HOT KEYS...........................................77
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✹ INTRODUCTION ✹
The World of Dark Sun
A world sucked dry by vampiric defilers, torn and scarred by power-hungry
mages, burnt and seared by a sun gone slightly nova; a world known simply
as Athas. Athas is bad — real bad. You’ve heard of Death Valley? Y ou’ve
heard of the Sahara? They’ve got nothing on Athas. You see, Death Valley
and the Sahara end. They stop, eventually. They run into jungles or forests
or even oceans. But not Athas. Athas never stops. It has no oceans. And
you’re stuck in the middle of it.
Athas, the world of Dark Sun, has a
dark and ominous history. Once a
world of lush vegetation, thriving
with life and prosperous with trade,
Athas fell to the whims of its mages.
In their lust for power, these mages
found ways to tap the planet’s vitality
to add to their own, unconcerned
that the effects on their environment
were devastating. As a result, Athas
now labors under the oppressive
heat of a crimson sun, with seabeds
full of silt instead of water. Almost all
mines have tapped out, so metal is
extremely rare — and very valuable.
Scarcer still are any sources of water.
Athas: an ecological nightmare.
On Athas, there are no rainforests.
On Athas, there is no ozone layer.
On Athas, even the monsters weep.
For Athas is a dead planet. This
once-vibrant ball of water and
greenery has been raped by mages
careless of their surroundings and
turned into a dry , desiccated husk,
groaning on toward its final demise.
Welcome, adventurers.
The creatures of Athas, twisted by the
free use of magic, were forced to
adapt to the harsh conditions. New
monsters continue to emerge from the
deep desert to plague those humans
who survived. And survive they have,
though under grim conditions. The
only stable communities are rigidly
controlled city-states. These are ruled
without exception by vicious, seldomseen sorcerer-kings — the last
remnants of the mages who destroyed
Athas. These kings aspire to godhood,
ruling through religious organizations
headed by their templar minions.
Their rule is uniformly harsh and
capricious, and vast numbers of
people are enslaved. Only the
strongest, physically or magically,
can feel any measure of safety.
T o make matters worse, incredibly
powerful mages slowly transform into
dragons as they increase their
strength. These creatures are often
solitary, venturing into inhabited areas
only rarely . Yet when they do they
often have a reason, for advances
through the stages of transformation
are often accompanied by mass
destruction. One such transformation
was recently attempted in T yr by the
former king, Kalak.
W
AKE OF THERAVAGER
and around the city-state of T yr, ruled
by Kalak’s successor, the mysteriously
absent King Tithian.
takes place in
What Comes with This Game?
In addition to this rule book, your
game box should contain the game
disks (or a CD-ROM) and a data
card. This rule book explains how to
play the game 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.
Floppy Disk Copy Protection
There is no physical copy protection
on your W
disks, so please make copies and put
the originals away for safekeeping.
AKE OF THERAVAGER
floppy
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/
Return. Do not count headings.
There are no copy protection
questions on the CD-ROM version.
Using the Mouse
A mouse is required to play 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 even when using the mouse
you can hit Esc to exit any menu.
Using the Keyboard
Operations in this game are designed
for the mouse, but certain functions
do have keyboard commands. See
page 77 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 STAR T GAMEfrom
the Start Window. The game automatically loads the pre-built party , and
you immediately enter the game.
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✹ INTRODUCTORY JOURNAL ✹
Tyr, eh? Sure, I know a bit about Tyr. Lived here all my life, I
have. I’ve had my ups and downs, too — more downs than ups,
though, lately. Used to be a high-ranking templar, in fact,
before Korman, that backstabbing kank, robbed me of my
powers and position. And my wealth.
I’ll tell you about Tyr, sure — for 50 ceramic pieces.
Ah, thank you, friends. Times are hard, as I’m sure you know.
Now sit, and let me explain a few things.
Tyr, I’m afraid, had a reputation when Kalak still ruled. A city
of death, some called it. Now it’s a city of chaos, political and
social. What with the war on Urik and Tithian’s strange
disappearance, Tyr’s freedom, even its very existence is teetering
on a fine line of destruction and death.
So who’s in charge? Who rules the cowardly council members
hiding in their chambers, the disorganized templars scrambling to
find administrative positions in the new hierarchy? Nay, no one
rules Tyr but the strong and quick of mind. Profit can be gained
here as quickly by the greedy as can death be by the weak.
Imagine the city guard reluctant to enter the warrens for fear of
those lurking in the gloom. Imagine the economy brought to its
knees by rumors of disappearances and deaths in the iron
mines. Soon enough you will smell the scent of death and decay
rising from Under Tyr, driving even the locals to cower in fear
in their homes.
Many are leaving to take their chances in the desert, for the fear
of impending doom is strong. Yet still more arrive every day,
foolish others seeking glory, profit, and power. Others such as
yourselves.
Why are you here? Do you wish to right that which is wrong,
to destroy the evil that hangs like a shroud over the city? Good
luck to you, my foolish friends. Seek out the Veiled Alliance if
you wish to survive your first night in Tyr.
HOW TO PLAY
AKE OF THE RAVAGER
W
T o start the game with a pregenerated
party from the main menu, select STARTGAME. Otherwise, create a party by
selecting CREA TE CHARACTERS . See
“Creating Your Party” on page 7 for
more information.
By default, only the leader of your
party appears on the map. The other
three characters appear whenever
combat is initiated. However , you can
select the Collapse Party icon from the
Game Menu to have all four characters appear at all times. See “Game
Menu” on page 14 for more details.
At the start of the game, your characters find themselves entering Tyr.
Rumors abound, including some that
say the king is dead and the council
rules the city.
Mouse Modes
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 the
screen to move. 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
something, 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.
Left-click on that location with the
Walk icon. If it is possible to get
there, the party takes the most direct
route to do so. If you try to walk
somewhere that is impossible to get
to or would cause certain death, the
icon changes to the Can’t Walk icon,
and the party waits until you make a
different 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
AKE OF THERAVAGER
in W
. They are
Hand-to-Hand and Ranged. There
is no need to switch back and forth
between Hand-to-Hand and Ranged
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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 attacks 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 happens 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, and its
current state (casting, charmed, held,
petrified, etc.).
You can also use the Look icon on a
party member to bring up whichever
option screen was last up.
T alk
When you click the Look icon on
someone or something you can talk
to, the Talk button appears. Left-click
on it to begin a conversation.
Use
To use an object, click on the Use
button. Some objects may be used
on other objects. For example,
clicking on a pickax and then “using”
it on a pile of rock may break the
rock apart and 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.
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 on 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 the NPC’s
portrait and what that character is
saying. The lower window lists the
responses you may make. To select
a response, choose the response you
wish to make and left-click.
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 join
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. T o
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 the
spellcasters can cast.
Training
When your characters go up in levels,
they may be eligible to learn a new
spell, more psionic skills, or increase
already known psi-skills. If so, a box
appears with all the icons depicting the
spells or psionics you may learn. T o
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.
Select 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 discipline is to select it in the
Cast Spells/Use PSI screen. After you
select, the cursor becomes the icon
you selected. T o 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 PSI” on
page 13 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 spells or psionics icons used.
This provides quick access to the
most frequently used spells.
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CREATING YOUR P AR TY
T o play the game, you must 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.) If you’re new
to Athas, or just want to know more
about various races and classes, refer
to “Character Races” on page 17 and
“Character Classes” on page 19.
Creating Characters
T o create your own characters, select
CREATE CHARACTERSfrom the main
menu. The main menu 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 PSI,
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.
Creating New Characters
Select NEW. You see a screen like
the one on the following page.
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 what you want.
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.
CHARACTER PORTRAITCHARACTER ICONCLASS LISTTHE DIE
CHARACTER DATA
✹ Character Generation Screen ✹
Left-clicking on the diamond deselects
“fighter”, 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, some 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.
When multi-classing, keep in mind
that some classes are unavailable
when others have been chosen. For
example, a character cannot be a
cleric and a druid at the same time.
PSIONIC DISCIPLINES AND/OR CLERICAL SPHERES
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 19.
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 between the list of
psionic disciplines and the list of
clerical spheres.
Psionicists specialize in all three
psionic disciplines: psychokinesis,
psychometabolism, and telepathy.
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All other characters can only choose
one of these disciplines. For more
about these disciplines, refer to
“Psionicists” on page 22. The default
for non-psionicists is psychokinesis.
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 20. The default sphere is air.
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 22.
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.
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 generation
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 third level in your
current class before you can dual class.
Selecting this option allows you to
choose a new class. See the “Character
Classes” section on page 19 for more
information on dual-class characters.
CHARACTER OPTIONS
The first time you select this
Dark Sun icon, the Cast
Spells/Use PSI character option
screen appears. At the bottom left are
the four character option 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 cast or
psionics used. Click on one of these
spell icons to cast the spell or use the
psionic power.
View Character
The View Character screen
shows your party. When you
highlight a party member by leftclicking 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 selecting
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 edits the character’s name
in the name box on the View Character 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
“Character Classes” section on
page 19 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 7 for more
information.
ADD allows you to add a previously
created character.
CANCEL closes this menu.
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CHOOSE
PARTY
LEADER
COMPUTER-
CONTROLLED
COMBAT
ON/OFF
CHARACTER
BOXES
ACTIVE CHARACTER
PORTRAIT
AMMO
MISSILE
MONEYDESCRIPTION BOX
ITEM SLOTSCHARACTER‘S BACKPACK
✹ Inventory Screen ✹
View Inventory
T o 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. Center the item over any
CHARACTER
DATA
RETURN TO
GAME
CHARACTER OPTION
BUTTONS
GAME MENU
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 as more storage within the
backpack. Pouches and chests hold
six items, and both can be placed in
your character’s backpack. Pouches
and chests can only hold items. They
cannot hold other pouches or chests.
Open pouches and chests by rightclicking on them. Close them by leftclicking on the lid or flap.
To drop an item, select it (the mouse
pointer changes to the item selected)
and click DROP. The item is then
dropped to the ground and the mouse
pointer reappears. 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.
T o 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 . If you simply wish
to transfer items to another character ,
go to the inventory screen, pick an
item, and right-click over the character
box of the character you wish to
transfer the item to. If you left-click
instead, the inventory screen of the
character chosen appears.
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 of
the screen, a bar shows how much
money your whole party has. T o the
left of the character boxes are buttons
that allow you to toggle computercontrolled combat on or off, and to
select which character is the leader .
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 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 at the top right of the box.
Select 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 right-click on a spell scroll, a
window with a spell icon appears.
Click on the icon to learn the spell.
You can also bring up a spell summary by right-clicking on the spell icon.
Some items are inherently magical.
A magical sword, for example, may
cast spells against your opponent
whenever you hit him or her 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
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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 and click on SELL.
To leave the store, select the Return
to Game button.
Cast Spells/Use PSI
T o select a spell or prepare a
psionic, select the Cast Spells/
Use PSI icon. 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
displays its name at the bottom of the
window . Select a spell or psionic by
left-clicking 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.
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 Spell/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 W
AKE OF THERAVAGER
.
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. The wall
now appears in the indicated area.
