wider variety of creatures. Note:
This spell is not effective outside combat.
RANGE: 60 yardsDURATION: 1 turn + 1 round/levelAREA OF EFFECT: One creatureSAVING THROW: None
Lower resistance causes the magical resistance of the recipient to drop 30% plus 1% per level of
the caster.
Monster summoning III allows the preserver to magically conjure third-level monsters, who fight
on the preserver’s side in combat.
Feeblemind
Hold Monster
Lower Resistance
Monster Summoning III
Conjure Elemental
RANGE: 60 yardsDURATION: 1 turn/levelAREA OF EFFECT: SpecialSAVING THROW: None
Conjure elemental allows the preserver to conjure an air, earth, fire, or water elemental to fight for
the preserver in battle. The elemental disappears after the battle.
Dismissal
RANGE: 10 yardsDURATION: PermanentAREA OF EFFECT: 1 creatureSAVING THROW: Neg.
Dismissal attempts to force a creature from another plane of existence to return to its proper
plane. These extra-planar creatures must save or be forcefully expelled from the current plane
of existence.
Domination
RANGE: 10 yards/levelDURATION: SpecialAREA OF EFFECT: 1 personSAVING THROW: Neg.
Domination allows a preserver to dominate another person. Targets fight on the preserver’s side
in combat. Due to the spell’s power, targeted creatures must save at a -2 penalty or be
dominated. Note: This spell is not effective outside combat.
Summon shadow summons 1 shadow. This shadow fights for the preserver until slain or dispelled.
Wall of Force
RANGE: 30 yardsDURATION: 1 turn + 1 round/levelAREA OF EFFECT: Up to 10' square/levelSAVING THROW: None
A wall of force creates an invisible barrier in the location desired by the preserver, up to the spell’s
range. The wall blocks all attacks, and can only be dispelled with disintegrate.
Wall of Stone
RANGE: 5 yards/levelDURATION: 1 dayAREA OF EFFECT: SpecialSAVING THROW: None
Wall of stone creates a wall of granite rock that can be used to block passages, walkways, etc.
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CLERIC SPELLS
Cleric Spell Characteristics
Note: The game automatically calculates and displays the range and the area of
effect. However, for those interested, statistics appear in the spell/psionics data.
S
PHERE
This identifies the sphere or spheres into which each spell falls.
R
ANGE
Range is the distance from the caster at which the spell effect
occurs or begins. Some possibilities are:
✴ Ø: Can only be used on the spellcaster.
✴ Touch: Must physically touch the target.
D
URATION
This lists how long the magical energy of the spell lasts. Some
possibilities are:
✴ Combat: Spell’s effects last for one combat.
✴ Instantaneous: Spell’s effects occur instantly.
✴ Special: Duration depends on spell’s use.
Bless improves the THACØ of friendly characters by 1. Bless cannot affect characters who are
adjacent to monsters when the spell is cast, and the spell is not cumulative. This is a good spell to
cast before going into combat.
Cause Fear
SPHERE: CosmosRANGE: 10 yardsDURATION: SpecialAREA OF EFFECT: 1 creature/4 levels SAVING THROW: Special
Cause fear strikes terror in the hearts of hostile monsters. Creatures must save or flee in panic for
1 to 4 rounds.
Cause Light Wounds
SPHERE: CosmosRANGE: TouchDURATION: PermanentAREA OF EFFECT: Creature touchedSAVING THROW: None
Cause light wounds inflicts 1 to 8 hit points of damage on a target.
Cure Light Wounds
SPHERE: CosmosRANGE: TouchDURATION: PermanentAREA OF EFFECT: Creature touchedSAVING THROW: None
Cure light wounds heals 1 to 8 hit points, up to the recipient’s normal maximum hit points.
A
REA OFEFFECT
This lists the creatures, volume, dimensions, weight, etc., that
can be affected by the spell.
S
AVINGTHROW
This lists whether the spell allows the target a saving throw and
explains the effect of a successful save. (A saving throw is a chance
to avoid some or all of a spell’s effects.) Some possibilities are:
✴ Neg.: Spell has no effect if save is successful.
✴ 1/2: Character suffers half the normal amount
of damage.
✴ None: No saving throw is allowed.
✴ Special: See the spell description for details.
Curse increases (weakens) the THACØ of targets by 1. The target cannot be adjacent to a party
character or NPC, and the spell’s effects are not cumulative.
Entangle causes the plants in the ground to sprout up and entangle or capture creatures. Victims
who fail their save become tangled and move very slowly.
Invisibility to Undead
SPHERE: CosmosRANGE: TouchDURATION: 6 roundsAREA OF EFFECT: Creature touchedSAVING THROW: Special
Invisibility to undead causes affected undead to lose track of and ignore the warded creature for
the duration of the spell. The recipient thus effectively becomes invisible to undead creatures.
Note: This spell is not effective outside combat.
