INDEX OF SPELLS AND POWERS.............................................. 92
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OR
i
1
WELCOME TO
THE REALM
OF THE STONE
PROPHET
The desert of Har’Akir is ancient
beyond belief. Not all of its past
is marked by noble deeds and
great kings. In ancient days, the
evil pharaoh Anhktepot ruled a
great and powerful nation. His
downfall stemmed from his
desire for immortality. Cursed by
Ra, the sun god, Anhktepot’s
soul still remains in his mummified form and brings death to
those it touches at night.
S
TONEPROPHET
, the second computer role-playing game based
on the highly acclaimed AD&D
®
2nd Edition RAVENLOFT®game
world, begins when your characters become trapped in a
wasteland haunted by unnatural
creatures, fierce sand storms,
and cursed villagers afflicted by
a horrible rotting disease. Your
party’s only hope of escape is to
follow the advice of a blind seer
and seek out the Stone Prophet,
a huge, hieroglyphic wall hidden
deep within a mysterious
obelisk. Some say the writings
on the wall, when deciphered,
may lead the party to freedom. . .
or to death. One thing is certain,
a great conflict has been foreseen, and the mummy lord is
gathering his forces.
What Comes with This Game?
Your game box should contain this rule book, a CD-ROM, and a data
card. The rule book explains game commands and contains handy
references on characters, monsters, and spells. To play the game,
install your CD-ROM according to the instructions on the data card.
Using the Mouse
In this book, the term “click” means move the cursor to the desired
area on the screen and press either the left or right mouse buttons.
♦
“Left-click” means move the cursor to the desired area and press
the left mouse button.
♦
“Right-click” means move the cursor to the desired area and press
the right mouse button.
♦
“Double-click” means move the cursor to the desired area and
press the right mouse button two times in quick succession.
Getting Started Quickly
STONE PROPHET includes a character generator that allows you to individually design and name the characters for your adventure. To start
right away, you may begin with a party of characters already included
in a pre-saved game.
Because your success in STONE PROPHET depends on the skills and
talents of these characters, you may wish to read on, even when
starting with the party included in the game. The sections “How to
Play,” starting on page 4, and “Creating Your Party of Characters,”
starting on page 32, can be very helpful.
You may also import a party of characters from a saved game of
RAVENLOFT: STRAHD’S POSSESSION. To find out how this is done, refer to
the section “Importing Characters from RAVENLOFT: STRAHD’S
POSSESSION,” starting on page 35.
2
WELCOME BACK TO RAVENLOFT
lord spends decades at a time “dreaming” in his
lord spends decades at a time “dr eaming” in his
On the Terror of Har’Akir
The heat of the day invades the shadows. Beneath a
The heat of the day invades the shadows. Beneath a
The heat of the day invades the shadows. Beneath a
relentless sun, exposed flesh withers brown, and
relentless sun, exposed flesh withers br own, and
relentless sun, exposed flesh withers brown, and
beasts the like of which are unknown beyond
beasts the like of which are unknown beyond
beasts the like of which are unknown beyond
Har’Akir prowl the wasteland. It is a desert filled
Har’Akir prowl the wasteland. It is a desert filled
Har’Akir prowl the wasteland. It is a desert filled
with fierce storms and ruined temples. Only the
with fierce storms and ruined temples. Only the
with fierce storms and ruined temples. Only the
frightened survive, those wise enough to cower
frightened survive, those wise enough to cower
frightened survive, those wise enough to cower
within the tents and hovels they call their homes.
within the tents and hovels they call their homes.
within the tents and hovels they call their homes.
Huddled within, the population of Har’Akir waits
Huddled within, the population of Har’Akir waits
Huddled within, the population of Har’Akir waits
out the unbearable days of blistering heat and the
out the unbearable days of blistering heat and the
out the unbearable days of blistering heat and the
nights of unending cold. So tightly have they
nights of unending cold. So tightly have they
nights of unending cold. So tightly have they
wrapped their fears about them, that often the
wrapped their fears about them, that often the
wrapped their fears about them, that often the
silence is broken only by a curious, double howl. It
silence is broken only by a curious, double howl. It
silence is broken only by a curious, double howl. It
is the cry of the death dog.
is the cry of the death dog.
is the cry of the death dog.
In the village of Muhar, the greatest fear is reserved
In the village of Muhar, the greatest fear is reserved
In the village of Muhar, the greatest fear is reserved
for the lord of the land, Anhktepot. Once a Priest of
for the lord of the land, Anhktepot. Once a Priest of
for the lord of the land, Anhktepot. Once a Priest of
Ra, Anhktepot dreamed of immortality and power.
Ra, Anhktepot dreamed of immortality and power.
Ra, Anhktepot dreamed of immortality and power.
Common goals, it is true, yet Anhktepot distin-
Common goals, it is true, yet Anhktepot distin-
Common goals, it is true, yet Anhktepot distin-
guished himself by the destruction, terror, and death
guished himself by the destruction, terror, and death
guished himself by the destruction, terror, and death
he wrought in searching out the key to these age-
he wrought in searching out the key to these age-
he wrought in searching out the key to these age-
old dreams. In ways twisted and evil, he achieved
old dreams. In ways twisted and evil, he achieved
old dreams. In ways twisted and evil, he achieved
them and was forever condemned by Ra to live
them and was forever condemned by Ra to live
them and was forever condemned by Ra to live
inside his mummified body. It is said this mummy
inside his mummified body. It is said this mummy
inside his mummified body. It is said this mummy
lord spends decades at a time “dreaming” in his
moldering tomb. Such times are these, and yet. . . .
moldering tomb. Such times are these, and yet. . . .
moldering tomb. Such times are these, and yet. . . .
A plague works its way from tent to tent, a strange
A plague works its way from tent to tent, a strange
A plague works its way from tent to tent, a strange
rotting disease which corrupts the flesh and steals
rotting disease which corrupts the flesh and steals
rotting disease which corrupts the flesh and steals
the muscle from the bone. Fierce storms drive the
the muscle from the bone. Fier ce storms drive the
the muscle from the bone. Fierce storms drive the
sands before them, and all the land seems engulfed
sands before them, and all the land seems engulfed
sands before them, and all the land seems engulfed
in death and chaos. Has Anhktepot awakened? It is
in death and chaos. Has Anhktepot awakened? It is
in death and chaos. Has Anhktepot awakened? It is
the question on the lips of every villager, followed
the question on the lips of every villager, followed
the question on the lips of every villager, followed
quickly by another: what has turned the wrath of
quickly by another: what has turned the wrath of
quickly by another: what has turned the wrath of
the mummy lord upon us?
the mummy lord upon us?
the mummy lord upon us?
Unfamiliar voices call out across the desert wastes,
Unfamiliar voices call out across the desert wastes,
Unfamiliar voices call out across the desert wastes,
and foreign names are heard among the ruins.
and foreign names are heard among the ruins.
and foreign names are heard among the ruins.
Strangers are in the land. The rumors begin, and
Strangers are in the land. The rumors begin, and
Strangers are in the land. The rumors begin, and
more questions are asked. Has the presence of the
more questions are asked. Has the presence of the
more questions are asked. Has the presence of the
newcomers brought the wrath of Anhktepot upon
newcomers brought the wrath of Anhktepot upon
newcomers brought the wrath of Anhktepot upon
them all? The villagers gather in small groups,
them all? The villagers gather in small groups,
them all? The villagers gather in small groups,
building up their suspicions like walls to keep the
building up their suspicions like walls to keep the
building up their suspicions like walls to keep the
strangers out.
strangers out.
strangers out.
What few know, and fewer still have the courage to
What few know, and fewer still have the courage to
What few know, and fewer still have the courage to
admit is this: powers beyond those of Anhktepot
admit is this: powers beyond those of Anhktepot
admit is this: powers beyond those of Anhktepot
are at work in Har’Akir. Unseen forces are plotting,
are at work in Har’Akir. Unseen forces are plotting,
are at work in Har’Akir. Unseen forces are plotting,
preparing for battle, and only strangers from a
preparing for battle, and only strangers from a
preparing for battle, and only strangers from a
distant land shall hold the key to its resolution.
distant land shall hold the key to its resolution.
distant land shall hold the key to its resolution.
These things the Prophet tells us.
These things the Prophet tells us.
These things the Prophet tells us.
3
4
5
HOW TO PLAY
The Adventure Screen
COMPASS
GAME OPTIONS
QUICK
SAVE
AUTO MAP
QUICK
RESTORE
REAR RANK
CHARACTER
A HIT POINT
BAR
FRONT RANK
CHARACTER
MAIN MENU
BUTTON
MESSAGE AREA
Basic Training for Combat
Desert trolls and stone golems roam the sandy wastes. Fierce desert
storms appear from nowhere to cause chaos and destruction.
Challenges abound, from dust devils and floating death heads to the
terrible power of Anhktepot, ruler of Har’Akir.
If your party is to survive, it must know the basics.
Attacks are made from the Adventure Screen. To fight, place the
mouse cursor over the weapon you wish your character to use and
left-click with the mouse. Available weapons appear above the character portraits at the bottom of the screen, while the image of a bare
hand means the character holds no weapon. You may also place the
cursor over the image of the attacking beast. When your characters
are close enough to engage their enemy, the cursor changes into a
sword icon. By left-clicking in this manner, each character attacks
once with each hand. Note that this option does not affect potions or
books a character may be carrying. It activates weapons only.
A HOLY SYMBOL
OR SPELLBOOK
CAN APPEAR
HERE
AN IN-HAND
ITEM
A CHARACTER
PORTRAIT
WATER SUPPLY
HEIGHT
CONTROL BAR
To attack, characters must have their weapons “in-hand” and
“ready.” To accomplish this, place the mouse cursor over one of the
character portraits at the bottom of the screen and left-click with the
mouse. The Inventory Screen is displayed and the game pauses.
Items owned by the characters, including weapons and armor, are
displayed on this screen. Do the standing figures hold weapons
(swords, daggers, etc.) in their hands? If so, those weapons are “in
hand.” If your characters are barehanded, look for weapons in the
inventory slots at the bottom of the screen. By left-clicking on an
object in an inventory slot, you can move it up to your character’s
hand. Left-click again and it is “in hand.” Armor and items of clothing
are moved in much the same way and are put in place by clicking
over the appropriate location on the character’s mannequin.
By “ready,” we mean the weapon is in a usable condition. If it is not,
the weapon is shaded out on the Adventure Screen.
A right-click returns you to the Adventure Screen, ready to do battle.