The maximum number of spells the
player character can cast before resting
is determined by his or her level. Refer
to page 76 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.
Current Spell/Effects
T o see if any good or evil effects
are influencing a character ,
select the Current Spell/Effects icon.
Any effects your character is operating
under appear in a row next to his or
her icon. T o eliminate a good effect,
right-click on it and it disappears.
Evil effects are harder to get rid of. If a
member of the party has a counterspell or psionic power that can void the
effect, it appears in a row at the bottom
of the window . Click on the spell icon,
then on the effect you want to delete.
appears on the bottom row
of the character options screens after
your party has begun adventuring.
When you select the Game Menu
button, the Game Menu screen
appears with the following options:
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.
Load/Save Game
Selecting the Load/Save Game icon
View Character
See “View Character” on page 10.
View Inventory
brings up the following menu:
LOAD
SAVE
LOAD brings you to the Load Game
See “View Inventory” on page 11.
Cast Spells/Use PSI
See “Cast Spells/Use PSI” on page 13.
Current Spell/Effects
See “Current Spell/Effects” on page 13.
Exit to DOS
If you want to quit playing, select the
screen. Click on the name of the
saved game you want to load, then
select the OKAY button.
SAVE brings you to the Save Game
screen. Click on any save game slot
that says “<available>”, then type in
a description of your saved game.
Select the OKAY button when you’re
ready to save.
Exit to DOS icon. You’ll see the
following menu:
SAVE
QUIT
CANCEL
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MUSIC ON/OFF
SOUND EFFECTS ON/OFF
ANIMATIONS ON/OFF
ABOUT
VOICE EFFECTS ON/OFF
✹ Set Preferences Menu ✹
Set Preferences
This 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 toggle
the music on or 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
toggle the sound effects on or off.
Voice effects on/off allows you to
toggle the voice effects on or off if you
have the CD version.
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. The default is Average.
MUSIC VOLUME
SOUND EFFECTS VOLUME
DIFFICULTY
About gives you version information,
copyright information, the technical
support phone number, the hint line
phone number, and SSI’s address.
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.
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 around 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 4 for more
information on the Walk icon.
Attack
Selecting this icon changes your
cursor to the Attack icon and returns
you to the game. See page 4 for more
information on the Attack icon.
Look
Selecting this icon changes your
cursor to the Look icon and returns
you to the game. See page 5 for more
information on the Look icon.
Return to Game
The Return to Game button returns
you to the game in progress.
ABILITY SCORES
Each character has six randomly
generated 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 resistance. Clerics with Wisdom 13 or
greater receive extra spells (see the
“Cleric Wisdom Spell Bonus Table”
on page 76).
Charisma measures personal magnetism, persuasiveness, and the
ability to assume command. NPCs
may respond better to characters
with higher Charisma.
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CHARACTER RACES
Your characters can be any of eight
races: human, dwarf, elf, half-elf,
half-giant, halfling, mul, and thrikreen. 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 77 for
specific adjustments.
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.
Humans can be fighters, gladiators,
rangers, preservers, clerics, druids,
thieves, psionicists, and dual-classed.
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 cast 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 — such a
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-classed.
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-classed.
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-classed.
Muls
Muls are an incredibly tough crossbreed 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.
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 (male and female) 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 — sixlimbed creatures with tough, sandyyellow exoskeletons. They stand as
tall as 7 feet at the shoulder, have
two large eyes, two antennae, and a
small, powerful jaw.
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 multiclass characters.
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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 or she exceeds the level of the first
class in the 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 all of their
prime requisites to receive the bonus.
Fighters
ABILITY REQUIREMENT: Strength 9
PRIME REQUISITE: Strength
RACES ALLOWED: All
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 REQUIREMENTS: Dexterity 12,
Strength 13, Constitution 15
PRIME REQUISITE: Strength
RACES ALLOWED: All
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 REQUIREMENTS: Strength 13,
Dexterity 13, Wisdom 14,
Constitution 14
PRIME REQUISITES: Strength, Dexterity,
Wisdom
RACES ALLOWED: Elf, 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.
Preservers
ABILITY REQUIREMENT: Intelligence 9
PRIME REQUISITE: Intelligence
RACES ALLOWED: Elf, 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.
Armor is restrictive and interferes with
spellcasting so preservers cannot
where any type. Preservers also lack
martial instruction, so they are severely
limited in the weapons they can use.
Clerics
ABILITY REQUIREMENT: Wisdom 9
PRIME REQUISITE: Wisdom
RACES ALLOWED: All
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 have minor access
to the Sphere of the Cosmos. They can
cast any spell within their own sphere,
and Cosmos spells of third level or less.
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.
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Clerics can only use weapons that are
associated with the sphere of the
element of their worship (see page 77).
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 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 13 or higher gain extra
spells as they advance levels (see the
“Cleric Wisdom Spell Bonus Table”
on page 76).
Druids
ABILITY REQUIREMENTS: Wisdom 12,
Charisma 15
PRIME REQUISITES: Wisdom, Charisma
RACES ALLOWED: Half-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 13 or higher
gain extra spells as they advance
levels (see the “Cleric Wisdom Spell
Bonus Table” on page 76).
Thieves
ABILITY REQUIREMENT: Dexterity 9
PRIME REQUISITE: Dexterity
RACES ALLOWED: All
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 REQUIREMENTS: Constitution 11,
Intelligence 12, Wisdom 15
PRIME REQUISITES: Constitution,
Wisdom
RACES ALLOWED: All
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. A psionicist
begins with all three disciplines.
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 might 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
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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.
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 cast 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 75.
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 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 or she would need to roll a 7 or
greater: (THACØ 5) - (AC -2) = 7+.
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✹ 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 W AKE OF THE RAVAGER
Several of the monsters in W
AD&D
detail. They appear in the next section, “Detailed Descriptions of New Monsters.”
computer fantasy role-playing game and must be described in greater
✹ AURUMVORAX
Despite being only the size of a large badger, the aurumvorax,
or “golden gorger”, is an incredibly dangerous creature. The
aurumvorax charges its foe and clamps massive jaws onto its
victim. Once its jaws lock, the golden gorger also rakes its
victim with 2–8 of its legs.
✹ DRAKE
Drakes are gargantuan, reptilian monsters that use Athas as their personal
hunting grounds. Drakes comprise a very powerful, nonintelligent group of
creatures on Athas. However, they are not stupid. If natural instinct, cunning,
and ferocity were measurable, drakes would surpass many other creatures. They
are feared for their size, speed, and devastating abilities in combat.
AIR DRAKE
AKE OF THERAVAGER
appear for the first time in an
FIRE DRAKE
Fire drakes are the most evil and malicious of the drakes.
They enjoy inflicting pain for the pleasure of watching their
victims writhe in agony. The fire drake has four attacks, one
of which is a swallow attack. The elemental attack for the
fire drake is to summon a sphere of fire, doing damage to
those within the effected area.
✹ ELDER-BRAIN
The elder-brain is the center of each community of mind
flayers. It is a pool of briny fluid that contains the brains of
the community’s dead mind flayers. Due to the powerful
mental force of illithids, the elder -brain remains sentient
even after their bodies have been destroyed, and the
telepathic union of these brains rules the community.
✹ ELEMENTAL
Worshipped and revered by clerics across Athas, elementals r epresent the
quintessential aspect of the known elements: air, earth, fire, and water. The
four elementals embody the forces that shape the everyday lives of the
inhabitants of the beleaguered planet.
EARTH DRAKE
Air drakes are the most flighty and unpredictable of the
species, making them dangerous adversaries. They spend
most of their time soaring the Athasian skies. Air drakes have
four vicious attacks, one of which is an engulfing attack.
Once per day , they can also make an elemental attack which
summons a tornado that does 2-8 points of damage.
Often mistaken for outcroppings of rock, earth drakes are by
far the physically strongest of the drakes. Like the air drake,
the earth drake has four attacks, one of which is a swallow
attack. The elemental attack of the earth drake is to summon
a large area of rock around a victim. The creature caught
soon suffocates if it does not escape.
AIR ELEMENTALS
• 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.
• Greater Air Elemental
These appear as large amorphous columns of air. They are
able to attack with a powerful concentrated blast of air. They
also possess a unique ability which allows them to turn into
gigantic whirlwinds upon command.
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EARTH ELEMENTAL
• 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.
• Greater Earth Elemental
These appear as large humanoids made entirely of the
material from which they were conjured, be it earth, stone,
metal, or gems. Greater earth elementals attack with their
fists for a large amount of damage. Perhaps the most
devastating ability of greater earth elementals is their ability
to create earthquakes in an immediate area around them.
FIRE ELEMENTAL
• Fire Elemental
On the Prime Material Plane, common fire elementals
appear as tall sheets of flame. Fire elementals have two armlike 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.
• Greater Fire Elemental
These appear as large sheets of flame, roughly humanoid in
shape, bearing two arm-like appendages. The greater fire
elemental attacks with its arm for a large amount of damage
and can also engulf its victim, doing fire damage each round
until freed.
WATER ELEMENTAL
✹ FEYR, GREA TER
Feyrs (pronounced “fears”) are created from the remnants of
ordinary nightmares mixed with residual magical energies.
They are unknowingly brought back to life by strong
emotions of a large group of people. The greater feyr is the
joining of two feyrs.
✹ GIANTS
The giants of Athas are huge, lumbering creatures who commonly inhabit the
islands of the Sea of Silt. The most common varieties are the desert giants, the
plains giants, and the psionics-wielding beasthead giants. All the giants of Athas
share one characteristic — savagery. Though humanoid giants can be congenial
and friendly when properly approached, they have short tempers and are very
easily agitated.
BEASTHEAD GIANT
Beasthead giants are smaller and lighter than the desert
giants, averaging 15–20 feet tall and weighing from three to
six tons. Beasthead giants, as their name implies, have a
human-looking body and the head of a beast.
CYCLOPS GIANT
A diminutive relative of true giants, cyclops are single-eyed
giants that live alone or in small bands. Cyclops can hurl
boulders up to 150 yards away.
• Water Elemental
The 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.
• Greater Water Elemental
On Athas, a greater water elemental appears as a large, highcrested wave. The greater water elemental attacks with one
of its large, wave-like arms, doing a large amount of damage.
The greater water elemental can engulf its victim and try to
drown him or her.
✹ GOLEM
MAGMA GOLEM
Magma golems are powerful magical automatons created
from the raw material of the Ring of Fire. A magma golem is
a roughly man-shaped creature of red glowing magma 8 feet
tall and weighing a ton. They can only be affected by
magical weapons.
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OBSIDIAN GOLEM
Obsidian golems are massive statues, measuring 12 feet tall,
and weighing up to 900 pounds. Their shape is humanoid. The
hands of an obsidian golem are formed into huge fists, but
they are incapable of opening. Obsidians are immune to lowlevel spellcasters and are totally immune to preserver spells.
✹ INTELLECT DEVOURER
The intellect devourer resembles a brain on four legs. The
body of the intellect devourer has a crusty protective
covering, and its legs are bestial, jointed, and clawed. The
intellect devourer attacks using psionics, and is only harmed
by magical weapons of +3 or greater. Even weapons that
harm the intellect devourer only do 1 point of damage.