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Magical Stone
SPHERE: EarthRANGE: ØDURATION: InstantaneousAREA OF EFFECT: SpecialSAVING THROW: None
Magical stone allows the cleric to temporarily enchant three small pebbles. These magical stones
can then be hurled at an opponent, causing 1 to 4 points of damage per stone, or 2 to 8 points if
the target is undead.
This spell enables the cleric to temporarily create a magical club that appears in his or her hand.
✹ SECOND-LEVEL CLERIC SPELLS ✹
Aid
SPHERE: Cosmos RANGE: Touch DURATION: 1 round + 1 round/level AREA OF EFFECT: Creature touched SAVING THROW: None
Aid is much like the bless spell, except the recipient also gains the benefit of 1 to 8 additional hit
points for the duration of the spell. The temporary hit points are subtracted before the character’s
own if injured in combat. This spell may be used in conjunction with the bless spell, but is not
cumulative with it.
Barkskin
SPHERE: Cosmos RANGE: Touch DURATION: 4 rounds + 1 round/level AREA OF EFFECT: Creature touched SAVING THROW: None
When a cleric casts the barkskinspell, the recipient’s skin becomes as tough as bark, improving
(lowering) its base Armor Class to AC 6, plus 1 AC for every four levels of the caster. In addition,
the affected creature gains +1 to all saving throws.
Charm Person or Mammal
SPHERE: CosmosRANGE: 80 yardsDURATION: CombatAREA OF EFFECT: 1 person or mammalSAVING THROW: Neg.
Charm person or mammal allows the cleric to charm any single person or mammal, causing it to
fight on the side of the cleric in battle. The targeted creature may save to avoid the spell’s effects.
Note: This spell is not effective outside combat.
Dust Devil
SPHERE: Earth, Air RANGE: 30 yards DURATION: 2 rounds/level AREA OF EFFECT: Adjacent to casterSAVING THROW: None
Dust devil enables the cleric to conjure up a dust devil, who fights on the side of the cleric in
battle.
Find Traps
SPHERE: CosmosRANGE: ØDURATION: 3 turnsAREA OF EFFECT: CasterSAVING THROW: None
Find traps reveals the location of all traps, whether magical or mechanical, to the cleric. Thus,
when a character comes upon a trap, he or she is aware of it and can retreat, or have someone
disarm it.
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Flame Blade
SPHERE: Fire RANGE: Ø DURATION: 4 rounds + 1 round/2 levels AREA OF EFFECT: 3’ long, sword-like blade SAVING THROW: None
When this spell is cast a burning sword appears in the cleric’s hand — attack with this as one
would with any other melee weapon. The blade attacks like a normal sword and does 7 to 10
points of damage. The spell does slightly less damage against targets protected from fire.
Hold Person
SPHERE: CosmosRANGE: 120 yardsDURATION: 2 rounds/levelAREA OF EFFECT: 1 to 4 personsSAVING THROW: Neg.
This spell can affect human, demi-human, or humanoid creatures. Creatures that are affected
become rigid and unable to move or speak. Spell duration increases with the level of the cleric.
Note: This spell is not effective outside combat.
Resist Cold
SPHERE: FireRANGE: TouchDURATION: 1 round/level AREA OF EFFECT: Creature touchedSAVING THROW: None
Resist cold halves damage from cold attacks and improves saving throws versus cold attacks by 3.
Resist Fire
SPHERE: FireRANGE: TouchDURATION: 1 round/level AREA OF EFFECT: Creature touchedSAVING THROW: None
Resist fire halves damage from fire attacks and improves saving throws versus fire attacks by 3.
Spiritual hammer creates a temporary magic hammer that is automatically readied. Spiritual
hammers can hit monsters that may only be struck by +1 weapons.
✹ THIRD-LEVEL CLERIC SPELLS ✹
Bestow Curse
SPHERE: CosmosRANGE: TouchDURATION: PermanentAREA OF EFFECT: 1 targetSAVING THROW: Neg.
This spell allows the cleric to curse a creature, giving it a -4 penalty to attacks and saves. The
spell’s effects can be reversed with dispel magic or remove curse.
Cause disease infects the target with a debilitating ailment that saps strength and hit points.
Conjure Lesser Elemental
SPHERE: Earth, Air, Fire, Water RANGE: 30 yards DURATION: 1 turn + 1 round/level AREA OF EFFECT: Special SAVING THROW: None
Conjure lesser elementalallows the cleric to open a gate to its elemental plane and summon a
lesser elemental to fight for the cleric in battle. The lesser elemental disappears when the spell
wears off.
Cure disease removes the effects of disease caused by some monsters or cause disease spells.
Dispel Magic
SPHERE: Cosmos RANGE: 60 yards DURATION: PermanentAREA OF EFFECT: 30' cube or 1 itemSAVING THROW: None
Dispel magic removes the effects of spells that do not have specific counter spells. This is the cure
spell for any characters that have been held, slowed, or made nauseous.