It is possible to have an item “in hand” but not “ready.” Two-handed
weapons demand the attention of both of your character’s hands. On
the Inventory Screen, the weapon would appear in one hand, while the
second hand would have to be free before the weapon could be “ready.”
Melee, thrown, and ranged weapons compose the three basic types
of arms characters use. Left-click on the ready weapon and your
character uses all of his or her skill to wield it in battle. While it
seems easy, keep some common sense rules in mind:
♦
Thrown weapons have to be retrieved after a fight and made
“ready” again.
♦
Ranged weapons, such as bows and slings, require ammunition.
Arrows are conveniently carried in your character’s quiver, while
rocks for slings are carried in a sling pouch.
♦
Fire ranged weapons by left-clicking on the readied bow, sling, etc.,
on the Adventure Screen. As with thrown weapons, however, the
character must retrieve the ammunition used. More information on
ranged and thrown weapons can be found in the “Things You Can
Do from the Adventure Screen” section starting on page 13.
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7
Apprentice Instructions for Spellcasting
You know your party is about to encounter certain dangers; another
sand mephit, or perhaps a serpent of Set intent upon attacking
your party with its venomous bite. If the area is safe and fate has
given the characters time enough to prepare, spells can be prayed
for or memorized.
To spellcast, first determine if a mage or a cleric accompanies the
party. A mage has a golden spellbook displayed, centered above his
or her portrait on the Adventure Screen. For a cleric a golden holy
symbol appears in the same location. (An icon comprised of both a
spellbook and a holy symbol is displayed for a multi-classed character with both skills.) When you bring up the Main Menu, among the
choices are REST, PRAY, and MEMORIZE. To choose cleric spells, leftclick on PRAY. To choose mage spells, left-click on MEMORIZE.
To bring up the Main Menu , move the cursor over the
Eye of Ra icon which appears at the bottom center of the Adventure
Screen. By left-clicking when the mouse cursor is over the Eye of Ra,
the Main Menu appears in the center of the Adventure Screen.
Double right-clicking over the Eye of Ra “quick saves” your game
and returns you to the DOS prompt.
When you click on MEMORIZE, the spell screen which appears contains
a list of mage spells. It also indicates the number of spells available for
each level of a mage’s experience. To decide which spells are readied
for use, place the cursor over the – or + signs next to your choice and
left-click. For example, if three Level 1 spells are available, your mage
may choose three chill touchspells, or two of one sort and one of
another, or three separate Level 1 spells could be chosen.
skills for use. If characters with healing abilities are in your party when
this option is chosen, a window appears to ask if the healers wish to
heal the wounded members of the party. Answer yes by left-clicking on
that option and the healing takes place while the screen informs you of
passing time. The party’s rest may be disturbed at any time if intruders
enter the area.
Spellcasting: after praying for or memorizing spells and then resting,
the clerics and mages in your party are ready for battle. Point the
cursor to the mage’s golden spellbook or the cleric’s holy symbol and
left-click to display a menu of Level 1 spells ready for immediate use.
CHARACTER POWERS
AND/OR ABILITIES
READIED
SPELLS
SCROLL SPELL
LIST UP
LEVEL 1
SPELLS
SCROLL SPELL
LIST DOWN
If more than one mage is with the party, icons bearing the names of
the mages appear at the top of the spell screen. Simply click on the
name of the mage you wish to memorize spells. Click on DONE when
you are finished.
A cleric can pray for spells in a similar fashion.
In order to use the spells chosen,
your character(s) must now rest.REST is one of the choices on the
Main Menu. It is available only if
there are no monsters nearby and
your party has the time to stop
and prepare its spells. Left-click
over the REST option and your
magic-users prepare their mystical
In STONE PROPHET the list of available spells fills the center of the
Adventure Screen, pausing the game and allowing time to be taken in
choosing the appropriate spell for the situation. Two arrows at the bottom of the spell screen allow you to scroll through a long list of spells.
Left-clicking on the buttons labeled 2, 3, 4, etc. displays readied spells
from those levels, if any. (The ribbon to the left of these numbers is a
special character powers ribbon, explained more fully under the “Spells
and Powers” section on page 49) Pointing the cursor to the name of the
spell itself and left-clicking activates the spell. Spells which project an
object or an effect over distance require a second step: pointing the
cursor to the intended target and left-clicking again. Spells requiring
the character to touch an opponent are shown as a change in the hand
symbol above the character’s portrait. Left-click on the altered hand
image to use the spell.
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9
Once used, spells must be regained by resting. Different spells may be
chosen by praying for or memorizing them, then resting once again.
Mages pick up more spells as they journey through the various caverns
and labyrinths of this forsaken world. These are found in the form of
scrolls which can then be added to the mage’s spellbook. A character
who is both a cleric and a mage has his or her spell lists displayed in
two different colors, allowing you to differentiate between the types.
Movement
MOVE FORWARD
MOVE
FORWARD
AND TURN
LEFT
TURN LEFT
SIDE-STEP LEFT
MOVE
BACKWARD
DOUBLE-TIME
FORWARD
DIRECTIONAL ARROWS:
with the exception of DOUBLE-TIME FORWARD,
all the arrows refer to the same movements as
those on the game screen
MOVE
FORWARD
AND TURN
RIGHT
TURN RIGHT
SIDE-STEP
RIGHT
ON SCREEN MOVEMENT
While holding the left mouse button down, move the cursor into the
top third of the screen. The cursor becomes an arrow and your characters move in the direction it is pointing. Try moving the cursor to
various areas on the screen and watch how the screen responds to
that movement. Pushing the arrow to the very top of the screen
results in a “double time” forward march. Movement continues as
long as the left mouse button is held down. As long as the left mouse
button is held down, no other function is available. You cannot move
the party and simultaneously click to pick up objects, or move and
simultaneously use the cursor to bring up menus. Once the left
mouse button is released and movement ceases, the mouse cursor
can be used for other available functions.
FREE MOUSE MOVEMENT
For free mouse movement, hit the space bar on your computer’s keyboard. Next, move the mouse without pressing either the right or left
mouse buttons. The party moves in the direction the mouse is
moved. Push the mouse forward and the party moves forward. Push
it to the side and the party moves to the side.
Press the right mouse button and the party moves forward without
the mouse having to be moved. The party starts slowly and then
accelerates to a “double time” march.
To leave this mode press the spacebar again, and the cursor reappears in the position it occupied when you began free mouse
movement. Try working with this method for a while and see if it is
right for you.
All movement takes place on the Adventure Screen. While basic
movement is simple and self-explanatory, several choices have been
added. These allow movement to be customized to your taste.
ARROW MOVEMENT
Place the mouse cursor over one of the directional arrows centered at
the bottom of the screen and left-click to move in that direction. The
arrows displayed are: forward and “double time” forward, move
forward and turn to the right, and move forward and turn to the left.
Also available are backward, side-step to the right, side-step to the
left, and turn right and turn left. The movement continues as long as
the left mouse button is held down and stops when the button is
released. Walking your characters into a wall or other obstacle also
effectively stops their progress.
STEP MOVEMENT
Step movement is possible for players who find the smooth scrolling
interface difficult to control. It allows the party to move “one square
at a time.” To activate this option, move the cursor over the compass
located above the movement arrows and left-click. Please note,
however, that “step movement” is not available simultaneously with
“free mouse movement” as described previously. Step movement is
possible only when the directional arrows are used. In addition to
clicking on the Adventure Screen compass, it may be activated from
the game options menu.
KEYBOARD MOVEMENT
The directional arrows correspond to the keyboard’s number pad.
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11
FLYING
At certain points in the game your party gains the ability to fly. When
this ability is present, a height control bar appears to the right of the
movement arrows on the bottom of the Adventure Screen. This
control allows your party to rise from one level to the next. You
should note that this ability exists only when activated by a special
spell, scroll, or potion. Once flying is activated, you may use the bar
by placing the mouse cursor over the bar and moving it up or down
along its “slot.” On the Adventure Screen, the viewpoint of your party
rises or falls as you move the height bar up or down.
When your party is flying, you may not only change its height, but
may also use the other movement options as well. For example, you
can raise the height bar to its top position, then click on the forward
movement arrows to send your party flying forward through the cavernous reaches of a great, Har’Akiri labyrinth.
NPC Encounters
NON-PLAYER
CHARACTER
QUESTION
RESPONSE
NPC DIALOGUE
Your party is close enough to converse with an NPC
when placing the mouse cursor over the NPC results
in a “talk bubble.” Left-click and a close-up of the
NPC appears along with one or more questions your party may ask this inhabitant of
Har’Akir. Move the cursor to highlight the
question of your choice, then left-click to set
the response in motion. Several levels of continuing questions may
follow the response. When the party has learned all it needs to know,
one or more right-clicks takes you back to the Adventure Screen.
In addition to the main encounters, your party has the opportunity to
talk with various minor NPCs, such as the Statues of Fortune. In
these cases a left-click on the “talk bubble” results in a single question from the party. The face of the party member asking the question
is displayed, along with his or her question, in the center of the
Adventure Screen. The response of the NPC may direct your party in
the right direction, or offer it valuable information about the level
being explored.
Many interesting quests and sub-plots await your characters on their
way to unravel the mysteries of Har’Akir. Communication can often
be as interesting as exploration.
OBJECTS GIVEN TO THE PARTY DURING AN ENCOUNTER
There are times when an NPC may give the party one or, in some
cases, two objects. If only one object is to be given, it is placed on the
mouse pointer. If you already have an object selected (i.e. its picture
already overlays the mouse pointer), the newly given object is placed
in the inventory of the character whose portrait is displayed on the far
left of the Adventure Screen.
PRINT OPTION
Blasting monsters with fireballs and having your characters wield
two-handed swords against minotaurs is only but half the fun. Much
care has been taken to design S TONE PROPHET as an interactive
adventure, one in which story and battle are effectively balanced.
When your party comes across an NPC, or Non-Player Character, it
is given the opportunity to ask several questions and learn more
about the dangers and difficulties of life in Har’Akir.
If that character’s inventory is full, then the object is placed in the inventory of the character to the right of him or her, and so on, until an open
inventory slot is found. If all of the party’s inventory slots are filled, the
new object is dropped on the ground. This process works in the same
fashion when two objects are given to the party, except that one of the
objects is always placed somewhere in inventory or on the ground.