✹ JANN
The jann is the weakest of the elemental humanoids known
collectively as genies. Jann are formed out of all four
elements and must therefore spend most of their time on the
Prime Material Plane. The jann tend to resist magic used
against them.
✹ ILLITHID (MIND FLAYER)
Mind flayers are among the most feared of the inhuman
dwellers. Mind flayers feed on the very minds of sentient
beings. Mind flayers are a slimy mauve color, stand about 6
feet tall, and adorn themselves with flowing robes. Their
heads resemble octopi with two large, white, pupilless eyes.
✹ POISONOUS SNAKE, GIANT
Giant poisonous snakes cause death in one round if their
victims fail a saving throw vs. poison. Some varieties inflict
3–18 points of damage even if the saving throw is made.
✹ PSURLON
The psurlon were a highly intelligent and technically
advanced race. Their earthworm-like bodies have humanoid
legs and arms that end in cloven-hoofed feet and black,
talon-like claws. The psurlon are very dangerous foes in
combat, with many options at their disposal.
✹ KAISHARGA
The kaisharga are a class of Athasian undead similar to the
liches of other worlds. They have sought undeath,
unnaturally extending their lives past the endurance of their
mortal frames. Unlife gives them many terrible powers. A
kaisharga appears as a gaunt, wasted human with grayish,
thinly stretched skin. They can only be harmed by magic
weapons and are resistant to spells. Their eyes burn with a
green fire.
✹ KART ANG
Please refer to page 33 in the next section, “Detailed Descriptions of New
Monsters,” for a complete profile of kartang.
✹ PYREEN
Pyreens are mysterious beings that roam the world of Athas.
They are powerful psionicists and very powerful druids.
They travel about Athas attempting to set things right,
although it looks like a hopeless battle. They are sworn
enemies of defilers, and their actions indicate they are bent
on the destruction of the sorcerer-kings.
✹ SHAMBLING MOUND
Shambling mounds, or shamblers, appear to be heaps of
rotting vegetation. They are actually an intelligent form of
plant life, with a roughly humanoid shape, and a brain-like
control center in their “chest” area. They are immune to
blunt weapons and grow large when struck by lightning.
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✹ SKELETON WARRIOR
These magically animated bodies, created and controlled by
evil wizards or clerics, have been created from the corpses of
powerful warriors.
✹ SKELETON, GIANT
Giant skeletons are similar to the more common undead
skeletons, but they have been created with a combination of
spells and are, thus, far more deadly than their lesser
counterparts. Once per hour, a skeleton may reach into its
chest and draw forth a sphere of fire from the flames that
burn within its rib cage. This flaming sphere can be hurled
as if it were a fireball that delivers 8–48 points of damage.
✹ SNAPPER-SAW
This plant, also called foresters’ bane, has a central bush
with several greenish-white berries that are plump, aromatic,
edible, nutritious, and rich in protein. Several broad, dark
green, ribbed leaves radiate out 5–7 feet from the bushy
center, which hides 3–6 tough, purple, saw-like stalks with
thorny projections.
✹ UMBER HULK
Umber hulks are powerful subterranean predators whose
iron-like claws allow them to burrow through solid stone in
search of prey. Umber hulks are tremendously strong,
standing nearly 8 feet tall and over 5 feet wide. Muscles
bulge beneath their thick, scaly hides and their powerful
arms and legs all carry great claws. Most peculiar of all are
the four round eyes, spaced evenly across each umber hulk’s
forehead. Looking into the umber hulk’s eyes causes
confusion, as per the spell.
✹ VERINI
Please refer to page 35 in the next section, “Detailed Descriptions of New
Monsters,” for a complete profile of verini.
✹ YUAN-TI
Descendants of humans whose blood has been fouled,
yuan-ti have varying degrees of snakelike body parts. They
are highly intelligent and evil, always plotting to advance
their causes.
✹ ZOMBIE PLANT
✹ SOUL SHARDS
Please refer to page 34 in the next section, “Detailed Descriptions of New
Monsters,” for a complete profile of soul shards.
✹ SUNDEW, GIANT
A giant sundew appears to be a 3–4 foot mound of grayish
green, tar-covered ropes or rags. The air ar ound one is flyinfested and holds a thick odor like sweet syrup. Due to the
plant’s sticky exterior, missiles and fire-based attacks inflict
only half damage.
The zombie plant is a semi-intelligent shrub that produces
highly nutritious berries. Anyone who partakes of the berries
has a chance to become a slave of the zombie plant, existing
only to serve and protect it.
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✹ DETAILED DESCRIPTIONS OF NEW MONSTERS ✹
Kartang
CLIMATE/TERRAIN:Subterranean or Jungle
FREQUENCY:Uncommon
ORGANIZATION:Tribal
ACTIVITY CYCLE:Any
DIET:Carnivorous
INTELLIGENCE:Low to Exceptional (5–16)
TREASURE:D
ALIGNMENT:Chaotic Evil
Appearance: Most who are born of
kartang look and act like typical giant
constrictors. Occasionally, however, a
young snake will show signs that it is
sentient. These kartang are often
mistaken for elder serpents.
Combat: Since the kartang look identical
to giant constrictors, in combat they
attack with their brethren and hide
themselves in the masses so that
opponents do not single them out. They
bite for 2–16 points of damage and grab
their victims in their coils, like
constrictors. Full kartang have ironlike
skin. All take half damage from fire, cold,
and electricity due to their magical
nature. The dual sentient-animal nature
of the kartang makes it resistant to
charm, sleep, and hold spells.
NO. APPEARING:4–20
ARMOR CLASS:-6
MOVEMENT:12
HIT DICE:14, 16, or 18
THACØ:14 Hit Dice: 9
16 Hit Dice: 7
18 Hit Dice: 5
NO. OF ATTACKS:1
DAMAGE/ATTACK:2–16, swallow/engulf
SPECIAL ATTACKS:Swallow, engulf
SPECIAL DEFENSES: See below
MAGIC RESISTANCE: Nil
SIZE:L
MORALE:Fanatic (17)
XP VALUE:9,000
Habitat/Society: The kartang are
interested in increasing the number of
sentient kartang on Athas. They are very
protective of their eggs and their young.
Kartang do not value treasure, but horde
it to tempt other beings who might be
edible. The kartang believe that the young
who are fed sentient beings will have a
better chance of becoming sentient
themselves.
Often times a kartang who is the sole
sentient being in its community will talk to
adventurers out of unimaginable boredom.
It may offer riches or power to lure players
into negotiating with it. The kartang’s final
goal, however, is always to kill the
adventurers.
Ecology: The kartang are a race of giant
snakes which arose from the magical
disaster that swept Athas. They are
carnivorous, preferring young birds and
human flesh. Some larger groups have
been known to herd and raise wingless
birds or other warm-blooded creatures.
Soul Shards
CLIMATE/TERRAIN:Only in the presence of the broken
Chandelier of Ancestry
FREQUENCY:Unique
ORGANIZATION:Solitary
ACTIVITY CYCLE:Any
DIET:Any sentient
INTELLIGENCE:That of the victim
TREASURE:Nil
ALIGNMENT:Chaotic Evil
Combat: When the broken Chandelier
activates, it takes a living victim (chosen
randomly) and splits his or her
consciousness into 6 shards. The victim
is paralyzed while the shards attack the
party. Every shard that dies adds the
victim’s hit points to each of its
remaining friends.
When all the shards are destroyed, the
victim loses a permanent attribute
point and the shards reform at full
strength. This continues until either
the Chandelier is repaired or the victim
dies. The shards are immune to sleep
and charm spells.
NO. APPEARING:6
ARMOR CLASS:That of the victim
MOVEMENT:12
HIT DICE:Victim’s maximum hit points,
doubles with every death
THACØ:Same as victim
NO. OF ATTACKS:2
DAMAGE/ATTACK:1–8
SPECIAL ATTACKS:See below
SPECIAL DEFENSES: Cannot be killed permanently
while victim is conscious
MAGIC RESISTANCE: Nil
SIZE:M
MORALE:Fanatic (17)
XP VALUE:30,000
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V erini
CLIMATE/TERRAIN:Mountains / Warm caves
FREQUENCY:Uncommon
ORGANIZATION:Tribal
ACTIVITY CYCLE:Any
DIET:Carnivorous
INTELLIGENCE:High to Supra (14–20)
TREASURE:Nil
ALIGNMENT:Neutral Good
Appearance: Verini are large upright
newts, distant cousins of Firenewts. Their
evolution took them on a more stable and
less hostile path of development, and thus
they have distanced themselves from their
cousins and sought peaceful existence in
the heat of Athas’ volcanic regions.
Verini stand 6–7 feet tall, and are colored
from bright reds and yellows, to dark grays
and black, their coloring darkening as they
age. Their large eyes are yellow in color,
and occupy most of their head. Although
the size of their eyes may suggest excellent
vision, the verini’s vision is in no way
better than that of a human’s. However,
their cave-dwelling nature has given them
infravision, good up to 40 feet.
Verini speak their own language,
consisting of hisses and clicks, as well as
common. There is a 30% chance that a
given verini preserver or cleric will know
1 or 2 more additional languages.
Combat: Living in the rocky mountains,
the verini have developed thick hides that
give them a natural armor class of 5. This
offers protection from the jagged surfaces
that they commonly travel over. Because
of their fire-based nature, the verini are
resistant to fire-based attacks, with a +2
bonus to save. Conversely, they are
susceptible to cold-based attacks, saving
NO. APPEARING:1–50
ARMOR CLASS:5
MOVEMENT:15
HIT DICE:5–20
THACØ:12
NO. OF ATTACKS:2 or 1 by weapon
DAMAGE/ATTACK:1–6 (claws), or as per weapon
SPECIAL ATTACKS:Spit paralysis poison 30’
SPECIAL DEFENSES: See below
MAGIC RESISTANCE: Nil
SIZE:M (6–7’ tall)
MORALE:Steady to Elite (10–14+)
XP VALUE:1,000 to 4,000
at -2. Although the verini could make
armor if they so desired, most prefer to
wear simple jewelry and bracers than
cover themselves with heavy armor that
conceals their colors, a source of pride
among many young verini.
Verini usually hunt in packs, and would
rather exist peacefully with other intelligent races, but such is not always the
case. If they are pressed to fight, a
verini can attack with its long claws
for 1–6 each, or use one of the many
weapons at its disposal. Common
weapons include quarterstaffs, long
swords, spears, and short swords.
Verini never use ranged weapons.
The main reason that the verini avoid
ranged weapons is that they can spit a
special toxin every other round. The
poison is a contact paralysis, similar to
the thri-kreen poison, but taking effect in
a matter of seconds. If a save vs. poison
is not made, the victim is paralyzed for
2–8 rounds. If the victim saves, he or she
is only paralyzed for one round. It is not
uncommon for travellers to come across
a band of paralyzed bandits, only to see
verini in the distance, leaving the scene.
Of course, because the verini have a natural poison going through their bodies, they
are also resistant to poisons, getting a +2
to their save vs. poisons and paralysis.