This spell enchants the cleric’s own robes, providing protection at least equivalent to chain mail
(AC 5). The vestment gains a +1 enchantment for every three levels the cleric earns above 5th
level. For example, an 11th-level cleric would have AC 3 protection. This spell is not cumulative
with itself or any other spells or armor. The spell’s duration increases with the level of the cleric.
Negative Plane Protection
SPHERE: CosmosRANGE: TouchDURATION: SpecialAREA OF EFFECT: 1 creatureSAVING THROW: None
Negative plane protectionaffords the recipient protection from one draining attack from undead
monsters. Note that the spell affords protection against the first attack, but no protection against
subsequent attacks (unless cast again).
Prayer improves the THACØ and saving throws of friendly characters by 1 and increases
(weakens) the THACØ and saving throws of monsters by 1. This is a good spell to cast before
going into combat, but it is not cumulative.
Protection from Fire
SPHERE: FireRANGE: TouchDURATION: SpecialAREA OF EFFECT: Creature touchedSAVING THROW: None
Protection from fire gives limited protection against fire. The recipient of the spell gets a +3 bonus
to their save and takes half damage from flames.
Abjure allows the cleric to dispel extraplanar creatures back to their own plane of existence.
Creatures such as tanar’ri, elementals, and slaads fall into this category.
Blood Flow
SPHERE: WaterRANGE: TouchDURATION: InstantaneousAREA OF EFFECT: 1 targetSAVING THROW: Neg.
Blood flow allows the manipulation of the circulatory system, and can thus be used to heal or
injure. When healing, 2 to 12 points of damage are cured. If the spell is used to injure, the target
is stunned for up to 4 rounds.
The cloak of bravery spell can be cast upon any willing creature. An individual thus protected
gains a +4 bonus to saves versus fear. Note: the spell only protects the recipient from the first fear
effect — it is then dispelled and does not provide any further protection (unless cast again).
Remove Curse
SPHERE: CosmosRANGE: TouchDURATION: PermanentAREA OF EFFECT: 1 targetSAVING THROW: None
Remove curse removes effects of a bestow curse spell. It also allows the recipient to unready
cursed magic items.
Remove Paralysis
SPHERE: Cosmos RANGE: 10 yards/levelDURATION: PermanentAREA OF EFFECT: 1 to 4 creatures SAVING THROW: None
This spell negates the effects of any type of paralyzation or related magic. For example, the spell
counters hold or slow spells.
Summon insects attracts a cloud of insects to attack the foes of the cleric. Anyone in the cloud
takes 4 points of damage per round, has a +2 AC penalty, and receives a -2 penalty to hit.
The recipient of this spell receives an aura of fear. The first opponent who strikes the affected
character must save versus fear or run away in panic. Note: the spell only affects the recipient
once (unless cast again).
Condense causes a small pebble, hurled by the cleric, to attract dust and debris. This condensed
matter makes the pebble the size of a large rock, causing 3 to 18 hit points of damage if it hits
its target.
Protection from evil, 10’ radiuscan be cast on a character or monster and improves the AC and
saving throws of the target and all adjacent friendly characters by 2 against evil attackers. The
effects of this spell are not cumulative.
Protection from lightningcreates a protective aura which protects the recipient from the effects of
lightning. The recipient gains a +4 bonus to saves, and takes half damage from lightning.
Cause critical wounds inflicts 6 to 27 hit points of damage on a target.
Conjure Elemental
SPHERE: Earth, Air, Fire, Water RANGE: 80 yards DURATION: 1 turn/level AREA OF EFFECT: Adjacent to caster SAVING THROW: None
Conjure elemental allows the cleric to open a gate to its elemental plane and summon an
elemental to fight for the cleric in battle. The elemental disappears at the end of the spell’s
duration.
Deflection creates a gust of wind that settles around the cleric, causing all smaller projectile
weapons to miss. Boulders and other large projectiles remain unaffected by the spell. The cleric
may still fire missiles while the spell is in effect.
Insect Plague
SPHERE: Air RANGE: 120 yards DURATION: 2 rounds/level AREA OF EFFECT: 180’ diameter, 60’ high cloud SAVING THROW: None
Insect plague summons a swarming horde of insects that obscure vision, prevent spellcasting, and
inflict 1 hit point of damage per round to creatures within the cloud.
Ironskin
SPHERE: EarthRANGE: TouchDURATION: SpecialAREA OF EFFECT: 1 creatureSAVING THROW: None
Ironskin gives the recipient immunity to physical attacks by weapons (even enchanted ones),
natural animal weapons (such as fangs or claws), and hurled projectiles. Magical attacks still
have their normal effect.
Quicksand
SPHERE: Water/Earth RANGE: 60 yardsDURATION: 1 turn + 1 round/level AREA OF EFFECT: 30' radius SAVING THROW: None
Quicksand causes all unpaved surfaces within the area of effect to become soft and clingy.
Anyone passing through the affected area sinks into the quicksand and is held there.