ADD AN NPC TO THE PARTY
When the game begins, your party starts with a maximum of two
characters. While these characters can never be dropped from the
party, many NPCs (Non-Player Characters) eagerly await their
arrival, hoping to join these loyal and dedicated characters on their
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13
sworn quest. Should you decide to allow another character into the
party, his or her portrait is placed in one of the empty character slots
at the bottom of the Adventure Screen. From then on, the new character is handled in the same way as the original characters.
Among the NPCs which may join your party in STONE PROPHET are a
desert troll, a jackalwere, and a wemic adventurer.
Should an NPC be accepted into the party when all the character
slots on the Adventure Screen are filled, a prompt appears asking
which NPC currently with the party is to be dropped. Characters
dropped from the party may announce a location where they can be
found and regained by the party at a later time, or they may go their
own way, never to be seen again.
When one NPC is dropped from the party to pick up a different NPC,
any objects in the departing character’s inventory are swapped into
the new character’s inventory. All twelve slots are filled if necessary.
Objects from the departing character’s “mannequin” are the last
items swapped, and any object for which there is no room in inventory is dropped on the ground.
The swapping of inventory has one important limitation. Objects
specific to a particular character are never swapped. A good
example would be the armor for the wounded desert troll which the
party encounters. As a non-human character, the troll possesses
armor specific to its physical characteristics and not of use to other
party members.
Note: In STONE PROPHET, several NPCs who may join the party are not
adventurers themselves, but civilian inhabitants of Har’Akir. They are
referred to as “commoners,” and as such they neither gain experience,
nor can they advance in levels. Their value to the party rests entirely
within certain quests the party must fulfill in order to accomplish its
goals and escape from Har’Akir.
Water Consumption
Because STONE PROPHET takes place in a desert environment, water
consumption is important to the party’s survival. The thin blue lines
next to the characters’ health bars represent one day’s supply of
water and indicates each character’s level of water consumption.
Characters who fail to drink water are soon overcome by the desert
heat and begin to take damage.
Throughout the game, supplies of water can be found in bottles. One
bottle of water restores one character’s blue line from zero to its
maximum value.
Note: Characters automatically drink water as long as it is available
somewhere in the party’s inventory. It is not necessary to assure that
each character has water in his or her personal inventory, nor to manually have them drink water.
When the party is resting, water consumption continues at its normal rate.
If the wounded desert troll NPC is allowed to join the party, he neither
needs water nor will drink any that is available to the party. Water is
deadly to a desert troll.
Should water be unavailable to the party, characters without water
lose 1 point of Strength for every twelve hours of game time that they
go without water. When a character’s Strength falls to 3 points, he or
she begins to take damage at the rate of 3 hit points per hour until
the character dies. If water becomes available to the party during this
period, the Strength of the affected characters is slowly restored.
All NPCs begin with a half day’s supply of water.
The create water spell provides everyone in the party with a full day’s
supply of water. When the party rests, water consumption continues;
however, any cleric who has memorized a create water spell automat-
ically casts the spell while resting continues. If the spell has not been
memorized, a warning appears asking whether or not you wish the
cleric(s) in your party to memorize and cast this spell.
Characters drink water in the same way that they drink potions. See
the “Drink a Potion” section on page 15.
Things You Can Do from the Adventure Screen
All combat, spellcasting, and exploration in STONE PROPHET takes
place from the Adventure Screen. When other screens are activated,
they overlay the Adventure Screen. Option selections such as REST,PRAY, MEMORIZE, AUTOMAP, LOAD, SAVE, QUIT, and OPTIONS are available by
left-clicking over the Eye of Ra icon. This brings up the Main Menu in
the center of the Adventure Screen. Double right-clicking over the Eye
of Ra quick saves your game and returns you to the DOS prompt.
To access the Inventory Screen, left-click over any character’s portrait.
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15
ADD SPELLS TO A MAGE’S SPELLBOOK
When the party comes across hidden scrolls (parchments bearing the
inscriptions of powerful magic), you can add these to your mage’s
repertoire by scribing the scrolls into the mage’s spellbook. This is
done by picking up the scroll and moving it to the Inventory Screen as
described in the “Pick Up and Drop Objects/Add Items to Inventory”
section on page 17. In S TONE PROPHET, the spellbook is an icon displayed in the mage’s area on the Inventory Screen. This icon cannot
be picked up or moved. It is a permanent fixture, as it should be, for
the spellbook is a mage’s link to his art and spellcasting ability.
To scribe a scroll, the scroll must be selected and moved on top of the
spellbook icon. Left-click to place the scroll (and thus the spell) into the
mage’s spellbook. If the spell already exists in the spellbook, the scroll
does not scribe. The scroll can still be used by placing it in a magicuser’s hand and left-clicking to activate the scroll. See the “Cast Spells
from Scrolls” section at the bottom of this page.
ATTACK OPPONENT
As previously mentioned, begin your characters’ attacks by left-clicking on a weapon which is “in-hand” and “ready.” Once used, a
weapon is shaded out until it is again made ready (perhaps by
replenishing its supply of ammunition). Fighters, paladins, and
rangers can carry and fight with a second weapon, but may suffer a
penalty to their combat ability for doing so. For more information, see
the “Basic Training for Combat” section on page 4.
CAST MAGE AND CLERIC SPELLS
After praying for or memorizing spells and then resting, characters are
ready to spellcast. Left-click on the mage’s golden spellbook or the
cleric’s holy symbol to display a menu of Level 1 spells ready for
immediate use. Left-clicking on the buttons labeled 2, 3, 4, etc. dis-
plays readied spells from those levels. Activate the spell by clicking
on the name of the spell, then following the instructions as they
appear. Spells requiring the character to touch an opponent are
shown as a change in the hand symbol above the character’s portrait.
Left-click on the altered hand image to use the spell.
CAST SPELLS FROM SCROLLS
Left-click on an in-hand scroll. The scroll is consumed when the
spell is cast.
CHECK CHARACTER STATUS
The golden bar to the right of each character’s portrait is a graphic
representation of the character’s health. It diminishes if your character is wounded or harmed by any means.
DRINK A POTION
To have a character drink a potion on the Adventure Screen, left-click
on the in-hand potion. To have a character drink a potion on the
Inventory Screen, move the potion over the head of the mannequin
figure and left-click.
When a character drinks a potion of jump, the ability jump is added
to the character’s abilities. To use the jump ability, left-click on a
mage’s golden spellbook, a cleric’s holy symbol, or a character’s
ability ribbon which appears to the left of the 1st-level spell button.
To activate the ability, left-click on the name of the ability.
FIRE A RANGED WEAPON
To fire a ranged weapon, it must first be placed in the character’s
primary hand. Next, left-click on the in-hand bow, sling, or sling ofseeking. As the weapon fires, ammunition is expended from either the
quiver (arrows), or belt pouch (sling stones). This assumes ammunition is available.
LOOK AT A
SIGN OR
WRITING
When the party
is near a sign or
other writing
(such as on a
tomb or wall),
the writing can
be displayed for
easy reading by
placing the mouse
cursor over the
sign or writing
and left-clicking.
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MEMORIZE SPELLS
With this option, mage characters select the spells they wish to memorize. A menu, including the selection MEMORIZE appears when the
mouse cursor is left-clicked over the Eye of Ra icon. By left-clicking
on MEMORIZE, a screen of available mage spells is displayed. If more
than one mage is in the party, their individual names appear on icons
at the top of the screen. Choose which mage is to memorize spells by
clicking on the appropriate icon.
By left-clicking the cursor over the – and + signs on the spell screen,
the choice of spells is made. Only the number and type of spells
available to a character of your mage’s level and experience are
allowed; nevertheless, you have much to look forward to as the
mage(s) in your party advance in levels, becoming ever more masterful spellcasters. Remember, a mage must REST before his or her spells
can be cast.
NAVIGATE
Watch the compass to maintain the party’s orientation and use the
AUTOMAP selection to view its progress throughout the game. Automap
can be selected by left-clicking over the Eye of Ra icon at the bottom
center of the Adventure Screen. This brings up the Main Menu.
Choose AUTOMAP from this menu. More information on the automap
is available in the “Automapping” section on page 25.
OPEN A GATE
To open a gate, left-click on the release lever or button near the gate.
Some gates are locked or guarded by hidden traps and can only be
opened with keys or special actions. See the “Unlock a Door or Gate”
section on page 19 for more information.
OPEN DOORS
Some doors are opened simply by having your characters walk
through them. Other unlocked doors can be opened by pointing the
cursor to the center of the door and left-clicking, assuming of course
that your party has approached the door and is close enough to open
it. Other doors may require a key, a spell, or activation of a hidden
pressure plate to open them. See the “Unlock a Door or Gate”
section on page 19 for more information.
PICK A LOCK
To pick a lock, left-click on the thief’s lock pick, place it over the lock
and left-click again. Thieves automatically attempt to disarm any
traps they find associated with locks.
PICK UP AND DROP OBJECTS/ADD ITEMS TO INVENTORY
Hidden beneath the searing desert of Har’Akir lie many treasures,
supplies to be plundered, armor, weapons, and keys to help the party
on its way. When the mouse cursor is moved over an object which
can be picked up, the cursor takes on the appearance of a golden
hand icon. By right-clicking when the golden hand icon is over an
object, the object is picked up. Another right-click drops it. To keep
the object and add it to one of your character’s inventories, pick up
the object and move it to the character’s portrait. Left-click to bring
up the Inventory Screen. Left-clicking with the item over an inventory
slot places the item in that slot. After picking up the object, you may
also double right-click when the object is over the character’s portrait.
This automatically adds the item to that character’s inventory. In the
case of an arrow, a double right-click over the character’s portrait
automatically adds the arrow to the character’s quiver. In the case of
a sling stone, a double right-click over a character’s in-hand sling
pouch automatically adds the stone to the sling pouch.
Note: When an object has been picked up, the first four function keys on
your keyboard may be used to place the item in inventory. For example,
pressing F1 places the object in the 1st character’s inventory, while F2
places the object in the 2nd character’s inventory, etc. For this purpose
characters are counted from left to right, with the first character being on
the far left.
Items may be dropped quickly from a character’s inventory by selecting
the desired object and pressing the D key on your keyboard.
In the game world of STONE PROPHET, some objects can be picked up
from tables. Important scrolls, books, and items, those generally of
critical importance to the game, can be found
resting on tables of similar design. The tables upon
which these objects rest have distinct similarities,
enough for you to recognize when the party has
found a table with an important object upon it.
Picking up an object from a table is done in exactly the same fashion
as picking up any other object.