Generally, this poison is used to hunt, with
one verini luring a creature into range of
the others, who then spring on it, hitting it
with their poison and tracking it as the
poison takes effect and paralyzes the
creature. It is then easily killed and taken
back to be eaten. However, if under
attack, a verini will not hesitate to paralyze
its aggressors so that it can flee.
Verini are fast. When running, they
sometimes go down on all fours and are
able to cover terrain very quickly. They
have a knack of knowing where to go to
find the easiest ground, so they suffer no
penalties for moving over rough terrain.
In actuality, they take pride in how
quickly they can move. It is somewhat of
a contest for the younger verini to see
who can cover a given amount of rocky
terrain the fastest.
Because of their disposition, verini are
free to pursue all disciplines of magic.
There is a 20% change that any verini
encounter will contain from 1–4 verini
preservers or clerics. These are of
4th–19th level, with spells equivalent to a
human preserver or cleric of similar level.
Verini openly hate defilers. Since they
take such care in protecting not only
themselves, but the ecology of the areas
they live in, a defiler is seen as a tremendous threat. Verini preservers and
psionicists will be dispatched with a wellarmed war party to destroy the offending
mage. Rarely is such effort put toward
waging war, and many visitors to a verini
tribe have marveled at their tactical
ability — the verini play to win, and do
not throw forces against an enemy they
cannot hope to defeat.
Habitat/Society: Verini prefer to live in
caverns, preferably near volcanic activity,
for it keeps the caves warm during the
harsh, cold Athas nights. They live in
tribes of 10–50, but larger caves could
support tribes of up to 300 members.
Verini honor their elders, and many of
the tribes are not led by the greatest
warriors, but by their eldest member. The
verini put more value on wisdom than on
the ability to rend a foe. Usually, the
verini tribe also holds gatherings where
all of the members gather to discuss
anything they feel is important. Everyone
is given a chance to speak, and everyone
is free to talk as long as they feel is
necessary, so some of these meetings can
last for days. However, most verini
would look down on a member that
could not get his point across within an
hour or so. Interrupting a speaking
member is considered a horrendous faux
pas, an unspoken rule that few break.
The verini are family-oriented, with the
parent verini raising their younglings in a
structured environment. Most verini
younglings are encouraged to begin along a
path at an early age, whether it is a magical
discipline or the pursuit of another career.
Many verini are artistically oriented, and
spend much of their time making jewelry,
tapestries, and other beautiful works of art.
Twice a year, two verini tribes come
together to talk about everything that has
happened since they last met. They trade
goods, have long discussions, and the
younger verini look for prospective
mates. They listen to wondrous stories,
told by the tribe’s storyteller, and join in
large efforts to further their arts.
Ecology: An average verini lives for 150
years. They are warm-blooded amphibians,
spending their first year in an egg. After it
hatches, the verini grow in size rapidly,
reaching full size in under 5 years. They
walk upright about a year after hatching.
They are carnivores, but prefer substances
that do not deplete the local ecology to the
point that they threaten another species.
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✹ MAGIC ✹
For instructions on how to cast spells and use psionics, refer to “Cast
Spells /Use PSI” on page 13.
Preserver Spell Summary
Detailed preserver spell descriptions start on page 39.
PRESERVER SPELLS
✹ 1st Level
Armor
Burning Hands
Charm Person (c)
Chill Touch
Color Spray
Enlarge
Gaze Reflection
Grease
Magic Missile
Shield
Shocking Grasp
Wall of Fog
✹ 5th Level
Chaos
Cloudkill
Cone of Cold
Conjure Elemental (c)
Dismissal
Domination (c)
Feeblemind
Hold Monster (c)
Lower Resistance
Summon Shadow (c)
Wall of Force
Wall of Stone
✹ 2nd Level
Blur
Detect Invisibility
Flaming Sphere
Fog Cloud
Glitterdust
Invisibility (c)
Melf’s Acid Arrow
Mirror Image
Protection From Paralysis
Scare
Stinking Cloud
Strength
Web
✹ 6th Level
Anti-Magic Shell
Chain Lightning
Death Fog
Death Spell
Disintegrate
Flesh to Stone
Globe of Invulnerability
Improved HasteImproved
Slow
Monster Summoning IV (c)
Reincarnation
Stone to Flesh
Tenser’s Transformation
✹ 3rd Level
Blink
Dispel Magic
Fireball
Flame Arrow
Haste
Hold Person (c)
Hold Undead (c)
Lightning Bolt
Melf’s Minute Meteors
Minor Malison
Protection From Normal
Missiles
Slow
Spirit Armor
Vampire Touch
✹ 7th Level
Conjure Greater Elemental (c)
Control Undead (c)
Delayed Blast Fireball
Finger of Death
Forcecage
Mass Invisibility (c)
Monster Summoning V (c)
Mordenkainen’s Sword
Power Word, Stun
Prismatic Spray
Spell Turning
✹ 4th Level
Charm Monster (c)
Confusion
Fear
Fire Shield
Ice Storm
Improved Invisibility
Minor Globe of
Invulnerability
Minor Spell Turning
Otiluke’s Resilient Sphere
Psionic Damper
Rainbow Pattern
Solid Fog
Spider Strand
Stoneskin
Turn Pebble to Boulder
Wall of Fire
Wall of Ice
Spells marked “(c)” are
combat only.
PRESERVER SPELLS
Preserver Spell Characteristics
RANGE
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
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
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✹ 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 canbe 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 1–3 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.).
Chill touch attacks the life force of any living creature. The target suffers 1–4 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.
Color Spray
RANGE: ØDURATION: InstantaneousAREA OF EFFECT: 5’ x 20’ x 20’ wedgeSAVING THROW: Special
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.
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.
Grease
RANGE: 10 yardsDURATION: 3 rounds + 1 round/levelAREA OF EFFECT: 10’ x 10’ square areaSAVING THROW: Neg.
Grease covers a surface with a slippery layer of a fatty, greasy nature. Any creature entering this
area slips and slides, and is helpless for the round.
Magic missile does 2–5 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 automatically negates enemy magic missile spells, improves the preserver’s saving throw
against frontal attacks, and may improve his or her AC.
Shocking Grasp
RANGE: TouchDURATION: InstantaneousAREA OF EFFECT: Creature touchedSAVING THROW: None
Shocking grasp does 1–8 hit points of electrical damage +1 hit point per level of the preserver.
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.
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.
Detect Invisibility
RANGE: ØDURATION: 5 rounds/levelAREA OF EFFECT: CasterSAVING 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 2–8 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 so
neither side can cast spells against the other.
Glitterdust
RANGE: 10 yards/levelDURATION: 1–4 rounds + 1 round/level of caster AREA 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
dispelled when the recipient attacks or casts a spell.
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 2–8 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 1–4 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/levelAREA OF EFFECT: One 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 6 Hit Dice or 6 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.
Stinking Cloud
RANGE: 30 yardsDURATION: 1 round/levelAREA OF EFFECT: 20’cubeSAVING THROW: Neg.
Stinking cloud renders those in its area of effect unable to attack for 2–5 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 1–8 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.
✹ 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 1–6 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 1–6 points of damage, plus an additional 4–24 points of fire damage.
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. Warning: characters age
one year each time a hastespell is cast on them.
Hold Person
RANGE: 120 yardsDURATION: 2 rounds/levelAREA OF EFFECT: 1–4 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.
Lightning bolt is a magical electrical attack that does 1–6 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. Lightningbolts also reflect off walls. Targets adjacent or close to a wall may be hit twice by the same bolt.
Slow
RANGE: 90 yards + 10 yards/level DURATION: 3 rounds + 1 round/level AREA OF EFFECT: 40’ cubeSAVING THROW: Neg.
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 a hastespell and only affects the side
opposing the preserver.
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. When the preserver touches an opponent in combat with a successful attack, the
opponent loses 1–6 hit points for every two caster levels, to a maximum drain of 6–36 hit points.
The hit points are added to the preserver’s total, with any hit points over the preserver’s normal
total treated as temporary. These additional points are lost at the rate of one hit point per turn.
✹ 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.
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 1-foot-diameter sphere upon impact, inflicting 1–4 points of damage.
Minor Malison
RANGE: 60’DURATION: 2 rounds/levelAREA OF EFFECT: 30’-radius sphereSAVING THROW: None
Minor malison causes the preserver’s opponents to make all saving throws at a -1 penalty.
Protection from Normal Missiles
RANGE: TouchDURATION: 1 turn/levelAREA OF EFFECT: Creature touchedSAVING THROW: None
Protection from normal missilesmakes the target impervious to non-magical missiles.
Confusion
RANGE: 120 yardsDURATION: 2 rounds + 1 round/levelAREA OF EFFECT: Up to 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.
Fear
RANGE: ØDURATION: InstantaneousAREA OF EFFECT: 60’ cone, 5’–30’ wide (base to end)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 shield is attuned to heat and cold attacks.
The preserver takes half damage and has the saving throw from the attack improved by 2.
Ice Storm
RANGE: 10 yards/levelDURATION: InstantaneousAREA OF EFFECT: 20’ squareSAVING THROW: None
Ice storm does 3–30 hit points of damage to all targets within its area. This spell inflicts full
damage even on opponents protected by resist cold.
Improved invisibility is similar to the invisibilityspell, but the recipient is able to attack (either by
missile discharge, melee combat, or spellcasting) and remain unseen. The THACØ of melee
attacks against invisible recipients is improved (reduced) by 4, so it is impossible to aim ranged
attacks at them.
Minor Globe of Invulnerability
RANGE: ØDURATION: 1 round/levelAREA OF EFFECT: 5’-radius sphereSAVING THROW: None
Minor globe of invulnerabilitycreates a small sphere which protects those within from incoming first,
second, or third-level spells. The globe is very effective when used in combination with fire shield.
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.
When this spell is cast, the result is a globe of shimmering force that encloses the target creature.
The resilient sphere contains its target for the spell’s duration, and it is not subject to damage of
any sort.
Psionic Dampener
RANGE: 5 yards/levelDURATION: SpecialAREA OF EFFECT: One individualSAVING THROW: Neg.
Use of this spell allows the caster to disrupt the psionic activities of one individual. If the target
fails a saving throw vs. spells, it is unable to expend PSPs for the spell’s duration.
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 entranced
creatures breaks the spell.
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 fogspell. Movement through the
fog is slowed to 1/10 of normal. Solid fogmay be dispelled with fire-based spells such as fireball.
Spider Strand
RANGE: 30 yardsDURATION: 1 round/levelAREA OF EFFECT: SpecialSAVING THROW: Special
With this spell, the caster causes a single strand of strong spider web to shoot forth from his or
her hand. The target creature is immobilized until it can break free from the strand.
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 1–4 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 11–26
hit points of damage if it strikes the target.
Wall of Fire
RANGE: 60 yardsDURATION: SpecialAREA OF EFFECT: SpecialSAVING THROW: None
The wall of fire spell brings forth an immobile, 20’-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.