Raise dead can bring one non-elf1character back to life. The chances for success are based on
the character’s Constitution and how long the character has been dead. The raised character
loses 1 point of Constitution (permanently), and is resurrected with only 1 hit point out of his or
her total points.
Dispel Evil
SPHERE: Cosmos RANGE: TouchDURATION: 1 round/level AREA OF EFFECT: Creature touchedSAVING THROW: Neg.
Dispel evil improves the target’s AC by 7 against summoned evil creatures for the duration of the
spell, or until the target hits a summoned creature. The creature must make a saving throw when
it is hit or be dispelled.
Flame Strike
SPHERE: Fire RANGE: 60 yardsDURATION: InstantaneousAREA OF EFFECT: 5' radius by 30' high column SAVING THROW: 1/2
Flame strike allows the cleric to call a column of fire down from the heavens onto a target. Any
creature within the area of effect must save versus spell. Failure means the creature sustains 6 to
48 points of damage; otherwise, the damage is halved.
Slay Living
SPHERE: CosmosRANGE: 30 yardsDURATION: PermanentAREA OF EFFECT: 1 personSAVING THROW: Special
Slay living is the opposite of the raise dead spell; it kills one target. If the target makes its saving
throw, it suffers 3 to 17 hit points of damage.
Wall of Fire
SPHERE: FireRANGE: 80 yards DURATION: 1 round/level AREA OF EFFECT: 10’ + 5’/2 levelsSAVING THROW: None
The wall of fire spell brings forth an immobile, 20-foot tall curtain of magical fire. Creatures
passing through the wall take damage from the flames.
1
Elves are the only race that
cannot
be resurrected.
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PSIONICS
Psionic Characteristics
Note: The game automatically calculates and displays the range and the area of
effect. However, for those interested, statistics appear in the spell/psionics data.
POWER SCORE
Every psionic power is associated with one of the character’s basic
attributes (Strength, Wisdom, etc.). The psionic power score equals
the character’s score for that attribute, plus or minus a specific
amount. In mathematical terms, the power score x 5% = the percent
chance of successfully activating a power. A character always makes
a power check when activating a power. You can check your
character’s power score for a particular psionic power by pointing at
the icon. The number next to the checkmark is your power score.
Note that even with a power score of 20 it is possible to occasionally
fail your power check.
INITIAL COST
The number of PSPs (Psionic Strength Points) expended when the
power is first used. A character failing a power check must expend
half this many PSPs. PSPs are recovered at a rate of 3 per hour of
walking. Resting, however, restores all expended PSPs. You can
check a psionic power’s Psionic Point cost by pointing at the power’s
icon. The number next to the “Pp” is the power’s cost.
Psychokinesis
✹ P
SYCHOKINETIC SCIENCES ✹
Detonate
POWER SCORE: Con -3INITIAL COST: 18MAINTENANCE COST: naRANGE: 60 yardsAREA OF EFFECT: 1 item, 8 cu. ft.
Detonate allows a psionicist to harness the latent energy inside plants or inanimate objects, focus
it, and release it explosively. This explosion inflicts 1 to 10 points of damage to any creature
within a 10’ radius of the blast, and may disintegrate (turn to ashes) an item on the creature.
Disintegrate
POWER SCORE: Wis -4INITIAL COST: 40MAINTENANCE COST: naRANGE: 50 yards AREA OF EFFECT: 1 item, 8 cu. ft.
The disintegrate science reduces a creature to microscopic pieces and scatters them. The target
must save versus death magic or be turned to ash.
Project Force
POWER SCORE: Con -2INITIAL COST: 10MAINTENANCE COST: naRANGE: 200 yardsAREA OF EFFECT: na
Project force allows a psionicist to focus a psychokinetic “punch” against a target up to 200 yards
away. This attack does 1 to 6 points of damage, plus the AC of the targeted creature.
✹ PSYCHOKINETIC DEVOTIONS ✹
MAINTENANCE COST
The number of PSPs expended to keep a power operating from the
previous round. Maintaining a power does not require a new power
check. If no maintenance cost is listed, the power cannot be
maintained. The maintenance cost is canceled after combat on all
maintainable psionic powers
RANGE
The maximum distance from the psionicist (or psionics user) at
which the power can have an effect. Some possibilities are:
✴ Ø: Can only be used on the psionicist.
✴ Touch: Must physically touch the target.
AREA OF EFFECT
The physical area or number of beings which the power affects.
“Personal” means the power only affects the psionicist.
Ballistic Attack
POWER SCORE: Con -2INITIAL COST: 5MAINTENANCE COST: naRANGE: 30 yardsAREA OF EFFECT: 1 item, 1 lb.
Ballistic attack allows a character to throw a small object at extremely high (and deadly) speeds.
A successful hit inflicts 1 to 6 points of damage.