On the Adventure Screen, use the right mouse button to pick up,
drop, use, and throw objects, while using the left mouse button to
move, activate buttons and levers, operate character interactions,
and other, non-object related tasks. This allows the party to continue
to move while “holding” an object in the Adventure Screen.
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In the same way that there are special tables from which
objects can be picked up, special urns exist in which
objects have been placed. To acquire an object from a
special urn, right-click on the image of the urn and any
object within appears on the mouse cursor.
PLACE AN OBJECT IN A CHARACTER’S HAND
After picking up an object on the Adventure Screen, double right-click
over the character’s hand in which you wish to place it. If an object is
already in the hand you’ve chosen, the new object is swapped with it
and the object previously in-hand can then be dropped by moving it
onto the adventure window and right-clicking with the mouse. Any
object in a character’s hand can be dropped or swapped in this way.
Simply start by double right-clicking over the in-hand object.
PRAY FOR SPELLS
With this option clerics select the spells for which they wish to pray.
By left-clicking when the mouse cursor is over the Eye of Ra icon, the
Main Menu appears in the center of the Adventure Screen. When
you left-click on PRAY, a screen of available cleric spells appears. If
more than one cleric is in the party, their individual names appear on
icons at the top of the screen. You can then choose which cleric is to
pray for spells by clicking on the appropriate icon.
By left-clicking the cursor over the – and + signs on the spell screen, the
choice of spells is made. Only the number and type of spells available to
a character of your cleric’s level and experience are allowed; nevertheless, you have much to look forward to as the cleric(s) in your party
advance in levels, becoming ever more masterful spellcasters. Clicking
on DONE returns to the Adventure Screen. Remember though, a cleric
must REST before his or her spells can be cast.
READ BOOKS OR SCROLLS
Left-click on an in-hand book
or parchment. Some books,
parchments, or wall murals
may be written in a language
your characters do not understand. In this case characters
who possess a read languages
power or a special scroll ofcomprehend languages must
be employed.
REST
This option allows characters to rest, heal, and memorize spells. How
long they rest depends on the number and level of spells being memorized (or prayed for). The party cannot rest with creatures nearby,
and even if monsters are not in the vicinity, there is always a chance
of a random encounter while the party sleeps.
RESURRECTION OF DEAD CHARACTERS
When a character dies, his or her portrait turns to a shade of gray. A
cleric in the party may bring the character back to life with a raise dead
spell. Unfortunately, a raise deadspell has no effect on elven characters.
Note: Dead characters can also be replaced by having new NPCs join
the party; however, when a dead character is replaced with another character, the dead character is lost forever and cannot be returned to life
with a raise dead spell.
A character brought back to life by the use of a raise dead spell has his
or her Constitution reduced by 1. Raise dead can be used on any one
character to a maximum of five times, and then only if that character’s
Constitution is greater than zero.
THROW AN ITEM
After selecting an item from inventory or double right-clicking to select
an object in a character’s hand on the Adventure Screen, move the
object onto the adventure window. Right-click again when it is over
the center line (horizon) of the screen to throw the object. (To drop an
item, right-click belowthe center line of the Adventure Screen. This
type of throwing is not the same as throwing a dart or dagger.
THROW A RANGED WEAPON (DAGGER OR THROWING KNIFE)
To throw a ranged weapon, left-click on any in-hand dagger or throwing knife where it appears above the character’s portrait. Daggers are
automatically replaced with daggers from the character’s inventory,
and throwing knives are replaced in the same way. They are not
available for quick replacement if enclosed in a container.
UNLOCK A DOOR OR GATE
To unlock a door or gate, place the appropriate key over a keyhole on
the Adventure Screen and left-click to open the lock. Keys on a key
ring need not be removed from the ring; simply place the key ring
over the keyhole and left-click.
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USE AN OBJECT IN A CHARACTER’S HAND
To use an object in a character’s hand, left-click on the object or
weapon where it appears above the character’s portrait.
Save, Load, Pause, and Quit
SAVE GAME
To save your game, move the mouse cursor over the Eye of Ra icon and
left-click to bring up the Main Menu. Left-click over the SAVE option.
This displays a list of named, saved games. Click on an available slot,
type in a name for the game you are saving, and press Enter to save it.
Saving your game from time to time during play is a good idea.
Quick Save can be done in two different ways. First, to the left of the
movement arrows on the bottom of the Adventure Screen are four icon
buttons. The second button from the top represents a computer disk
with information being saved to it. Clicking on this button allows you
to save the game without going through the Main Menu. Another
method is to press S on your keyboard. To restore a game from the
quick save position you can either click on the fourth icon button, the
one representing information being restored from a disk, or you can
press Shift R on your keyboard.
Also, double right-clicking over the Eye of Ra quick saves your game
and returns you to the DOS prompt.
You should note that the quick save file is a hidden file and never
appears in the saved game list, so don’t be alarmed when you do not
see it displayed.
When the last member of your party dies and the game is over, an
option to quick restore from your previous save position is displayed.
This saves you the trouble of going through the menus to reestablish
your adventure.
LOAD GAME
To restore a previously saved game, move the mouse cursor over the
Eye of Ra icon and left-click. From the Main Menu, left-click again
over the LOAD option. This displays a list of named, saved games. Click
on the game you wish to continue playing.
PAUSE GAME
Pause the game at any time by left-clicking when the mouse cursor is
over the Eye of Ra. The Main Menu appears in the center of the
Adventure Screen and the game is paused.
The game is also paused when the Inventory Screen is displayed. This
is done by left-clicking the mouse cursor over any character portrait.
Right-clicking on the Inventory Screen returns you to the Adventure
Screen and the game.
You may also pause the game by pressing P on your keyboard. To
resume, press P again.
QUIT GAME
To quit the game, left-click when the mouse cursor is over the Eye of
Ra. The Main Menu appears in the center of the Adventure Screen.
Left-click over the QUIT option to end your game.
It is also possible to quit the game at almost any time by pressing
Alt-Q on your keyboard.
PLAYING IN-DEPTH
Inventory Screen
ARMOR
CHARACTER
PORTRAIT
MOUSE
POINTER WITH
AN OBJECT
NECK
SHOULDER
HAND
WRIST
BODY
IN-HAND ITEM
CLASS
HEAD
RING
To display the Inventory Screen, move the cursor over one of the character portraits at the bottom of the Adventure Screen and left-click.
The Inventory Screen is divided into four sections, one for each of the
four possible characters. It contains slots for storing various pieces of
equipment in inventory. Names and character portraits appear at the
top of each section.
DISPLAY
STATISTICS
INVENTORY SLOTSCHARACTER STATISTICS
ENCUMBRANCE
A MAGE’S SPELLBOOK
HIT POINT
BAR
WHITE SKULL AND/OR
SPELLBOOK APPEARS HERE
DISPLAY
INVENTORY
OBJECT
INFORMATION
CONTAINER
SLOTS
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CHARACTER RANKING IN PARTY
Characters whose portraits appear on the left and right sides of the
screen are considered to be in the rear rank of the party. Characters
whose portraits appear near the center of the screen are considered to
be in the front rank. This front and rear ranking applies only to interior locations. When the characters are outside they are considered to
have formed a less-ordered group and all react as if they have positions in the front rank.
In interior locations, characters in the rear rank can attack only with
long or ranged weapons (spear, sling, bow, etc.).
To change the positions of your characters, left-click over the character’s
portrait at the top of the screen. The character’s slot becomes outlined in
white. Click on a blank slot to move the character to that slot; clicking
on another character’s portrait causes the two to switch positions.
HIT POINT BAR
Hit points for each character are represented by a yellow bar at the
right of the character’s portrait. As a character takes damage, the bar
descends to the bottom of the portrait square. When hit points are
dangerously low, the bar turns red.
ARMOR CLASS SYMBOL
The golden shield to the right of the character portrait represents his
or her Armor Class (AC). The number displayed on the shield is the
current AC.
SCALE SYMBOL/ENCUMBRANCE
To the right of the Armor Class symbol is the scale symbol. Left-click on
this icon and a window appears displaying how much weight the character is carrying, how much he or she is capable of carrying, and an
encumbrance rating from the encumbrance table found on page 91.
The inside of the scale changes color as encumbrance increases and
shows red when a character becomes severely encumbered.
A moderately encumbered character receives a -1 penalty to attack; a
heavily encumbered character receives a -2 penalty on the attack and
a +1 penalty to Armor Class; a severely encumbered character
receives a -4 attack penalty and a + 3 Armor Class penalty.
Among the NPCs which can join your party are a wemic adventurer
and a desert troll. Both of these characters are capable of carrying
twice the weight in equipment and supplies as other characters.
WHITE SKULL SYMBOL
Left-click on this icon to display a list of afflictions currently affecting
a character. Poison, paralysis, and rotting disease are but a few of the
unwelcome examples. Note: this icon does not appear unless a character is afflicted in one form or another.
WHITE SPELLBOOK
Left-click on a white spellbook and a list of magic spells currently
influencing a character is displayed. As with the white skull
symbol, this icon does not appear until active magic begins to
affect the character.
STATISTICS DISPLAY
Next to the character’s portrait on the Inventory Screen is a small
green box with a curved arrow inside. Left-clicking on this icon displays the character’s statistical information. Information displayed
includes the character’s class and alignment, as well as total experience points gained and the number of experience points necessary to
reach the next level. Right-clicking on the green box icon displays statistical information for all of the characters in the party at once.
When a character’s statistics are displayed, the green box appears with
a curved arrow inside. Left-clicking on the changed icon returns to the
character’s inventory information. A right-click on the changed icon
returns to the inventory information for every character in the party.
CHARACTER MANNEQUINS
Below the character portraits on the Inventory Screen stand character
mannequins. These represent the characters’ bodies, where clothing,
armor, various weapons, and items such as key rings and helmets
can be placed. Items may be placed on the following areas.
♦
Head: helmets
♦
Neck: amulets and medallions
♦
Hands: weapons, shields, sacks, key rings, potions, or any
similar objects
♦
Wrists: bracers and gloves
♦
Shoulder: a quiver to hold arrows
♦
Body: armor, cloaks, robes
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Though male, female, short, and tall figurines are displayed, any
clothing found fits any character. Two exceptions to this rule exist:
the wemic wears only wemic armor and the desert troll wears only
desert troll armor.
Note: The desert troll NPC cannot wield any weapons or carry any objects
in his hands. The only item of use to the desert troll is his special armor.