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48
✹ FIFTH-LEVEL PRESERVER SPELLS ✹
Chaos
RANGE: 5 yards/levelDURATION: 1 round/levelAREA OF EFFECT: Up to 40’ cubeSAVING THROW: Special
Chaos affects 1–4 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’ x 20’ x 20’ cloudSAVING THROW: None
Cloudkill is similar to the stinking cloud spell, except that its area of effect is larger and it kills
weaker monsters. 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
increase with the preserver’s level.
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.
Summon shadow summons one shadow, which 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: PermanentAREA OF EFFECT: SpecialSAVING THROW: None
Wall of stone creates a wall of granite rock that can be used to block passages, walkways, etc. A
wall of stone is permanent unless destroyed by a dispel magicor disintegrate spell.
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.
With this, a wizard surrounds himself with an invisible barrier that moves with him and is impervious
to all magic. The barrier also prevents the functioning of any magical items or spells within its confines.
Domination
RANGE: 10 yards/levelDURATION: SpecialAREA OF EFFECT: 1 personSAVING THROW: Neg.
Domination allows a preserver to control the actions of any 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.
This spell creates an electrical discharge that begins as a single stroke of lightning, 2 1/2 feet wide,
commencing from the fingertips of the caster. Unlike a lightning bolt spell, chain lightning strikes
one object or creature initially, then arcs to a series of other objects or creatures within range.
Feeblemind
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. A heal spell counters the effect of feeblemind.
RANGE: 30 yardsDURATION: 1–4 rounds + 1 round/levelAREA OF EFFECT: Two 10’ cubes/level SAVING THROW: None
Death fog creates an area of solid fog that has the additional property of being highly acidic. Those
within the cloud take damage each round; this damage progressively worsens the longer the
creature stays in the cloud. The cloud also slows the creature’s movement and blocks line of sight.
✹ SIXTH-LEVEL PRESERVER SPELLS ✹
Anti-Magic Shell
Chain Lightning
Death Fog
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Death Spell
RANGE: 10 yards/levelDURATION: InstantaneousAREA OF EFFECT: One 30’ cube/levelSAVING THROW: None
When a death spell is cast, it snuffs out the life force of creatures in the area of effect instantly and
irrevocably. Such creatures cannot be raised or resurrected. This spell will not work on some of
the more powerful creatures found in W
AKE OFTHERAVAGER
.
Disintegrate
RANGE: 5 yards/levelDURATION: InstantaneousAREA OF EFFECT: SpecialSAVING THROW: Neg.
This spell causes matter to vanish. It affects even matter (or energy) of a magical nature, but not
a globe of invulnerabilityor an anti-magic shell. Disintegration is instantaneous and permanent.
RANGE: TouchDURATION: PermanentAREA OF EFFECT: Person touchedSAVING THROW: None
With this spell, the wizard can bring back to life a person who has died. The essence of the dead
person is transferred to another body, possibly one very different from the original.
RANGE: 10 yards/levelDURATION: PermanentAREA OF EFFECT: 1 creatureSAVING THROW: Special
The stone to flesh spell turns any sort of stone to flesh. If the recipient stone object was formerly
living, this spell restores life (and goods), although the survival of the creature is subject to the
usual system shock survival roll. This cancels the effects of flesh to stone.
Flesh to Stone
RANGE: 10 yards/levelDURATION: PermanentAREA OF EFFECT: 1 creatureSAVING THROW: Special
Flesh to stone turns one living creature into stone if the target fails a saving throw vs. spell.
Globe of Invulnerability
RANGE: ØDURATION: 1 round/levelAREA OF EFFECT: 5’-radius sphereSAVING THROW: None
This spell creates an immobile, faintly shimmering, magical sphere around the caster that
prevents any 1st-, 2nd-, 3rd- or 4th-level spell effects from penetrating. However, any type of spell
can be cast out of the magical sphere, and these pass from the caster of the globe to the subject
without effect upon the globe.
Improved Haste
RANGE: TouchDURATION: 1 round/levelAREA OF EFFECT: Creature touchedSAVING THROW: None
This spell lets the wizard bestow tremendous speed on any one creature. The quickened creature
functions at double its normal movement and attack rates. Unlike the normal haste spell, this
spell has no effect on the recipient’s age.
RANGE: ØDURATION: 1 round/levelAREA OF EFFECT: CasterSAVING THROW: None
When this spell is cast, the wizard undergoes a startling transformation. His or her size and
Strength increase to heroic proportions, so he or she becomes a formidable fighting machine. The
wizard’s hit points are doubled, and all damage sustained comes first from the magical points
gained; once these points are eliminated, all subsequent damage to the wizard is doubled.
RANGE: 30 yardsDURATION: 1 turn/levelAREA OF EFFECT: SpecialSAVING THROW: None
This spell allows a wizard to summon a single greater elemental to assist his or her in combat.
RANGE: 60 feetDURATION: 3–12 rounds + 1 round/levelAREA OF EFFECT: 1–6 undeadSAVING THROW: Special
This spell enables the wizard to command 1–6 undead creatures for a short period of time. The
more powerful undead creatures get a saving throw to resist the affects of the spell.
This spell summons 1–3 4th-level monsters to do the bidding of the caster. These appear within
spell range and attack the caster’s opponents until combat ends or they are killed.
RANGE: 60 yardsDURATION: PermanentAREA OF EFFECT: 1 creatureSAVING THROW: Neg.
The finger of death spell snuffs out one victim’s life force. If successful, the victim can be neither
raised nor resurrected.
This spell is much like the 6th-level monster summoning IV spell, except that this spell summons
1–3 5th level monsters. These creatures stay for one combat only.
Detailed cleric spell descriptions start on page 54.
CLERIC SPELLS
✹ 1st Level
Bless (c)
Cause Fear (c)
Cause Light Wounds (c)
Cure Light Wounds (c)
Curse (c)
Entangle (c)
Invisibility to Undead (c, *)
Magical Stone (e)
Protection from Evil (c)
Remove Fear (c)
Sanctuary (c)
Shillelagh (c)
Mordenkainen’s Sword
Cleric Spell Summary
RANGE: 30 yardsDURATION: 1 round/levelAREA OF EFFECT: SpecialSAVING THROW: None
Upon casting this spell, the wizard brings into being a shimmering, sword-like plane of force. The
sword fights for the caster for one combat. The sword can hit magical creatures.
Power Word, Stun
RANGE: 5 yards/levelDURATION: SpecialAREA OF EFFECT: 1 creatureSAVING THROW: None
When a power word, stunspell is uttered, any creature of the mage’s choice is stunned — reeling
and unable to think coherently or to act — for a duration dependent on its current hit points.
✹ 2nd Level
Aid (c)
Altruism (c)
Barkskin (c)
Channel Stench (a)
Charm Person or Mammal (a, *)
Find Traps (c)
Flame Blade (f)
Hesitation (c)
Hold Person (c, *)
Music of the Spheres (c)
Resist Cold (f)
Resist Fire (f)
Silence, 15’ Radius (c, *)
Spiritual Hammer (c)
Steal Breath (a)
✹ 3rd Level
Air Lens (a)
Bramblestaff (e, w)
Bestow Curse (c)
Cause Blindness or Deafness (c)
Cause Disease (c)
Create Smoke (a, f)
Cure Blindness or Deafness (c)
Cure Disease (c)
Dispel Magic (c)
Heat Exhaustion (f)
Magical Vestment (c)
Negative Plane Protection (c)
Plant Growth (c)
Prayer (c)
Protection from Fire (f)
Remove Curse (c)
Remove Paralysis (c)
Sand Spray (e)
Spike Growth (c)
Stone Shape (e)
Strength of One (c)
Summon Insects (c)
✹ 4th Level
Adjure (c)
Blood Flow (w)
Cause Serious Wounds (c)
Cloak of Bravery (c)
Cloak of Fear (c)
Condense (e)
Cure Serious Wounds (c)
Dehydrate (w)
Dust Cloud (a, e)
Focus Heat (f)
Free Action (c)
Intensification of Weather (a, w)
Lungs of Water (w)
Magma Blade (f)
Neutralize Poison (c)
Poison (c)
Produce Fire (f)
Protect. from Evil, 10’ Radius (c)
Protection from Lightning (a)
Protection from Weather (a, w)
Quench Fire (f)
Return to Earth (e)
Soothe (w)
Thorns of Binding (e, w)
Prismatic Spray
RANGE: ØDURATION: InstantaneousAREA OF EFFECT: 70’ wedge, 5’–15’ wide (base to end)SAVING THROW: Special
When this spell is cast, the wizard causes seven shimmering, multi-colored rays of light to flash
from his or her hand. These include all colors of the visible spectrum; each ray has a different
power and purpose. Any creature with fewer than 8 Hit Dice struck by a ray is blinded for 2–8
rounds, regardless of any other effect.
Spell Turning
RANGE: ØDURATION: Up to 3 rounds/levelAREA OF EFFECT: CasterSAVING THROW: None
This powerful adjuration causes spells cast against the wizard to rebound onto the original caster.
This includes spells cast from scrolls and innate spell-like abilities. High-level spells may not be
turned or may be only partially turned.
✹ 5th Level
Cause Critical Wounds (c)
Conjure Elemental (a, e, f, w, *)
Crumble (e, w)
Cure Critical Wounds (c)
Deflection (a)
Dispel Evil (c)
Flame Strike (f)
Insect Plague (a)
Ironskin (e)
Quicksand (e, w)
Rainbow (c)
Raise Dead (c)
Sandstorm (a)
Spiked Stones (e)
Slay Living (c)
Wall of Fire (f)
✹ 6th Level
Blade Barrier (c)
Fire Seeds (f)
Harm (c)
Heal (c)
Heartseeker (e, w)
Sunstroke (c)
Wall of Thorns (c)
Water of Life (w)
✹ 7th Level
Confusion (c)
Conjure Greater
Elemental (a, e, f, w, *)
Creeping Doom (c)
Energy Drain (c)
Fire Storm (f)
Glass Storm (e)
Restoration (c)
Scirocco (a)
Sunray (c)
Symbol (c)
(a) Clerical sphere
of air
(e) Clerical sphere
of earth
(f) Clerical sphere of fire
(w) Clerical sphere
of water
(c) Clerical sphere
of the cosmos
(*) Combat-only spell
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54
CLERIC SPELLS
Cleric Spell Characteristics
S
PHERE
This identifies the sphere or spheres into which each spell falls.
RANGE
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.
DURATION
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.
AREA OF EFFECT
✹ FIRST -LEVEL CLERIC SPELLS ✹
Bless
SPHERE: CosmosRANGE:60 yardsDURATION:6 roundsAREA OF EFFECT: 50’ cubeSAVING THROW:None
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 levelsSAVING THROW: Special
Cause fear strikes terror in the hearts of hostile monsters. Creatures must save or flee in panic
for 1–4 rounds.
Cause Light Wounds
SPHERE: CosmosRANGE: TouchDURATION: PermanentAREA OF EFFECT: Creature touchedSAVING THROW: None
Cause light wounds inflicts 1–8 hit points of damage on a target.
Cure Light Wounds
SPHERE: CosmosRANGE: TouchDURATION: PermanentAREA OF EFFECT: Creature touchedSAVING THROW: None
Cure light wounds heals 1–8 hit points, up to the recipient’s normal maximum hit points.