Control Body
POWER SCORE: Con -2INITIAL COST: 8MAINTENANCE COST: 8/roundRANGE: 80 yardsAREA OF EFFECT: Individual
Control body allows psychokinetic control of another person’s body. In effect, the victim becomes
a marionette. The psionicist can force the body to fight on his or her behalf, but with a -6 penalty
on attack rolls (using the victim’s own THACØ). Note: This is not effective outside combat.
Inertial Barrier
POWER SCORE: Con -3INITIAL COST: 7MAINTENANCE COST: 5/roundRANGE: ØAREA OF EFFECT: 3-yard diam.
The inertial barrier is a defense. The psionicist creates a barrier of “elastic” air around him or
herself and anyone else within 3 yards. This barrier halves damage from breath weapons,
missiles, gas, acid, and ice storms.
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Psychometabolism
POWER SCORE: Con -2INITIAL COST: 6MAINTENANCE COST: 3/roundRANGE: ØAREA OF EFFECT: Personal
✹ P
SYCHOMET ABOLIC SCIENCES ✹
Animal Affinity
POWER SCORE: Con -4INITIAL COST: 15MAINTENANCE COST: 4/roundRANGE: ØAREA OF EFFECT: Personal
Animal affinity allows the psionicist to briefly grow claws that inflict 1 to 10 hit points of damage.
Energy Containment
POWER SCORE: Con -2INITIAL COST: 10MAINTENANCE COST: naRANGE: ØAREA OF EFFECT: Personal
When a psionicist is protected by energy containment, energy attacks such as electricity, cold,
fire, heat, and sound have no effect.
Life Draining
POWER SCORE: Con -3INITIAL COST: 11MAINTENANCE COST: naRANGE: TouchAREA OF EFFECT: Individual
Psionicists using the life draining science can “drain” up to 6 hit points from another creature.
These hit points are temporarily added onto the psionicist’s total. The bonus points disappear
after an hour, if they haven’t already been used.
✹ PSYCHOMETABOLIC DEVOTIONS ✹
With biofeedback, the psionicist can control the flow of blood through the body. This is used
to reduce damage from attacks by 2, and the psionicist also improves (reduces) his or her
AC by 1.
POWER SCORE: Con -3INITIAL COST: 9MAINTENANCE COST: 4/roundRANGE: ØAREA OF EFFECT: Personal
Body weaponry allows the psionicist to temporarily use one arm as if it were a weapon. The arm
becomes as strong as wood or steel. However, the arm cannot imitate bows of any sort, nor can it
become a weapon that the psionicist cannot normally use.
POWER SCORE: Con -3INITIAL COST: 5MAINTENANCE COST: ØRANGE: TouchAREA OF EFFECT: Individual
Cell adjustment allows the psionicist to heal wounds and cure diseases. Cell adjustment cannot
remove curses.
POWER SCORE: Con -3INITIAL COST: 6MAINTENANCE COST: 3/roundRANGE: ØAREA OF EFFECT: Personal
Displacement mimics the power of a displacer beast to project an image of itself up to three feet
away. The image draws attacks that would otherwise be directed at the psionicist. The psionicist
improves (reduces) his or her AC by 2 when displaced.
Biofeedback
Body Weaponry
Cell Adjustment
Displacement
Absorb Disease
POWER SCORE: Con -3INITIAL COST: 12MAINTENANCE COST: naRANGE: TouchAREA OF EFFECT: Individual
The power of absorbing disease allows the psionicist to transfer a disease (either natural or magical)
from one creature to the psionicist, who can then cure it. The power cannot absorb curses.
POWER SCORE: Wis -3INITIAL COST: VariesMAINTENANCE COST: VariesRANGE: ØAREA OF EFFECT: Personal
Enhanced Strength allows the psionicist to increase his or her Strength to 24. The initial PSP cost
is twice the number of added points; the cost to maintain the extra points per round equals the
number of new points.
Adrenalin Control
POWER SCORE: Con -3INITIAL COST: 8MAINTENANCE COST: 4/roundRANGE: ØAREA OF EFFECT: Personal
With adrenalin control, the psionicist temporarily boosts his or her Strength from 1 to 6 points.
All bonuses for extra Strength apply while the power is in effect.
POWER SCORE: Con -3INITIAL COST: 8MAINTENANCE COST: 4/roundRANGE: ØAREA OF EFFECT: Personal
With flesh armor, the psionicist temporarily transforms his or her own flesh into a type of armor
based on his or her level. Because the armor becomes part of the body, the psionicist suffers no
penalties for its use.
Enhanced Strength
Flesh Armor
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84
Graft Weapon
Telepathy
POWER SCORE: Con -5INITIAL COST: 10MAINTENANCE COST: 1/roundRANGE: TouchAREA OF EFFECT: Personal
Graft weapon allows the psionicist to take a weapon and make it part of the body. Attacks
with this weapon are at a +1 bonus to hit. The weapon, once grafted, cannot be switched
with another.
Lend Health
POWER SCORE: Con -1INITIAL COST: 4MAINTENANCE COST: naRANGE: TouchAREA OF EFFECT: Individual
Lend health allows the psionicist to transfer hit points to another character. The psionicist can
transfer as many hit points as he or she wants, as long as the target’s maximum or his or her own
minimum hit point level is not exceeded.