RINGS
To the right and left of each character mannequin is a representation
of the character’s hands. Rings can be placed on these representations by left-clicking when a ring is over the hand icon. Each
character may wear two rings at any one time.
INVENTORY SLOTS
Twelve inventory slots exist beneath each character mannequin. An
exception to this is the desert troll, who has only eight inventory
slots. While the troll has fewer inventory slots, he has twice the
weight carrying capacity of a fighter. Objects you wish your characters to carry with them on the adventure may be placed in each
character’s inventory slots. To do this, use the object manipulation
techniques described in the “Pick Up and Drop Objects/Add Items to
Inventory” section on page 17.
TO OPEN A CONTAINER
To open a container, such as a sack or a chest, place the object in the
left hand of a character mannequin. When this is done, the container
opens up and displays its contents. Objects within the container may
now be put into inventory, swapped with items already in inventory,
or the character may simply place the entire container in inventory.
To close the container, left-click on the character’s left hand.
OBJECT INFORMATION
When an object is selected, it is superimposed over the mouse
pointer. When selected on the Inventory Screen, a message bar
appears in the center of the screen below the character portraits and
gives a short description of the object.
To return to the Adventure Screen, right-click with the mouse anywhere on the Inventory Screen, except over the statistics icon.
Automapping
SCROLL
MAP NORTH
MAPPING
AREA
SCROLL
MAP
WEST
SCROLL MAP SOUTH
RETURN
TO GAME
GLOBAL SAVE
AND RESTORE
SCROLL
MAP
EAST
COLLECTED
MAPS
INSERT TEXT
SHOW MAP
TEXT ON/OFF
PRINT
ERASE TEXT
SAVE MAP
TO DISK
As your party explores the many lairs and labyrinths of Har’Akir, the
last thing you want to do is map each step of the way with pencil and
paper. We’ve made it easy by including a versatile automapping
feature. The map is displayed from the Adventure Screen. To the left
of the movement arrows at the bottom of the screen are four icon
buttons, the third of which represents a parchment map. Left-click on
this button to display the automap. You may also choose the
automap feature from the Main Menu. To do this, move the cursor
over the Eye of Ra icon and left-click, bringing up the Main Menu.
Choose AUTOMAP from this menu by placing the cursor over the
option and left-clicking.
LINE OF SIGHT
The area map is based on your characters’ line-of-sight, so the only
parts of a dungeon which have been explored are shown. Everything
on the map reflects the current status of the items shown. Doors are
displayed open or closed. This makes automapping a very useful
tool. Walls, insets, doors, floors, trap doors, rugs, pressure plates, illusionary walls, your party, trees, creatures, NPCs, and furniture are all
displayed on the map. Note, however, that items and creatures of
which your characters are not yet aware remain hidden.
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MAP SCROLLING
At the top, bottom, and sides of the automapping window are small
arrows, icons which can be used to scroll to the north, south, east,
and west of the map. This becomes useful when the map grows larger
than can be displayed all at once.
MAP ICON BUTTONS
Various icon buttons are displayed below the legend to the right of
the screen. Representing the abilities to scroll through several maps,
display text, save to disk, return to the game, and use global save and
restore, these buttons add a number of versatile features to the
mapping process.
COLLECTED MAPS
The first icon below the legend appears as a number of parchments
between a right and a left button. By clicking on the buttons to
either side, you may scroll through the maps available from levels
already explored.
INSERT TEXT
The second icon is a quill. Left-clicking on the quill allows you to type
notes anywhere on the map window. Simply move the cursor to the
desired position and left-click to begin your text line. Hitting the Enter
key allows you to continue your text on the next line. Up to four lines
of text are available for each entry. Press the Esc key to return the
cursor to the screen, and left-click on the quill to exit this mode.
PRINT
The fifth icon is a computer printer, and clicking on this button sends
the automap to print. This unique feature allows you to print the
layout of the map your characters are currently exploring.
Note: Text is not printed as it appears on your computer screen. Text
is printed below the map, but remains useful because of a footnoting
technique wherein letters overlaid at various locations on the map
are associated with text notes. A little practice quickly allows you to
make the most accurate use of this feature.
Special Note: Please be certain your printer is On and set up to print
out a map. In order for the print function to work, the printer must be
set to print the IBM character set. Refer to your printer instructions
for information on how to set up your printer, and if you are using a
laser printer, be aware you may have to change the printer font to the
IBM character set.
MAP SAVE
The sixth icon is a save button. It represents information being saved
to a computer disk. By selecting this option you save the currently
viewed map into a file in the “Automaps” subdirectory.
EXIT
The seventh icon is an exit button. It looks like a miniature version
of the Adventure Screen. Left-click on this button to return to the
Adventure Screen.
SHOW OR HIDE TEXT
The third icon appears as the letter A. Clicking on this button hides or
displays the text which you have entered on the map. In this way any
text can be temporarily hidden to allow better viewing of the map.
The text can be restored by clicking A once again. Note that when the
text button is off, the text is not printed when the print option is used.
ERASE TEXT
The fourth icon is a pencil eraser. Left-click on the eraser icon once
and you may move the cursor over any line of text on the map.
Another left-click erases the line you have chosen. Click on the eraser
once more to exit this mode.
GLOBAL SAVE AND RESTORE
The eighth icon shows two disks, one on either side of a global map.
The disk to the left is “global save” and the disk to the right is “global
restore.” Using this feature saves all of the maps, text, and information you have acquired, even if the last member of your party dies.
Ordinarily, mapping information is lost when the last party member
falls; however, if global save has been used, your party’s hard won
information can be made available to the next set of characters who
venture into Har’Akir. Global save records all of the areas explored
by the party at the time of the save. Global restore brings back the
maps and information available at the time of the last global save.
Map areas explored only in a previous game are shaded down. In
this way you can see which areas are newly explored and which have
been restored from a previous adventure.
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Adventuring Strategy
ATTACKING OPPONENTS
Characters most often engage in “melee combat,” which is face-toface battle with weapons such as swords and maces. Other options
include casting spells and ranged combat using bows or slings.
COMBAT MECHANICS
Understanding the technical side of combat allows you to choose the
most effective strategy for your party in battle. Each character’s ability
in combat is defined by his Armor Class, THACØ, and damage.
Armor Class
Armor Class (AC) is how difficult an opponent is to hit with a weapon.
The lower the Armor Class, the harder it is to hit the target. Armor Class
is based on the armor worn and a bonus for the character’s Dexterity.
Some magic items help improve (or lower) Armor Class rating.
THACØ
THACØ is your a character’s ability to hit enemies. THACØ stands
for “To Hit Armor Class Ø.” A character must “roll” a number equal
to or greater than this to damage a target with an Armor Class of Ø.
The lower the attacker’s THACØ, the better his chance to hit the
target. A character’s THACØ is based on his class and level.
Note: the generation of a random number is often referred to as a “roll.”
In determining if an attack hits, the number generated is from 1 to 20.
The base roll is modified by the character’s ability scores and by the use
of magic weapons.
An attack is successful if the roll is greater than or equal to the
attacker’s THACØ minus the target’s AC.
Example: A fighter with a THACØ of 15 attacking a monster with an
AC of 3 would need to roll: (THACØ 15) - (AC 3) = 12 or higher. But to
hit a monster with an AC of -2 he would need to roll: (THACØ 15) (AC -2) = 17 or higher.
Damage
Damage is the hit point loss an attacker inflicts on his opponent.
This damage is based on the attacker’s Strength and the weapon
being used. What damage each weapon can do is summarized in
the “Weapons Table” on page 90. Sometimes monsters take partial
or no damage from certain weapons; stone golems, for example, can
be damaged only by +3 or greater magical weapons.
COMBAT STRATEGIES
Thrown Weapons
Characters who use thrown weapons should carry them in-hand. Be
sure to recover your character’s ranged weapons after each battle. It
is best to collect all the ranged weapons your character finds, for they
are used up quickly in battle.
Preparation
Prepare your characters for battle before opening any door, climbing
or descending stairs, or pushing any button that might open a door or
secret wall. Monsters often crouch behind closed doors or secret
walls, waiting and hungry for combat!
Moving and Fighting
Remember, your characters can move and fight at the same time,
even backward to dodge a melee attack and sideways to dodge a
ranged attack. Another strategy is to retreat behind a door and close
it, blocking the attack of a particularly nasty beast. Be careful though,
some monsters can open doors to follow.
HINTS
Here are a few hints to help your characters along the way.
Carry Items
You never know when your characters might need something they’ve
found! To carry an item along for the adventure, pick it up and move
it into an inventory slot. If there is no more room in your character’s
inventory, find a safe and easily accessible location to store items
that can’t be carried.
Keep Track of Buttons and Levers to Solve Puzzles
Some puzzles are activated in one part of the dungeon, yet affect
other parts farther off. If your characters cannot get through an area,
go back and change a few buttons or levers, one at a time, then see if
the change makes a difference.
Using the automap feature may help you figure out how certain
puzzles work.
Look for Hidden Buttons on the Walls
Always check walls for hidden buttons and bricks. Moving your party
sideways while facing a wall often makes such things easier to spot.
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Keep Your Eye on the Compass
Watch the compass as your characters explore Har’Akir. There are a
number of traps that can change the party’s facing. Magic portals and
teleporters may reveal themselves in this way. Slider traps move the
party in a quick “slide” from one position to another.
When to Save the Game
Save the game any time you believe something might happen to hurt
your characters. Use the quick save option by pressing S on your
keyboard. Save the game at the beginning of each new level. If a
puzzle is difficult to solve, save the game and try different solutions.
If monsters are attacking thick and fast, save the game and try new
strategies. When things are really tough, save before opening doors.
Go On
When all else fails, go on with the game. Your characters need not
open every door, fight every monster, and obtain every item to win.
Remember any areas your party bypasses. If they are stumped in a
later area, or need an item to go on, go back and try the puzzle again.
Game Options
To the left of the movement arrows on the Adventure Screen are four
icons. The top button is the game options button. By left-clicking on this
button you display the game options screen. This screen can also be
displayed by left-clicking on the OPTIONSchoice from the Main Menu.
The game options screen displays the following options.
DOUBLE-CLICK SPEED
Click on this bar and move it with the cursor to change the mouse’s
double-click speed between its minimum and maximum values.
SPRITE DITHERING
Sprite dithering enhances the images of creatures as they come closer
to your party. It works to blend the colors of adjacent pixels and keep
the images of approaching creatures from becoming too “blocky.”
Turning this option off may slightly increase the speed at which the
game runs.