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.
This lists the creatures, volume, dimensions, weight, etc., that can
be affected by the spell.
SAVING THROW
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
Entangle causes the plants in the ground to sprout up and entangle or capture creatures. Victims
who fail their save become tangled and are held helpless for the duration of the spell. The spell
only works in outdoor combat.
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.
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Magical Stone
SPHERE: Elemental (Earth)RANGE: 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 1–4 points of damage per stone, or 2–8 points if the
target is undead.
SPHERE: CosmosRANGE: 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 cleric. In addition,
the affected creature gains +1 to all saving throws.
Protection from evil improves the AC and saving throws of the recipient by 2 against attackers of
evil alignment.
Remove Fear
SPHERE: Cosmos RANGE: 10 yardsDURATION: PermanentAREA OF EFFECT: 1 creature/4 levelsSAVING THROW: Special
Remove fear instills courage in the spell’s recipient, removing the effects of a cause fear spell.
Sanctuary
SPHERE: Cosmos RANGE: Touch DURATION: 2 rounds + 1 round/level AREA OF EFFECT: Creature touched SAVING THROW: None
When the cleric casts a sanctuaryspell, any opponent attempting to strike or otherwise directly
attack the protected creature must roll a saving throw vs. spell. If the saving throw is successful,
the opponent can attack normally. If the saving throw is failed, the opponent loses track of and
totally ignores the warded creature for the duration of the spell.
Shillelagh
SPHERE: CosmosRANGE: TouchDURATION: 4 rounds + 1 round/level AREA OF EFFECT: ClericSaving Throw: None
This spell enables the cleric to temporarily create a magical club that appears in his or her hand.
✹ SECOND-LEVEL CLERIC SPELLS ✹
SPHERE: Elemental (Air)RANGE: ØDURATION: 3 rounds AREA OF EFFECT: 20’-long coneSAVING THROW: Neg.
The cleric draws in a deep breath and expels it toward his opponent. All noxious odors from up to
two miles away are channeled through the cleric’s breath and ejected in a vile cone of stench. All
breathing creatures within the cone must make a saving throw vs. poison. Those who fail gag for
1–6 rounds. While in this state, spell casting and using psionics is impossible. Those with more
than 5 Hit Dice or higher than 5th level may ignore channel stench.
SPHERE: Cosmos RANGE: 80 yardsDURATION: CombatAREA OF EFFECT: 1 person or mammal SAVING 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.
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.
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 7–10 points
of damage. The spell does slightly less damage against targets protected from fire.
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 1–8 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.
Creatures affected by this spell hesitate before executing their intended actions. The spell affects
2–8 Hit Dice or levels of creatures, although only one creature of 4 or more Hit Dice can be
affected regardless of the number rolled. All possible victims are allowed a saving throw vs. spells.
Barkskin
Channel Stench
Charm Person or Mammal
Find Traps
Flame Blade
Hesitation
Altruism
SPHERE: CosmosRANGE: TouchDURATION: PermanentAREA OF EFFECT: 1 creatureSAVING THROW: None
With this spell, a cleric may transfer hit points to another character or being of any alignment. Hit
points are exchanged on a one-to-one basis, and may not be “taken back” once the spell has
been cast. The recipient of the spell cannot gain more hit points than he or she normally has, and
cannot refuse the gift even if he or she wants to.
SPHERE: CosmosRANGE: 120 yardsD URATION : 2 rounds/level AREA OF EFFECT: 1–4 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.
Hold Person
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Music of the Spheres
SPHERE: Cosmos RANGE: 50 yards DURATION: 1 turn + 1 round/level AREA OF EFFECT: 20’-diameter circle SAVING THROW: Neg.
With this spell, the cleric creates tones and harmonies of such unearthly beauty and complexity
that they entrance the listener, making it difficult for the listener to attack or otherwise harm the
cleric. The listener receives a normal saving throw against this effect. Failure means that the
listener is entranced and is unable to attack the cleric for the duration of the spell.
Resist Cold
SPHERE: Elemental (Fire) RANGE: Touch DURATION: 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: Elemental (Fire) RANGE: Touch DURATION: 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.
Silence, 15’ Radius
SPHERE: Cosmos RANGE: 120 yards DURATION: 2 rounds/level AREA OF EFFECT: 15’-radius sphereSAVING THROW: None
Silence, 15’ radius magically dampens all sound in the area around the target. The target
characters or monsters cannot cast spells for the duration of the spell.
Spiritual Hammer
SPHERE: Cosmos RANGE: 10 yards/level DURATION: 3 rounds + 1 round/level AREA OF EFFECT: Caster SAVING THROW: None
Spiritual hammer creates a temporary magic throwing hammer that is automatically readied.
Spiritual hammers can hit monsters that may only be struck by magic weapons.
This spell causes an ordinary wooden staff or club to sprout thick, extremely hard spikes on one
end, just like a staff made from bramblewood. The staff does double damage for the duration of
the spell, and adds +2 to the cleric’s attack roll.
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 Blindness or Deafness
SPHERE: CosmosRANGE: TouchDURATION: PermanentAREA OF EFFECT: Creature touchedSAVING THROW: Neg.
Cause blindness or deafnessblinds or deafens one target. This can only be cured by a cure
blindness or deafness spell.
Cause Disease
SPHERE: CosmosRANGE: TouchDURATION: PermanentAREA OF EFFECT: Creature touchedSAVING THROW: Neg.
Cause disease infects the target with a debilitating ailment that saps strength and hit points.
By igniting even a tiny spark of flame, the cleric can create a dense plume of smoke that obscures
vision for 30 yards. Those within the cloud that fail a saving throw vs. death spell find it difficult
to attack. All attacks in the cloud are made at -4 for four rounds.
This spell forces the air out of an opponent’s lungs. The opponent cannot cast spells for three rounds.
SPHERE: CosmosRANGE: TouchDURATION: PermanentAREA OF EFFECT: Creature touchedSAVING THROW: Neg.
Cure blindness or deafnesscounters the effects of cause blindness or deafness.
✹ THIRD-LEVEL CLERIC SPELLS ✹
Air Lens
SPHERE: Elemental (Air) RANGE: 90 yards DURATION: 3 rounds + 1 round/level AREA OF EFFECT: Special SAVING THROW: None
By means of this spell, the cleric creates a magical lens, with which he or she can direct
intensified rays of the sun against his or her enemies. Once cast, the cleric can attack twice per
round doing 2–6 points of damage per hit.
SPHERE: CosmosRANGE: TouchDURATION: PermanentAREA OF EFFECT: Creature touchedSAVING THROW: None
Cure disease removes the effects of disease caused by some monsters or cause disease spells.
SPHERE: Cosmos RANGE: 60 yardsDURATION: 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.
A beam of light streaks from the cleric’s finger and slams into the target’s forehead, causing the
brain to overheat as if struck by sunstroke or fever. This causes momentary confusion and
delirium, so all attack rolls and saving throws are made at -2.
Magical V estment
SPHERE: CosmosRANGE: TouchDURATION: 5 rounds/levelAREA OF EFFECT: CasterSAVING THROW: None
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).
Plant Growth
SPHERE: CosmosRANGE: 160 yardsDURATION: PermanentAREA OF EFFECT: SpecialSAVING THROW: Special
Plant growth causes normal vegetation to grow, entwine, and entangle to form a thicket that
creatures must hack or force a way through at a movement rate of 10 feet per round.
Prayer
SPHERE: CosmosRANGE: ØDURATION: 1 round/level AREA OF EFFECT:60’ radiusSAVING THROW: None
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 gives limited protection against fire. The recipient of the spell gets a +3 bonus
to his or her save and takes half damage from flames.
Remove Paralysis
SPHERE: CosmosRANGE: 10 yards/level DURATION: Permanent AREA OF EFFECT: 1–4 creaturesSAVING THROW: None
This spell negates the effects of any type of paralyzation or related magic. For example, the spell
counters hold or slow spells.
Sand Spray
SPHERE: Elemental (Earth) RANGE: ØDURATION: InstantAREA OF EFFECT:20’ beam, 10’ wide SAVING THROW: Special
This malicious evocation causes small glassy particles of sand or silt to spray into an opponent’s
eyes. Anything sprayed by the slivers must make a saving throw vs. breath weapons. Failure
indicates that they are blinded for 1–6 rounds, and lose 1–10 hit points.
Spike Growth
SPHERE: Cosmos RANGE: 60 yards DURATION: 3–12 turns + 1 turn/level AREA OF EFFECT: 10’/levelSAVING THROW: None
Spike growth causes the ground-covering vegetation or roots in the area to become very hard and
sharply pointed. When a creature moves through the area, it takes 2–8 points of damage. Each
time the victim begins to move it must make a saving throw vs. spell or have its movement rate
reduced by 1/3.
By means of this spell the cleric can form an existing piece of stone into a weapon.
Strength of One
SPHERE: Cosmos RANGE: 10 yards DURATION: 2–6 rounds AREA OF EFFECT:1 creature + 1 creature/2 levels SAVING THROW: None
By casting this spell on a group of creatures, the cleric imbues each creature with a Strength
bonus equal to that of the strongest creature of the group.
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.
✹ FOURTH-LEVEL CLERIC SPELLS ✹
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.
Abjure
SPHERE: CosmosRANGE: 10 yardsDURATION: InstantaneousAREA OF EFFECT: 1 creatureSAVING THROW:Neg.
Abjure allows the cleric to dispel elemental creatures back to their own plane of existence.
Blood flow allows the manipulation of the circulatory system, and can thus be used to heal or
injure. When healing, 2–12 points of damage are cured. If the spell is used to injure, the target is
stunned for up to 4 rounds.
Cause Serious Wounds
SPHERE: Cosmos RANGE: TouchDURATION: PermanentAREA OF EFFECT:Creature touchedSAVING THROW: None
Cause serious wounds inflicts 3–17 hit points of damage on a target.
The cloak of bravery spell can be cast upon any willing creature. An individual thus protected
gains a +4 bonus to save vs. 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).
The recipient of this spell receives an aura of fear. The first opponent who strikes the affected
character must save vs. 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 3–18 hit points of damage if it hits its target.
Focus heat only works outdoors during daylight. The cleric focuses the rays of the sun onto a
single point, causing 2–12 hit points of damage plus 1 per level of the cleric on the target.
Free action allows the recipient to break the effects of spells such as slow, hold person, and web.
SPHERE: Elemental (Air, Water) RANGE: TouchDURATION: 1 hour/level AREA OF EFFECT: 1 creature SAVING THROW: Neg.
Intensification of weathersubjects the victim to effects more severe than the actual weather would
inflict. The victim loses any possible save against magical weather spells, and those causing
damage add one hit point per die inflicted. The victim gets a save to avoid the effects of this spell.
SPHERE: Elemental (Water) RANGE: 20 yards DURATION: Time of concentrationAREA OF EFFECT: 1 creature SAVING THROW: Neg.