Share Strength
POWER SCORE: Con -4INITIAL COST: 6MAINTENANCE COST: 2/roundRANGE: TouchAREA OF EFFECT: Individual
With share Strength, the psionicist transfers his or her own Strength points to another. Two
points are taken from the psionicist for every one received.
POWER SCORE: Wis -4INITIAL COST: VariesMAINTENANCE COST: VariesRANGE: 30 yardsAREA OF EFFECT: Individual
Domination allows a psionicist to take control of another’s mind, forcing the victim to do as the
psionicist wishes. The psionicist can then make use of the subject’s abilities and powers. The PSP
cost to establish and maintain domination depends on the subject. Note: This is not effective
outside combat.
POWER SCORE: Wis -6 INITIAL COST: Varies MAINTENANCE COST: Varies RANGE: 40 yards AREA OF EFFECT: Up to 5 creatures
Mass domination is identical to domination except that up to 5 creatures can be controlled at
once. The PSP cost to establish and maintain mass domination depends on the subjects. Note:
This is not effective outside combat.
A number of psychic defenses are available as telepathic sciences or devotions. When
characters are attacked, the game automatically activates whichever defense it deems
appropriate for the situation. Defenses such as mind blank and tower of iron will be
controlled by the game.
✹ TELEPATHIC SCIENCES ✹
Domination
Mass Domination
Psychic Crush
POWER SCORE: Wis -4INITIAL COST: 7MAINTENANCE COST: naRANGE: 50 yardsAREA OF EFFECT: Individual
A psychic crush is an attack on another psionicist’s mind. The attack can inflict up to 6 hit points
of damage.
Superior Invisibility
POWER SCORE: Int -5INITIAL COST: VariesMAINTENANCE COST: 5/roundRANGE: 100 yardsAREA OF EFFECT: Personal
Superior invisibility makes the psionicist nearly undetectable. The user cannot be seen, makes no
sound, and has no scent. Superior invisibility is dispelled if the psionicist attacks. The initial PSP
cost varies depending on the number of creatures the psionicist is protecting against. Note: This is
not effective outside combat.
Tower of Iron Will
POWER SCORE: Wis -2INITIAL COST: 6MAINTENANCE COST: naRANGE: ØAREA OF EFFECT: 1 yard
Tower of iron will wards the psionicist against unwanted contact by other psionicists. A psionicist
can initiate one other psionic power while thus warded.
85
86
✹ TELEPATHIC DEVOTIONS ✹
POWER SCORE: Wis -5 INITIAL COST: 10MAINTENANCE COST: naRANGE : 20/40/60 yards AREA OF EFFECT: Individual
Ego Whip
POWER SCORE: Wis -3INITIAL COST: 4MAINTENANCE COST: naRANGE: 40/80/120 yardsAREA OF EFFECT: Individual
Ego whip is another psionic mind attack. The psionicist attacks the target’s ego, leaving it with
feelings of inferiority. The target is stunned for 1 to 4 rounds.
Id Insinuation
POWER SCORE: Wis -4 INITIAL COST: 5MAINTENANCE COST: naRANGE: 60/120/180 yardsAREA OF EFFECT: Individual
Id insinuation is another psionic mind attack. The psionicist unleashes the target’s id, pitting it in
a moral struggle against the target’s superego. The resulting moral dilemma paralyzes the target
for 1 to 4 rounds. Note: This is not effective outside combat.
Intellect Fortress
POWER SCORE: Wis -3INITIAL COST: 4MAINTENANCE COST: naRANGE: ØAREA OF EFFECT: 3-yd. radius
Intellect fortress is a telepathic defense against psionic attacks. All minds within the area of effect
are also protected.
Mental Barrier
POWER SCORE: Wis -2INITIAL COST: 3MAINTENANCE COST: naRANGE: ØAREA OF EFFECT: Personal
Mental barrier is another telepathic defense against psionic attacks, though it only protects the
psionicist. Psionicists can use other psionic powers while protected by a mental barrier.
A psionic blast tricks an opponent into believing that it has lost 80% of its hit points. When it
loses 20% of its hit points, the creature falls unconscious.
POWER SCORE: Int -4INITIAL COST: 15MAINTENANCE COST: 10/roundRANGE: ØAREA OF EFFECT: 20/50/90 yards
Synaptic static interferes with psionic abilities, preventing all (including the psionicist who
initiated the power) from using psionics until the effect ends.
POWER SCORE: Wis -3INITIAL COST: 1MAINTENANCE COST: naRANGE: ØAREA OF EFFECT: Personal
A thought shield protects the psionicist’s mind from psionic attacks. The psionicist may initiate
another psionic power while protected by a thought shield.