DISTANCING
Switching between the minimum and maximum values of “distancing” determines whether monsters, trees, and objects are seen from
as far away as possible or not until they are much closer.
SOUND
This option allows you to turn the sound on and off. Switching
between the minimum and maximum values aids you in finding a
balance between the game’s sound effects and its music.
Note: The ability to increase and decrease volume with sound effects
and music may not work with all sound cards.
MUSIC
This option allows you to turn the music on and off. Switching
between the minimum and maximum values aids you in finding a
balance between the game’s sound effects and its music.
PALETTE INTENSITY
Altering the palette intensity changes the brightness of colors and images
in the game. Left-click on the bar and move it with the cursor to change
between the minimum and maximum values of palette intensity.
FLOORS
Turn the floors on or off by clicking on the appropriate button.
When the floors are replaced by a neutral color, the game may
operate more quickly.
CEILINGS
Turn the ceilings on or off by clicking on the appropriate button.
When the ceilings are replaced by a neutral color, the game may
operate more quickly.
SKY
Turn the sky on or off by clicking on the appropriate button. When the
sky is replaced by a neutral color, the game may operate more quickly.
STEP MOVEMENT
Step movement allows you to turn the game’s step movement on and
off. For more information on what step movement is, refer to the
“Step Movement” section on page 9.
SCREEN SIZE
Three buttons representing small, medium, and large appear with this
option. They refer to the adventure window on the Adventure Screen.
By making the window smaller, you enhance the speed at which the
game runs. In addition to the three set sizes from which you may
choose, you may also may also bring in the sides of the gaming
window by using the < and > keys on your computer keyboard.
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CREATING YOUR PARTY OF CHARACTERS
Generating Characters
Character generation in STONE PROPHET is a unique and entertaining
experience. When the character generator appears, it is as if the
adventurers have followed a gypsy wagon, lost in the foggy mists of
Ravenloft which, this time, have drawn their victims into the desolate
land of Har’Akir. Within the wagon, a beautiful Vistani fortune teller
awaits. She lays down the cards holding the secret to your characters’
destiny.
In this reading, however, you choose the cards, determining each
character’s sex, race, class, alignment, and attributes.
The first two cards placed on the table bear the legend “Foresee This
Character.” Each card represents one of the two characters with which
the adventure begins. The card in the lower right-hand corner of the
display is labeled “Quit.” If you do not wish to generate your own characters, choose “Quit” and the display screen returns to a menu screen.
GENDER
Move the cursor over the “Foresee This Character” card of your
choice and left-click. The previous cards fade away and two new
cards are dealt, one for male and one for female. Choose the gender
of your first character by clicking over the appropriate card. Should
you wish to move back one step before making a choice, click on the
“Foresee New Character” card in the lower right-hand corner. It
returns you to the previous set of cards.
RACE
After you select the gender of your character, the card chosen moves
to the lower left of the screen, while six new cards are dealt across the
table. These represent the six races available to your character:
human, half-elf, halfling, gnome, dwarf, and elf. Left-click over the
appropriate card for the race of your choice. Should you wish to
move back one step before making a choice, left-click on the “Review
Sex” card in the lower right hand corner. It returns you to the previous set of cards.
CLASS
After the race of your character is chosen, that card joins the gender
card already in the lower left corner of the screen. Six new cards are
displayed: fighter, paladin, ranger, cleric, mage, and thief. In this
case, though, only the classes to which your race of character may
belong are shown. Classes not available to a dwarf, for instance, are
shown as cards turned face down on the table. All classes are available to human characters, while the other races have one or more
limitations. To move back one step before making a choice, left-click
on the “Review Race” card in the lower right corner.
Some races can belong to multiple classes. When this option is available for the character you are creating, the class card you have
chosen is turned face down on the table while the other choices still
available remain face up. Pick another class if you wish. For some
races up to three different classes are available for the same character. To move back one step before making a choice, left-click on the
“Restart Class” card in the lower right corner. When you are finished
selecting multiple classes, left-click on the “Done” card which
appears next to the “Restart Class” card. To learn more about how
races and multiple class choices affect your character, review the
“Character Basics” section starting on page 37.
ALIGNMENT
After selecting your character’s class, six more cards are dealt. These
are alignment cards: lawful good, neutral good, lawful neutral, true
neutral, chaotic good, and chaotic neutral. Again, some cards may be
turned face down on the table, choices not available to a character of
the race and class(es) you have already chosen. If you make your
character a paladin, for instance, the only alignment available is
lawful good. For a paladin it is impossible to be anything else! To
move back one step before making a choice, left-click on the “Review
Class” card in the lower right corner.
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CHARACTER PORTRAIT
When the character’s class has been decided, that card joins your
other selections of sex, race, class, and alignment at the bottom of the
screen. The next cards dealt are character portraits, six faces from
which you may choose. As you move the mouse cursor over the character faces, they change from black-and-white to color portraits. Click
on the “More” card at the bottom of the screen to review additional
portraits. Left-click over a portrait to choose it for your character. To
move back one step before making a choice, left-click on the “Review
Alignment” card in the lower right corner.
ATTRIBUTES
After your character’s portrait card has joined the other choices at the
bottom of the screen, three attribute cards are dealt. The card in the
center displays basic information about your character, from his or
her age, armor class, level, and hit points to the six attributes of
Strength, Dexterity, Constitution, Intelligence, Wisdom, and
Charisma. Left-click on the “Reroll” card and a new set of numbers
for your character are randomly generated. Left-click on the “Edit”
card, and you may decide what numbers appear for each of the six
attributes and your character’s hit points.
Choose the “Edit” card, and the cards to the left and right of the
attributes card become, respectively, a – card and a + card. By left-
clicking over a number on the attribute card, that choice is
highlighted and may now be modified. Change the highlighted
number to a lower or higher value by left-clicking over the – card or
the + card. Right-clicking sets the attribute number to its minimum or
maximum value. The – and + on your computer’s numeric keypad
may also be used. Only the six attributes and your character’s hit
points are changeable, and then only to their minimum or maximum
allowable values. To learn more about attributes, see the “Character
Basics” section on page 37.
When satisfied with your character’s attributes, left-click over the “Done”
card in the lower right of the screen. This returns one step to where the
attribute card was flanked by a “Reroll” card and an “Edit” card.
To accept the attributes displayed, left-click in the center of the
attributes card or press Enter on your computer keyboard.
The last two cards displayed are “Keep” or “Delete” this character. If
you choose to keep the character generated, you are prompted to
enter the character’s name on a card in the center of the screen.
Press Enter to accept the name. The screen saves the character and
moves on to the generation of a second character. Deleting the character starts the entire process over again.
Warning: You must generate two characters to enter the game. After
you have generated your first character, the screen displayed shows
the portrait and name of your character beside another “Foresee This
Character” card. Should you not choose this card, but instead click
on the “Quit” card in the lower right corner, your character’s information will be lost when you leave the character generator. To return
one step from this screen, left-click over the character’s portrait.
After a character is generated, clicking over the character’s portrait
displays that character’s attributes and takes you back one step to
the “Keep” and “Delete” cards.
After both of your beginning characters have been generated, a
“Watch the Future” card is displayed in the lower right corner of the
screen. Select this card to begin the game and set your characters off
on a grand adventure through the perils of Har’Akir.
Importing Characters from
RA VENLOFT: STRAHD’S POSSESSION
To play RAVENLOFT: STONE PROPHET with a saved party from the original
RAVENLOFT: STRAHD’S POSSESSION, choose IMPORT CHARACTERS from the
main menu which appears after the game’s cinematic introduction.
The first line displayed after choosing IMPORT CHARACTERS is a current
directory listing. Next, all available drives are listed, followed by the
directories and files in the current selection.
Left-clicking on a drive letter takes you to that drive. Left-clicking on
a directory listing takes you into that directory.
By choosing the appropriate line and left-clicking, you can move to
the appropriate drive and/or directory where your RAVENLOFT:
STRAHD’S POSSESSION saved games are located. You can use the scroll
arrows at the bottom of the screen to move up and down through the
directory listings.
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Left-clicking on a directory or sub-directory takes you into that directory or sub-directory. To move back a step, left-click on the drive
letter followed by two dots (for example, D>..) which is located on
the line above the directory listings. This moves you back one step to
the previous directory or sub-directory.
At any point, a right-click takes you back to the main menu.
After locating the saved game of your choice, left-click on the
“SAVE.DAT” file to bring up an Inventory Screen showing the characters which can be imported from the chosen saved game. Please
note that you cannot import dead characters, nor can you import
Non-Player Characters from a saved game. Only characters created
using the Character Generator from RAVENLOFT: STRAHD’S POSSESSION
can be imported into RAVENLOFT: STONE PROPHET.
Warning: It is not possible to successfully import a “SAVE.DAT” file
from a game other than RAVENLOFT: STRAHD ’S POSSESSION. Attempting to
do so may cause problems in RAVENLOFT : STONE PROPHET.
With the characters from the saved game displayed on the Inventory
Screen, left-click to accept the imported characters, or right-click to
begin the process of choosing another saved game.
The party you import comes complete with any items in the party’s
inventory. Exceptions to this are “game specific items” such as keys,
special scrolls, books, or special holy symbols. In addition, containers such as chests and sacks cannot be imported, as well as any
objects stored within such containers.
Because imported characters are likely to start at higher experience
levels than characters generated for STONE PROPHET, the difficulty of
game play is adjusted when characters begin the adventure at an
experience level greater than 6. Creatures become more difficult to
destroy and receive bonuses to hit.
Character Basics
For each character, there are four basic factors which make up the
foundation of his or her identity: Race, Class, Alignment, and
Attributes.
RACES
Six races inhabit the world of STONE PROPHET; while humans prove
the most numerous and adaptable, only you can decide if they are
the best travelling companions.
♦
Dwarf
♦
Elf
♦
Gnome
♦
Half-Elf
♦
Halfling
♦
Human
While all races can become experts in fighting, some are more adaptable than others, and a few can wield powerful magic. Only humans
may join those elite warriors battling in the name of truth, the paladins. Each race possesses certain abilities which show up as
modifiers to their ability scores.
♦
Dwarves
Dwarves combine the qualities of the ferocious and the artistic. They
are as at home crafting a circlet of jewels as they are wielding an axe
in battle. Firm muscle accounts for much of their average 150 pound
weight, although at a mere four to four-and-a-half feet in height,
dwarves appear stocky at best. They are tenacious and demonstrate
fanatical courage through most of their four centuries and more of
life. Their weapons and other dwarven-crafted wares command high
prices in the marketplace.