This magically creates water inside the victim’s lungs, drowning it if it is not able to cough the
water up. Nonbreathing creatures and undead are not affected by this hex. Anyone who fails a
saving throw vs. spells immediately begins to drown.
Magma blade creates a sword with a razor edge and magically stores a burst of energy within it.
The sword does +3 damage to anything it hits, and the impact releases a store of magical heat
that turns the sword into molten stone. The flame bursts all over an opponent, covering him or
her in magma, and causing an additional 2–12 points of heat damage.
Focus Heat
Free Action
Intensification of Weather
Lungs of Water
Magma Blade
Cure Serious Wounds
SPHERE: CosmosRANGE: TouchDURATION: PermanentAREA OF EFFECT: Creature touchedSAVING THROW: None
Cure serious wounds heals 3–17 hit points, up to the recipient’s normal maximum hit points.
Dehydrate
SPHERE: Elemental (Water) RANGE: Touch DURATION: Instantaneous AREA OF EFFECT: 1 targetSAVING THROW: None
Dehydrate only affects creatures with a circulatory system. The target is dehydrated for 2–12 hit
points of damage plus 1 per level of the cleric.
Dust Cloud
SPHERE: Elemental (Earth, Air) RANGE: 60 yards DURATION: 1 turn + 1 round/level AREA OF EFFECT:30’ radius SAVING THROW: None
When a cleric creates a dust cloud, a swirling cloud of sand and dust obscures enemies’ vision
and prevents missile weapons from passing through.
Neutralize Poison
SPHERE: CosmosRANGE: TouchDURATION: PermanentAREA OF EFFECT: Creature touchedSAVING THROW: None
This spell detoxifies any sort of poison or venom. However, the spell cannot return characters to
life if they have already died from poisoning.
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 Lightning
SPHERE: Elemental (Air) RANGE: TouchDURATION: 1 turn/level AREA OF EFFECT: Creature touched SAVING THROW: None
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.
Protection from Weather
SPHERE: Elemental (Air, Water) RANGE: Touch DURATION: 1 hour/level AREA OF EFFECT: 1 creature SAVING THROW: Neg.
When this spell is cast, it creates a magical barrier around the recipient at a distance of 1 foot.
The barrier moves with the recipient, who completely ignores natural weather effects. The
recipient also receives a +6 saving throw bonus to magically created weather effects.
This spell turns a dead body into dust. Corpses inhabited by spirits are allowed a save, but
skeletons and other undead are not. Undead crumble and fall to the ground, becoming
completely destroyed in 3 rounds.
✹ FIFTH-LEVEL CLERIC SPELLS ✹
Cause Critical Wounds
SPHERE: CosmosRANGE: TouchDURATION: Permanent AREA OF EFFECT: Creature touchedSAVING THROW: None
Cause critical wounds inflicts 6–27 hit points of damage on a target.
Conjure elemental allows the cleric to open a gate to his or her elemental plane and summon an
elemental to fight for the cleric in battle. The elemental disappears at the end of the spell’s duration.
Crumble instantly reduces an inanimate object’s water content to zero. Non-living organic material
such as hide, bone, and wood splits and crumbles into dust when affected by this spell. Mindless
corporeal undead like skeletons take 1–6 points of damage for every 3 levels of the caster.
Cure Critical Wounds
SPHERE: CosmosRANGE: TouchDURATION: PermanentAREA OF EFFECT: Creature touchedSAVING THROW: None
Cure critical wounds heals 6–27 hit points of damage, up to a target’s normal maximum hit points.
Deflection
SPHERE: Elemental (Air)RANGE: ØDURATION: 1 turn + 1 round/level AREA OF EFFECT: CasterSAVING THROW: None
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.
The cleric claps his hands together, making the sound of thunder, and rain begins to fall in a 10’
radius. Every creature beneath the cloud regains 1 hit point per round, up to the duration of the spell.
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.
By casting this spell, the cleric causes a magical “rope” of thorns to appear and wrap itself around
an opponent. Failing the saving throw vs. spells results in 1–4 points of damage, added to the
armor class of the victim.
SPHERE: Elemental (Fire) RANGE: 60 yards DURATION: Instantaneous AREA OF EFFECT: 30’ tall, 5’ radius columnSAVING 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 vs. spell. Failure means the creature sustains 6–48
points of damage; otherwise, the damage is halved.
Dispel Evil
Flame Strike
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Insect Plague
SPHERE: Elemental (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 obscures vision, prevents spellcasting,
and inflicts 1 hit point of damage per round to creatures within the cloud.
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: Elemental (Water, Earth)RANGE: 60 yards DURATION: 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.
This spell creates a shimmering, multi-layered short composite bow of rainbow hues. Each of its
shimmering missiles is the equivalent of a +2 weapon, including attack and damage bonuses.
Raise dead can bring one non-elf character 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.
This spell conjures a more powerful version of a dust devil. Any creature attacked by the dust
storm takes 2–12 points of damage.
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 3–17 hit points of damage.
Wall of Fire
SPHERE: Elemental (Fire) RANGE: 80 yards DURATION: 1 round/level AREA OF EFFECT:10’ long + 5’ long/2 levels SAVING 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.
✹ SIXTH-LEVEL CLERIC SPELLS ✹
Blade Barrier
SPHERE: Cosmos RANGE: 30 yardsDURATION: 3 rounds/levelAREA OF EFFECT: SpecialSAVING THROW: Special
The cleric employs this spell to set up a wall of circling, razor-sharp blades. Any creature that
attempts to pass through the blade barrier suffers 8–64 points of damage.
Fire Seeds
SPHERE: Elemental (Fire)RANGE: TouchDURATION: SpecialAREA OF EFFECT: SpecialSAVING THROW: 1/2
The fire seeds spell creates four magical acorns. These grenade-like missiles can be hurled up to
40 yards. Each acorn bursts upon striking the target, causing 2–16 points of damage.
Harm
SPHERE: CosmosRANGE: TouchDURATION: PermanentAREA OF EFFECT: Creature touchedSAVING THROW: None
The harm spell infects the victim with a disease and causes loss of all but 1–4 hit points.
Heal
SPHERE: CosmosRANGE: TouchDURATION: PermanentAREA OF EFFECT: Creature touchedSAVING THROW: None
The very potent heal spell enables the cleric to wipe away disease and injury in the creature who
receives the benefits of the spell. It completely cures all diseases or blindness of the recipient and
heals all points of damage suffered due to wounds or injury.
The spiked stones spell causes rock to shape itself into long, sharp points that tend to blend into
the background. Those entering the spell’s area of effect suffer 1–4 points of damage per round.
Heartseeker
SPHERE: Elemental (Earth, Water) RANGE: TouchDURATION: 6 hoursAREA OF EFFECT: 1 itemSAVING THROW: Special
This terrible spell creates a magical arrow which, upon penetrating human flesh (causing
damage), begins to sprout as if growing. The roots and branches seek out vital organs as a source
of nutrients. If a saving throw vs. death magic isn’t made, the vines burst through the victim’s
vital organs, killing him or her instantly.
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Sunstroke
SPHERE: CosmosRANGE: 10 yards/levelDURATION: SpecialAREA OF EFFECT: 1 creatureSAVING THROW: Special
The cleric points his finger at a target and a brilliant beam of sunlight shoots outward to cause a severe
case of heat exhaustion. The victim must make a saving throw vs. magic or instantly collapse into a
convulsive mass until treated or dead. The victim takes 1–4 points of damage per round until healed.
SPHERE: Elemental (Fire) RANGE: 160 yards DURATION: 1 round AREA OF EFFECT: 20’ cube/level, min 16 10’ cubes SAVING THROW: 1/2
When fire storm is cast, the whole area is shot through with sheets of roaring flame that resemble
a wall of fire. Creatures within the area of fire and 1 foot or less from the edge receive 2–16 points
of damage plus additional damage equal to the cleric’s level (2–16 + 1 per level).
Wall of Thorns
SPHERE: Cosmos RANGE: 80 yardsDURATION: 1 turn/level AREA OF EFFECT: One 10’ cube/levelSAVING THROW: None
The wall of thorns spell creates a barrier of very tough, pliable, tangled brush bearing needle-
sharp thorns. Creatures breaking through the wall of thorns suffer 8 points of damage, plus an
additional amount of damage equal to their AC.
SPHERE: Elemental (Earth)RANGE: ØDURATION: 1 round/level AREA OF EFFECT: 30’ radiusSAVING THROW: None
This spell lifts and separates tiny crystal shards from sand or silt, creating a terrible wind to
propel them. Living creatures (and undead) take 2–16 points of damage per round until they
leave the path of the storm.
This powerful spell is representative of the life-giving nature of water, and the sacrifices that the
clerics of that sphere are willing to make for those they believe worthy. This spell cures the
wounds of the target creature by transferring them to the cleric.
SEVENTH-LEVEL CLERIC SPELLS
Confusion
SPHERE: CosmosRANGE: 80 yards DURATION: 1 round/level AREA OF EFFECT: 1–4 creatures within a 40’ x 40’ square SAVING THROW: Spec.
This spell causes confusion in one or more creatures within the area of effect, fostering indecision
and the inability to take decisive action.
This spell allows a cleric to summon a single greater elemental to assist the cleric in combat.
SPHERE: CosmosRANGE: TouchDURATION: PermanentAREA OF EFFECT: Creature touchedSAVING THROW: None
When this spell is cast, the life energy level of the recipient is raised by one. This spell cancels the
effect of the energy drainspell.
SPHERE: Elemental (Air) RANGE: 10 yards/levelDURATION: 1–6 turns AREA OF EFFECT: 10’/levelSAVING THROW: Special
With this spell, a cleric summons up a scirocco, the burning desert wind of legend. All items
caught in the storm are abraded by flying grit and must save vs. acid or be destroyed. Living
creatures suffer 2–20 points of damage per round of exposure.
SPHERE: Cosmos RANGE: 10 yards/level DURATION: 2–5 roundsAREA OF EFFECT: 5’-radius sphere SAVING THROW: Special
With this spell, the cleric evokes a dazzling beam of light. All creatures in the area must make a
saving throw vs. spell or be blinded for 1–3 rounds. Undead caught within the area of effect
receive 8–48 points of damage, reduced by half if a saving throw vs. spell is made.
Fire Storm
Glass Storm
Restoration
Scirocco
Sunray
Creeping Doom
SPHERE: CosmosRANGE: ØDURATION: 4 rounds/levelAREA OF EFFECT: SpecialSAVING THROW: None
When the cleric casts creeping doom, he or she calls forth a mass of 500–1,000 venomous, biting,
and stinging arachnids, insects, and myriapods. This carpet-like mass swarms in an area 20 feet
square. These insects slay any creature subject to normal attacks, as each of the small horrors
inflicts 1 point of damage; up to 1,000 points of damage can be inflicted on a creature within the
path of the creeping doom.
Energy Drain
SPHERE: CosmosRANGE: TouchDURATION: PermanentAREA OF EFFECT: Creature touchedSAVING THROW: None
Energy drain draws away one life energy level. The lost energy level can only be restored by a
restoration spell.
Symbol
SPHERE: CosmosRANGE: TouchDURATION: 1 turn/levelAREA OF EFFECT: SpecialSAVING THROW: Neg.