Psionic Blast
Synaptic Static
Thought Shield
Mind Bar
POWER SCORE: Int -2INITIAL COST: 6MAINTENANCE COST: 4/roundRANGE: ØAREA OF EFFECT: Personal
Mind bar gives the psionicist 75% magic resistance to mind-affecting spells such as charm and
feeblemind.
Mind Blank
POWER SCORE: Wis -7INITIAL COST: ØMAINTENANCE COST: ØRANGE: ØAREA OF EFFECT: Personal
Mind blank is another telepathic defense against psionic attacks. The psionicist can initiate other
psionic powers while protected by mind blank. Unlike the other defensive modes, mind blank
costs nothing to maintain, so it is always “on.”
AToggles animations on/off
CBrings up Cast Spells/Use Psionics screen
EBrings up Current Spell/Effects screen
GSets character to Guard (in combat)
HCenters screen on leader
IBrings up View Inventory screen
NTargets next opponent (in combat)
OBrings up overhead map
PTargets previous opponent (in combat)
QEnds character’s turn (in combat)
UBrings up Cast Spells/Use Psionics screen
VBrings up View Character screen
WSets character to Wait (in combat)
Y/NAnswers Yes/No questions
Alt-X:Quits S
Esc:Exits all menus; quits S
HATTEREDLANDS
HATTEREDLANDS
if no menus on screen
Tab:Brings up Game Menu
Space:Turns off computer control (in combat); from Character
Options screens, brings up modify character menu
1-4:Sets corresponding character as leader
5:All character icons shown when moving
6:Only leader icon shown when moving
Note: In conversations with NPCs, numbers 1-5 select
the associated line from the list of possible responses
F1:Saves game
F2:Loads game
F3:Quits game
F4:Toggles music on/off
F5:Toggles sound effects on/off
F6:Toggles animations on/off
✴ RULE BOOK CREDITS ✴
Documentation and
Editing of Game Text E
ProducerB
Associate ProducersR
Game ProgrammingR
Tools ProgrammingJ
ILEENMATSUMI
A
LBROWN
RETBERRY
ICKWHITE
USSBROWN
K
EITHBRORS
OHNMILES
Low Level Graphic Routines
M
ICHAELCOUSTIER
Additional ProgrammingDANH
N
ICHOLASNEWHARD
T
OMISLAV“TOMMY
K
ERRY
D
OUGLASGROUNDS
ArtM
AURIEMANNING
P
AULBARTON
F
REDBUTTS
T
AMRADAYTON
D
AVEJENSEN
G
REGLEE
M
AURINE
D
ONALDWANG
, A
NDRÉVRIGNAUD
, D
AVESHELLEY
: Lead Programmer
, R
OBERT
: Music Engine &
, K
EWITT
, ROBL
” P
L. B
ONIN
,
, KENY
: Lead Artist
, L
AURA
, A
RMANDCABRERA
, D
IANEDUFFY
, S
TEVEKONGSLE
, C
YRUSLUM
Y. S
TARKEY
, J
OHNXU
W. C
ALFEE
ATHYBAYLESS
AMB
,
,
ETROVIC
R. B
,
OUNG
OWEN
,
,
,
, TOMW
AHL
FM Voice DesignTHEF
ATMAN
,
Story Design & ProgrammingC
Additional Story Support RONB
Product Test J
Test SupportKYME
Compatibility TestingTOPS
,
,
Rule Book Graphic Design
& Desktop PublishingL
PrintingB
HRISCARR
A
DAMISGREEN
T
OMONO
EFFSHOTWELL
J
OELBILLINGS
L
EECRAWFORD
S
EANHOUSE
A
LMARENCO
J
ASONRAY
C
HRISTINAWATSON
L
ARRYSTEPHENWEBBER
R
ENEESTEINER
OUISSAEKOWDESIGN
D
AVIDBOUDREAU
ANTA
, C
ARON
, DONMCC
OLINGER
, G
, R
HONDAVAN
LENCURETON
: Lead Product Tester
, J
OHNBOOCKHOLDT
, F
ORRESTELAM
, C
HRISLANKA
, S
TEVENOKANO
, M
ATTHEWVELLA
,
LAYDA
, A
NNETTEGROVE
TARCOMPUTINGSERVICES
, L
EEDARASEARS
ISG
L. C
:
OLLVER
LURE
,
,
,
,
,
,
,
,
, INC.
,
Special Thanks ToJ
IMWARD
Additional Art SupportJ
Music & Sound EffectsC
OSHUACLOUD
B
RIANLOWE
OOKSEY
, C
YRUS
G. H
ARRIS
,
The BossesC
HUCKKROEGEL
D
ANCERMAK
: The Big Boss
: The Short Boss
STRATEGIC SIMULATIONS, INC. LIMITED WARRANTY
Strategic Simulations, Inc. (“SSI”) warrants that the diskette(s) on which the enclosed program is recorded will be free from
defects in materials and workmanship for a period of 30 days from the date of purchase. If within 30 days of purchase the
diskette(s) prove defective in any way, you may return the diskette(s) to Strategic Simulations, Inc., 675 AlmanorAvenue, Suite 201, Sunnyvale, CA 94086-2901 and SSI will replace the diskette(s) free of charge. In addition, if the
diskette(s) prove defective at any time after the first 30 days, return the diskette(s) to SSI and SSI will replace the diskette(s)
for a charge of $10.00 (each disk) plus $4.00 for shipping and handling. California residents, add applicable sales tax.