Part of the dwarven mystique is their innate resistance to spells and
to many poisons. Dwarves are, by nature, non-magical creatures.
Elves spend much of their time in the carefree company of nature, as
far from cities and towns as possible. Because of this they are often
thought to be haughty and cold, especially when forced into the
company of others. At their best with a bow or a song, elves may
spend more years in playful wandering than most other creatures live;
their life span can exceed 1,200 years. They are distinguished by their
fine features and pointed ears, and when standing beside the average
man they appear a bit short. Taught archery from an early age, elves
receive a +1 bonus with any type of bow, and with both short and
long swords. Mages find elves resistant to any type of sleep or charm
spells. Unfortunately, raise deadspells do not affect elves either.
Gnomes may be the world’s first practical jokers and have a proven
reputation as enthusiastic pranksters. Carefree and lively, it is often
as difficult to believe they are kin to dwarves as it is to get any gnome
to admit the relation. They live to be around 600 years old, an age
reached in part because of their resistance to magic.
Half-elves prove to be skillful in a wide range of activities, their mix of
elven and human blood providing them with many advantages over
other races. Their talents, however, are not so appreciated as to make
them welcome company in either human or elven society. While they
are seen travelling and mingling in both groups, they are often too tall
and heavy to be accepted among the elves, while their slender, elven
features often make them outcasts among men.
On the average, half-elves live for some 250 years and inherit an
inborn resistance to sleep and charm spells, though this protection
proves weaker than in true elves.
Halflings avoid strenuous adventures as a rule. Their backsides are
used to the comfort of padded chairs and their feet enjoy resting atop
mounds of well-feathered pillows. This is not to say they are lazy, for
as a race halflings prove to be sturdy and industrious, always making
certain their larders stay full to bursting and their burrows remain
warm, well-furnished homes.
A bit shorter than dwarves, halflings can usually be spotted by their
curly hair and round, broad facial features. They are plump, quiet,
and well-liked by the other races, especially the gnomes. When
adventuring, halflings show their mettle by their innate resistance to
magic and the +1 bonus they receive for their skill with slings.
Ability Score Modifiers:
Dexterity +1, Strength -1 (for non-fighters)
Allowable Classes:
Cleric, Fighter, Thief, Fighter/Thief
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♦
Humans
♦
Clerics
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Humans often risk their short, 70–year life span in quests for immediate, personal gain. Yet it proves difficult to say any one thing about
them. Though often impatient and short-sighted, humans live in the
most diverse societies and frequently strive to meet high ideals.
While the race of each character is important, another quality critical
to success is their class, or occupation. Some races boast talented
members who are able to handle more than one occupation at one
time. These characters are referred to as “multi-classed” characters.
Some characters learn magic while others become experts in battle
tactics. Some are masters of the arcane art of spellcasting, while
others are malcontents able to pick almost any lock. Each belongs to
his or her own defined occupation, or class. While the members of
some races may belong to more than a single class, the six basic
choices are:
Select the classes of your characters with care. A good sword arm and
knowledge of tactics are the hallmark of warriors such as the fighters,
rangers, and paladins, but skill in battle alone is often not enough. To
survive the many dangers of Har’Akir, the art of picking locks and
avoiding hidden traps can be useful too. These are the skills of a
thief. Magic-users such as mages and clerics possess the knowledge
of powerful spells, and clerics are able to cure wounds.
Each class has one or more prime requisites, ability scores that are
important to the class. A character with prime requisite scores of 16 or
greater advances faster in levels.
Clerics, also called priests, may be the most favored class of the gods,
for they receive their power directly from them and cast spells
through their holy symbols. No cleric battles his adversaries with
faith alone, however. They prefer to back up their magic with the
authority of a mace or flail. Limited to using blunt weapons, clerics
are not opposed to wearing a good suit of armor on their journeys.
No tomes of spells and rituals dangle from a cleric’s belt or hide in
the dark and musty reaches of his pack, for clerical magic is of divine
origin. While mages pore endlessly over the spells they must memorize, clerics PRAY in order to become receptive to divine magic.
Clerics with a Wisdom score of 13 or higher gain extra spells. (See
the “Cleric Wisdom Spell Bonus” table on page 88).
Fighters often tread in harm’s way, relying on a strong sword arm and
their brave, sometimes foolhardy natures to win the day. Trained in
the use and maintenance of all types of weapons and armor, fighters
can utilize any available piece of hardware without restriction,
including magical items such as rings and gauntlets.
Like practicing athletes, fighters improve their skills and speed as
they move up in levels. An extra sword thrust, delivered with blinding
speed, may prove the difference between the living and the dead, and
high-level fighters such as paladins and rangers are able to attack
more often with such melee weapons.
Prime Requisite: Strength
Races Allowed: All
Weapons Allowed: All
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♦
Mages
Mages control powerful spells by memorizing their arcane words and
ancient symbols. Knowledge of this art is their treasure and the secret
to their mysterious power.
Because their ability to spellcast depends upon freedom of movement, mages cannot wear armor and tend to make poor fighters.
Instead of weapons (and they can use but a very few), mages rely on
their intellects and their ability to memorize spells to see them
through.
Still, a high-level mage is a potent entity. When armed with a hoard
of musty spellbooks and scrolls gathered after many trials and much
experience, a mage can become truly powerful.
Prime Requisite: Intelligence
Races Allowed: Human, Elf, Half-Elf
Weapons Allowed: Dagger, Staff
♦
Paladins
Paladins radiate an aura of protection, a shield of sorts which causes
their attackers to suffer a penalty even before these elite warriors
have unsheathed their swords. In this and other magical abilities,
paladins prove themselves as more than mere fighters.
Walking the most difficult path of any class, the paladin abides by
the rules of the law and leads others by the example of his chaste
and pious ways. In addition to skill with all types of arms and armor,
paladins possess extra resistance to magical attacks and poisons. No
disease can lay them low. Once per day, they can heal with their layon hands ability, a skill similar to the cleric’s cure light woundsspell.
This restores two hit points per level of advancement.
Once they reach the ninth level, paladins can cast bless, cure lightwounds, detect magic, and slow poison ; keep in mind, however, that
paladins must also PRAY and REST before casting spells.
♦
Rangers
Rangers follow the tracks of their quarry across hard lands, or
beneath the dim light of a forest canopy, yet never lose the trail. They
are trained trackers, hunters, and woodsmen, succeeding by their
wits as much as by their skills with the bow and sword. At one with
any type of weapon or armor, rangers usually avoid heavy armor as
too restricting. It prevents them from using their special ability to
wield a weapon in both hands without penalty. For this reason they
are seen more often in studded leather or other, lighter armors.
Rangers, like other high-level fighters, can attack more often with
melee weapons.
Prime Requisites: Strength, Dexterity, Wisdom
Races Allowed: Human, Elf, Half-Elf
Weapons Allowed: All
♦
Thieves
Thieves accept no single rule or philosophy by which to run their
lives. While some, with sleight of hand, may steal change from a
beggar’s cup, others may share their ill-gotten prizes with the less fortunate. Still others see themselves as basically good businessmen,
with perhaps a slight character flaw.
In a castle, town, or dungeon, an experienced thief of many levels is
proficient at picking locks and avoiding whatever traps have been
laid to catch the unwary. To move freely and quietly, thieves prefer to
wear leather armor, though they are not averse to travelling wellarmed.
Prime Requisites: Dexterity
Races Allowed: All
Weapons Allowed: All
Prime Requisites: Strength, Charisma
Races Allowed: Human
Weapons Allowed: All
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SINGLE-CLASS VS. MULTI-CLASS
Single-class characters have more hit points than multi-class characters with the same amount of experience. They do more damage to
their opponents in battle. Single-class clerics and mages gain higher
level spells sooner than their multi-class counterparts.
Non-human characters may choose to belong to one or more classes,
and in so doing reap a few rewards for their trouble. A fighter/mage
can both melee effectively and cast spells, though his single-class
counterparts prove better at their individual specialties. While this
may sound at first like a weak choice, ask yourself what your brave
fighter will do when he or she encounters a locked gate for which
there is no key.
Because their experience points are distributed evenly between their
classes, multi-class characters move up through the levels very slowly.
RACIAL ADVANTAGES
If you’ve been wondering which race/class combinations are best,
here are a few examples:
Single-Class
Dwarven Fighter: This character has less to worry about than most
when battling poisonous creatures. With a possible Constitution of
19, the dwarven fighter may also benefit from increased hit points.
Reading dwarven writing is their specialty.
Paladin: With a gentle touch, your paladin may heal a wound which
otherwise could signal the end for an afflicted character. Yet laying onhands is but one benefit of choosing this elite warrior to do battle in
the land of Har’Akir. Capable of fighting as well as any fighter, when
paladins reach the ninth level, they are able to master a few cleric
spells as well.
Elven Mage: Moving swiftly, your elven mage steps between the
paths of two hurtling arrows, demonstrating inhuman grace and
dexterity. Benefiting from a high Armor Class (due to Dexterity)
and the ability to gain levels swiftly as a single-class character, the
elven mage boasts a maximum Constitution of 17 and a maximum
Dexterity of 19. They also read elven writing.
Human or Half-Elven Cleric:Proud of their often formidable intellects, these single-class characters gain levels swiftly. They may be
blessed with a maximum Wisdom of 18, and in so doing acquire the
maximum number of bonus spells. A good human or half-elven cleric
can attain the maximum levels permitted in the game.
Multi-Class
Half-Elven Fighter/Mage/Cleric: If this character can survive long
enough, his various talents show promise in overcoming any obstacle
Har’Akir might offer. With the exception of lock picks, a specialty of
thieves, your half-elven fighter/mage/cleric can employ every item in
the game. But while drawing a sword, casting a magic missilespell, and
healing a spitting snake bite are all possibilities, he or she can do none
as well as a single-class character with the same amount of experience.
Elven Fighter/Mage/Thief:Here is a jack-of-all-trades who can pick
locks as well. But like the half-elven fighter/mage/cleric listed previously, this character also rises slowly through the levels and suffers
from a scarcity of hit points for most of the game.
ALIGNMENTS
There are six possible alignments, or philosophies of life, although a
character’s chosen class may limit your selections. Paladins, for
instance, can only be lawful good. The choices are:
♦
Lawful Good
♦
Lawful Neutral
♦
Neutral Good
♦
True Neutral
♦
Chaotic Good
♦
Chaotic Neutral
Two parts make up a character’s alignment, and both are equally
important: world view and personal ethics.