The cleric casting this spell inscribes a glowing symbol in the air. Any creature looking at the
completed symbol must make a successful saving throw vs. spell or suffer the effect of the symbol.
Hopelessness: Creatures seeing this symbol must either turn back in dejection or surrender to
capture and/or attack, unless they roll a successful saving throw vs. spell.
Pain: Creatures seeing this symbol suffer -4 penalties to their attack rolls and -2 penalties to their
Dexterity scores due to wracking pains.
Persuasion: Creatures seeing this symbol become friendly to the cleric who inscribed it for 1–20 turns.
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PSIONICS
Psionics Summary
For detailed psionic descriptions see “Psionics,” following the summary.
PSYCHOKINESIS
✹ Psychokinetic
Sciences
Detonate
Disintegrate
Project Force
✹ Psychokinetic
Devotions
Ballistic Attack
Control Body
Inertial Barrier
PSYCHOMETABOLISM
✹ Psychometabolic
Sciences
Animal Affinity
Energy Containment
Life Drain
✹ Psychometabolic
Devotions
Absorb Disease
Adrenalin Control
Biofeedback
Body Weaponry
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.
I
NITIALCOST
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.
M
AINTENANCECOST
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.
R
ANGE
The maximum distance from the psionicist (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.
A
REA OFEFFECT
The physical area or number of beings which the power affects.
“Personal” means the power only affects the psionicist.
Superior Invisibility
Tower of Iron Will
✹ Telepathy
Devotions
Ego Whip
Id Insinuation
Intellect Fortress
Mental Barrier
Mind Bar
Mind Blank
Psionic Blast
Synaptic Static
Thought Shield
Psychokinesis
✹ P
SYCHOKINETIC SCIENCES ✹
Detonate
POWER SCORE: Con -3 INITIAL COST: 18 MAINTENANCE COST: NARANGE: 60 yards AREA OF EFFECT: 1 item, 8 cubic feet
Detonate allows a psionicist to harness the latent energy inside plants or inanimate objects, focus
it, and release it explosively. This explosion inflicts 1–10 points of damage to any creature within
a 10 foot radius of the blast, and may disintegrate an item on the creature.
Disintegrate
POWER SCORE: Wis -4 INITIAL COST: 40 MAINTENANCE COST: NARANGE: 50 yards AREA OF EFFECT: 1 item, 8 cubic feet
The disintegrate science reduces a creature to microscopic pieces and scatters them. The target
must save vs. death magic or be turned to ash.
Project Force
POWER SCORE: Con -2INITIAL COST: 10MAINTENANCE COST: NARANGE: 200 yards AREA OF EFFECT: NA
Project force allows a psionicist to focus a psychokinetic “punch” against a target up to 200 yards
away. This attack does 1–6 points of damage, plus the AC of the targeted creature.
✹ PSYCHOKINETIC DEVOTIONS ✹
Ballistic Attack
POWER SCORE: Con -2INITIAL COST: 5MAINTENANCE COST: NARANGE: 30 yards AREA OF EFFECT: 1 item, 1 pound
Ballistic attack allows a character to throw a small object at extremely high (and deadly) speeds.
A successful hit inflicts 1–6 points of damage.
Control Body
POWER SCORE: Con -2 INITIAL COST: 8 MAINTENANCE 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).
Inertial Barrier
POWER SCORE: Con -3 INITIAL COST: 7 MAINTENANCE COST: 5/roundRANGE: Ø AREA OF EFFECT: 3-yard diameter sphere
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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72
Psychometabolism
POWER SCORE: Con -3INITIAL COST: 5MAINTENANCE COST: ØRANGE: Touch AREA OF EFFECT: Individual
✹ PSYCHOMETABOLIC 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 1–10 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: 5/roundRANGE: 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 to the psionicist’s total. The bonus points disappear after
combat, if they haven’t already been used.
✹ PSYCHOMETABOLIC DEVOTIONS ✹
Absorb Disease
POWER SCORE: Con -3INITIAL COST: 12MAINTENANCE COST: NARANGE: Touch AREA 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.
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 1–6 points. All
bonuses for extra Strength apply while the power is in effect.
Biofeedback
POWER SCORE: Con -2INITIAL COST:6MAINTENANCE COST: 3/roundRANGE: ØAREA OF EFFECT: Personal
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.
Body Weaponry
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.
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 AC by 2 when displaced.
POWER SCORE: Wis -3INITIAL COST: VariesMAINTENANCE COST: Varies RANGE: 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.
POWER SCORE: Con -3 INITIAL COST: 8MAINTENANCE COST: 4/round RANGE: ØAREA OF EFFECT: Personal
With flesh armor, the psionicist temporarily transforms his or her own flesh into a randomly
determined type of armor. Because the armor becomes part of the body, the psionicist suffers no
penalties for its use.
POWER SCORE: Con -5 INITIAL COST: 10 MAINTENANCE COST: 1/round RANGE: TouchAREA OF EFFECT:Personal
Graft weapon allows the psionicist to take a weapon and make it part of his or her body. Attacks
with this weapon are at a +1 bonus to hit. The weapon, once grafted, cannot be switched with
another.
POWER SCORE: Con -1 INITIAL 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.
POWER SCORE: Con -4 INITIAL COST: 6MAINTENANCE COST: 2/round RANGE: 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.
Cell Adjustment
Displacement
Enhanced Strength
Flesh Armor
Graft Weapon
Lend Health
Share Strength
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74
Telepathy
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 are controlled by the game.
✹ TELEPATHIC SCIENCES ✹
Domination
POWER SCORE: Wis -4INITIAL COST: VariesMAINTENANCE COST: Varies RANGE: 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.
Mass Domination
POWER SCORE: Wis -6 INITIAL COST: VariesMAINTENANCE 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. The
psionicist must have mastered domination before he or she can learn mass domination.
Psychic Crush
POWER SCORE: Wis -4INITIAL COST: 7MAINTENANCE COST: NARANGE: 50 yards AREA OF EFFECT: Individual
A psychic crush is an attack on another psionicist’s mind. It can inflict up to 6 hit points of damage.
Superior Invisibility
POWER SCORE: Int -5 INITIAL COST: Varies MAINTENANCE COST: 5/round RANGE: 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.
Tower of Iron Will
POWER SCORE: Wis -2 INITIAL 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.
POWER SCORE: Wis -4 INITIAL COST: 5MAINTENANCE COST: NA RANGE: 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 1–4 rounds.
POWER SCORE: Wis -3 INITIAL COST: 4MAINTENANCE COST: NARANGE: ØAREA OF EFFECT: 3-yard radius sphere
Intellect fortress is a telepathic defense against psionic attacks. All minds within the area of effect
are also protected.
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.
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.
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.
POWER SCORE: Wis -5 INITIAL COST: 10MAINTENANCE COST: NARANGE: 20/40/60 yards AREA OF EFFECT: Individual
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 -4 INITIAL 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.
✹ TELEPATHIC DEVOTIONS✹
Id Insinuation
Intellect Fortress
Mental Barrier
Mind Bar
Mind Blank
Psionic Blast
Synaptic Static
Ego Whip
POWER SCORE: Wis -3 INITIAL COST: 4MAINTENANCE COST: NA RANGE: 40/80/120 yards AREA 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 1–4 rounds.
Thought Shield
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.
Airanyanybow, blowgun, sling, spear, and throwing spear
Earthanyanyany weapon made of stone, metal, or wood
Fireanyanymagically fired, obsidian, or fire-heated weapons
Wateranyanybone or wood bows, club, maces, javelins, quarterstaff, spears, and warhammers
Preservernonenonedagger, staff, darts, knife, and sling
Psionicist
Psionicistleathersmallshort bow, hand & light crossbow, dagger, dirk, knife, club, hand axe, throwing
axe, horseman mace & pick, scimitar, spear, short sword, and warhammer
Rogue
Thiefleathersmallany
HOTKEYS
A Toggles animations on/off
C Brings up Cast Spells/Use Psionics screen
E Brings up Current Spell/Effects screen
G Sets character to Guard (in combat)
H Centers screen on leader
I Brings up View Inventory screen
N Targets next opponent (in combat)
O Brings up overhead map
P Targets previous opponent (in combat)
Q Ends character’s turn (in combat)
U Brings up Cast Spells/Use Psionics screen
V Brings up View Character screen
W Sets character to Wait (in combat)
Y/N Answers Yes/No questions
Alt-X: Quits W
Esc: Exits all menus; quits GAME if no menus on screen
AKE OF RAVAGER
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
✹ CREDITS ✹
Story & Game DesignSSI S
ProducersDANC
Associate ProducerR
Game ProgrammingR
Additional ProgrammingR
Music & VoiceR
Additional MusicN
PerformersW
Data ManagerC
Region Design & CodingC
Region Design Support & TestingC
ArtistsM
Documentation ManagerE
Documentation & Screen Text EditingALB
Test SupervisorG
Product TestersC
Bug System SupportA
Graphic Design & Desktop PublishingL
PrintingC
Special Thanks To James M. Ward and Roberta Gibbons
ICKWHITE
OBERTCALFEE
M
IKECOUSTIER
USSBROWN
J
OHNMILES
ALPH“COOKSEY
Programming, Sound Effects & Voice
Producer R
Voice Engineer T
T
HEFATMAN
ADALEWIS(SHATTEREDLANDS
W
AKE OF THERAVAGER
W
M
ERLEMADLIN
L
ONDON
ARONWHITE
HRISCARR
D
ONMCCLURE
HRISLANKA
AURIEMANNING
B
ENRUSH
D
IANEFONG
ILEENMATSUMI
A
NDRÉVRIGNAUD
LENCURETON
YRUS
B
ENCOOLEY
Z
ANEWOLTERS
K
ELLYCALABRO
NNETTEGROVE
OUISSAEKOWDESIGN
L
EEDARAZOLA
ONSOLIDATEDPRINTERS
PECIALPROJECTSTEAM
ERMAK
, N
ICKBELIAEFF
: Lead Programmer
, K
EITHBRORS
: Low Level Audio Programming
” T
ONCALONJE
IMAUGUST
: FM Voice Design
ALLYFIELDS
ALSH
, D
, B
RIANSESSION
, D
, A
DAMGROPMAN
IANNENOLA
OUGBUSHMAN
: Region Design & Coding
: Lead Scripter
, A
DAMISGREEN
, S
TEVENOKANO
: Lead Artist
, G
ENNADYKRAKOUSKY
, D
IANEDUFFEY
ROWN
, J
ONATHANKROMREY
G. H
ARRIS
, B
, M
IKEKLINGLER
, ALM
, R
OSERAMOS
, D
AVEBOUDREAU
, D
OUGGROUNDS
HOMAS
: Audio
: Sound Effects &
: Voice Director
&
)
, G
REG
, D
AVIDHATCH
, M
, ALIK
ATZ
, KENE
,
, D
ANTEFUGET
,
ILLWHITE
,
,
ARENCO
,
:
,
ICHAEL
KLUND
Page 41
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, DARK SUN, 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.
1994 TSR, Inc.1994 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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