SSI MAKES NO WARRANTIES, EITHER EXPRESS OR IMPLIED, WITH RESPECT TO THE SOFTWARE PROGRAM RECORDED ON
THE DISKETTE OR THE GAME DESCRIBED IN THIS RULE BOOK, THEIR QUALITY, PERFORMANCE, MERCHANTABILITY OR
FITNESS FOR ANY PARTICULAR PURPOSE. THE PROGRAM AND GAME ARE SOLD “AS IS.” THE ENTIRE RISK AS TO THEIR
QUALITY AND PERFORMANCE IS WITH THE BUYER. IN NO EVENT WILL SSI BE LIABLE FOR DIRECT, INDIRECT, INCIDENTAL,
OR CONSEQUENTIAL DAMAGES RESULTING FROM ANY DEFECT IN THE PROGRAM OR GAME EVEN IF SSI HAS BEEN
ADVISED OF THE POSSIBILITY OF SUCH DAMAGES. (SOME STATES DO NOT ALLOW THE EXCLUSION OR LIMITATION OF
IMPLIED WARRANTIES OR LIABILITY FOR INCIDENTAL OR CONSEQUENTIAL DAMAGES, SO THE ABOVE LIMITATION OR
EXCLUSION MAY NOT APPLY TO YOU.)
The enclosed software program and this rule book are copyrighted. All rights are reserved. This rule book may not be
copied, photographed, reproduced, or translated or reduced to any electrical medium or machine-readable form, in whole or
in part, without prior written consent from SSI. The program accompanying this rule book may be copied, by the original
purchaser only, as necessary for use on the computer for which it was purchased.
Any persons reproducing any portion of this book for any reason, in any media, shall be guilty of copyright violation and
subject to the appropriate civil or criminal action at the discretion of the copyright holder(s).
ADVANCEDDUNGEONS & DRAGONS, AD&D and the TSR logo are trademarks owned by and used under license from
TSR, Inc., Lake Geneva WI, USA. All TSR characters, character names, and the distinctive likenesses thereof are
trademarks owned by and used under license from TSR, Inc.
1993 TSR, Inc.1993 Strategic Simulations, Inc. All Rights Reserved.
WHAT TO DO IF YOU HAVE A DEFECTIVE DISK
Each of our games undergoes extensive playtesting prior to its release. Through this process we hope to uncover and
correct any errors in programming. However, due to the complex nature of our simulations, some program errors may go
undetected until after publication. In addition to errors in the program, there are occasionally problems with the disk itself.
We experience the industry standard of approximately a 3 to 5% failure rate of duplicated disks. Before assuming that a disk
is defective, make sure to check your disk drive. Up to 95% of the disks returned to us as defective will run fine on our
computer systems. Often the problem is with a disk drive that needs servicing for alignment, speed, or cleaning.
Should you have a defective disk, please return the disk only (keep all other parts of the game) to our Customer Support
Department, along with a note describing the problem you have encountered. A replacement disk will be provided upon our
receipt of the defective disk.
Should you uncover an error in the program, return both your game disk and any “save game” disks to our Customer
Support Department. Please enclose a description of what was taking place in the game when the error occurred. Upon
correction of the program error, we will return an updated disk to you.
Always make sure to include your name, address, and daytime telephone number with any
correspondence. We will do our best to see that any problems are corrected as soon as possible.
Our main business number is (408) 737-6800. If you encounter disk or system related problems you can call
our Technical Support Staff at (408) 737-6850 between 11 a.m. and 5 p.m., Pacific Time, Monday
through Friday, holidays excluded. NO GAME PLAYING HINTS WILL BE GIVEN THROUGH THIS NUMBER. You
can write to us for hints at: Hints, Strategic Simulations, Inc., 675 Almanor Avenue, Suite 201, Sunnyvale, CA 94086
(include a self-addressed, stamped envelope for reply).
IBM COMPATIBLE COMPUTER INFORMATION:
Many of our games will work on IBM compatible computers. If you own an IBM compatible computer we suggest that
you consult with our Technical Support Staff at (408) 737-6850 between 11 a.m. and 5 p.m., Pacific Time,
Monday through Friday, (holidays excluded) to see if an SSI game you're considering purchasing is compatible with
your computer. If we have insufficient data to determine compatibility, you may wish to purchase the game and test for
compatibility yourself. If the game proves to be incompatible, you may return it within 14 days with your dated receipt
and we will refund your money. Or, if you return the game within 30 days, you may exchange the game for another.
QUESTIONS OR PROBLEMS?
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