Lawful characters obey the laws of society and strive for those things
which will bring the greatest benefit to the most people and cause the
least harm. Whereas lawful goodcharacters strive to do everything
according to the law and believe the law is always right, lawfulneutral characters believe in the institution of society and will obey
orders even if they disagree with them.
Neutral characters believe in balancing the laws of society and their
personal views. A baron who violates the orders of his king in order
to destroy something he sees as evil is an example of a neutral good
character. A true neutral, on the other hand, strives to maintain the
balance of good and evil, even to the point of fighting on evil’s side.
Chaotic characters impulsively follow their beliefs, no matter if they
meet with society’s views or not. Whereas a chaotic good character
may show occasional streaks of kindness and benevolence, a chaoticneutral character may have no preference towards good or evil deeds,
and not care about anything either way.
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ABILITY SCORES
Ability scores are a summary of a character’s natural faculties and
abilities. The higher the score, the better their ability in that area. A
character’s summary includes the following abilities:
♦
Strength (STR)
♦
Dexterity (DEX)
♦
Constitution (CON)
♦
Intelligence (INT)
♦
Wisdom (WIS)
♦
Charisma (CHA)
The Edit and Keep commands allow you to make changes to these
scores and then save them.
Each ability score is at a value between 3 and 18. Modifications to
the base score caused by the character’s race are automatically factored in by the computer. The highest any score can be is 19, unless
boosted upward through magic.
Strength
Strength provides a measure of effectiveness in battle. As the word
implies, physical power, muscle, and stamina are being gauged.
Stronger characters are able to swing a sword or mace more often and
thereby receive bonuses for the extra damage they do.
Fighters, rangers, and paladins are capable of extraordinary feats of
physical prowess and so may possess Strength scores higher than 18.
These special scores are displayed as a percent value following the
base Strength, such as: 18/23. Exceptional Strength means the character has a superior ability to hit an enemy, increase the damage
done with each hit, and carry more without becoming encumbered.
Refer to the “Strength Table” on page 89 and the “Encumbrance
Table” on page 91 for more information.
Unfortunately, halflings, even halfling fighters, cannot acquire exceptional Strengths.
Constitution
Constitution measures the fitness, health, and physical toughness of
your character. A high score in this area boosts the total number of
hit points your character receives, and with more hit points, your
character becomes all the more difficult to injure or kill.
Note: A character brought back to life by the use of a raise deadspell
has his or her Constitution reduced by 1. Raise dead can be used on
any one character a maximum of five times, and then only if that character’s Constitution is greater than zero.
Intelligence
Intelligence becomes a key factor in a character’s ability to memorize
and use spells. Mages in particular must be highly intelligent to learn
and use their repertoire of magic. In all, this quality measures
memory, reasoning, and learning.
Wisdom
Wisdom ensures that the character possessing a high value in this
ability is less susceptible to magic. Likewise, a low score in this area
(7 or less) leaves a character open to the slightest spell. Wisdom
scores of 13 and above offer some protection.
Clerics find that a high Wisdom score (13 or more) enables them to
cast extra spells. For more information, see the “Cleric Wisdom Spell
Bonus” table on page 88.
Charisma
Charisma measures a character’s ability to persuade and command
others. A human character with a high charisma may become a paladin.
OTHER CHARACTERISTICS
♦
Armor Class (AC)
♦
Hit Points (HP)
♦
Experience Points (EXP or XP)
♦
Level (LVL)
Dexterity
Dexterity measures a character’s speed and agility. Accuracy in firing
a bow or in letting loose with a sling are other advantages of a high
Dexterity as well as receiving bonuses to one’s Armor Class.
Adversaries simply find it harder to hit a quick-moving target.
When the Dexterity score reaches 16 and above, fighters can more
effectively manage a weapon in each hand.
Four other elements: Armor Class, hit points, experience points, and
level, define how well a character is doing at any given point. Unlike
race or class, these scores change constantly based on a character’s
actions (either on what he’s doing or on what’s being done to him).
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Armor Class (AC)
Armor Class reflects both a character’s Dexterity bonuses and whatever new armor or shield he or she may be wearing. As a score, it
measures how difficult your character is to hit and damage. The
lower the AC, the harder it is for him or her to be hit. But remember,
low AC values are relative. While your character may wear the best,
dwarven-tooled armor, that beast waiting around the next corner may
boast the same Armor Class because it is both fast and small.
Both magical armor and a high Dexterity score improve a character’s
Armor Class.
Hit Points (HP)
Hit points act as a scale showing your character’s life force. The more
hit points a character has, the better, but when your character’s hit
points reach zero, he or she is dead. At that point you either have to
replace the character with another one met by your party on its journey
through Har’Akir, or have your party’s cleric attempt a raise deadspell.
Keep in mind that the raise dead spell is not effective on elves.
Experience Points (EXP or XP)
An experience point is a measurement of a character’s progress.
Avoiding the charge of the minotaur and turning to finish off the horrid
beast taught your character something, as did honing his or her sword
skills against the doom guard two levels back. Finding treasure, completing parts of the adventure, and dispatching foes all lead to increased
experience points and, eventually, to an increase in a character’s level.
Characters with prime requisitescores of 16 or more increase their
experience earned by 10%.
All characters begin the game with some experience points, and earn
more as they adventure. Multi-class characters, on the other hand,
have these points distributed evenly among their classes and gain
levels more slowly.
Level
Level measures how much a character has advanced in his or her class,
and is raised automatically when a character gains enough experience
points. When a character rises in experience level his or her hit points
increase, and his or her fighting ability (THACØ) improves as well.
Characters at higher levels show a resistance to the effects of poisons
and magical attacks. When at advanced levels mages, clerics, and paladins find themselves able to memorize a greater number of spells.
To find out how many experience points a character needs to achieve
a certain level, refer to the “Level Advancement Tables” that begin on
page 87.
SPELLS AND POWERS
In STONE PROPHET, your party challenges the dangers of Ravenloft on
a journey which takes them into the desolate, desert world of
Har’Akir. To survive in this land, no party should be without its own
mage or cleric trained in the ancient art of spellcasting. Following are
descriptions of spells your magic-wielding characters may use to fend
off the dangers of Har’Akir, or to conquer its greatest challenges.
In addition to spells, a number of character “powers” have been implemented. These powers include both class and race abilities. A ribbon
appears when powers are present, displayed in the same location as a
cleric’s holy symbol or a mage’s spellbook. The ribbon appears in combination with these icons if the character is a cleric, mage, or a
multi-classed cleric or mage. Left-clicking on the ribbon icon brings up
a standard spell list. To display a character’s abilities, left-click on the
ribbon appearing to the left of the 1st-level spell button.
In STONE PROPHET, both spells and character powers appear in different colors for you to identify them. After a spell is cast, it appears in
gray until it is again ready for use.
Mage Spells — Pink
Cleric Spells — Yellow-green
Elven Powers — Light blue
Half-Elven Powers — Blue
Jackalwere or Wemic Powers — Purple
Ranger Powers — Green
Paladin Powers — White
Thief Powers — Light green
L
EGEND FOR
S
PELL AND
P
OWER
D
ESCRIPTIONS
Range:0 = the spellcaster
Touch = the character or creature touched
Close = adjacent square
Medium = up to 2 squares away
Long = as far as visible range
Duration:Instantaneous = flash or instant effect
Short = single combat round
Medium = effect lasts for some time
Long = effect lasts quite a while
Permanent = effect lasts for entire game
Special = see spell description
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Character Powers
CLASS-RELATED POWERS
♦
Turn Undead (Clerics and Paladins)
RANGE: CloseDURATION: InstantaneousAREA OF EFFECT: Special
One important and potentially life-saving power of clerics and paladins is the ability to turn undead. This special power is granted by
the character’s deity. When encountering undead, a cleric or paladin
can attempt to turn the creatures (though a paladin turns undead as if
he were a cleric two levels lower in experience). A successful attempt
to turn undead affects 2–12 creatures, with the least powerful undead
in any group being turned first. Affected undead, terrified by the
power of the character’s deity, flee the vicinity as quickly as possible.
♦
Detect Presence of Evil, 60’ Radius (Paladins)
RANGE: LongDURATION: InstantaneousAREA OF EFFECT: Special
Activating this ability allows the paladin with your party to use his or
her natural ability to detect evil. If a specifically evil creature or opponent lurks in the area, the paladin responds by alerting the party to
its presence. While the paladin does not discern a particular distance
or direction to the offending presence, a warning of coming trouble is
often appreciated.
♦
Lay on Hands (Paladins)
RANGE: TouchDURATION: InstantaneousAREA OF EFFECT: Character touched
Once per day, a paladin is able to heal two points of damage for
every experience level of the paladin. This healing touch can be used
by the paladin for his or her own good, or can be employed to heal a
wounded party member.
♦
Cast Cleric Spells (Paladins)
RANGE: SpecialDURATION: SpecialAREA OF EFFECT: Instantaneous
Upon reaching his or her ninth level, a paladin is able to cast cleric
spells, limited to the spheres of combat, divination, healing, and protection. The appropriate spells appear automatically in the paladin’s
spell list once the ninth level is achieved.
♦
Speak with Animals (Rangers)
RANGE: 0DURATION: MediumAREA OF EFFECT: 1 animal near ranger
This power enables the ranger to comprehend and communicate with
a variety of animals, assuming they are not mindless. The ranger is
able to ask questions and receive answers, although the cooperation
of the animal in question is entirely up to the creature itself. If the
animal is friendly, there is the possibility that the animal will perform
some small task as a favor to the ranger. This power is effective on
creatures such as cats, dogs, bears, and the like. It is not effective on
monsters and other fantastical beasts.
♦
Find and Remove Traps (Thieves)
RANGE: TouchDURATION: InstantaneousAREA OF EFFECT: Trapped chest
A chest found by your party may contain treasure, or it may be
booby-trapped. It may even be both! To find out, click on the findand remove traps power of your thief, then have the thief pick up the
chest. While a trap may still do unwelcome damage to your party, a
thief at least has a chance of disarming the problem beforehand.
♦
Backstab (Thieves)
RANGE: CloseDURATION: InstantaneousAREA OF EFFECT: Creature attacked
The backstab power improves a thief’s attack by adding +4 to his or
her chances to hit. For thieves from levels 1–4, the damage done is
doubled, for thieves of levels 5–8, damage is tripled, and for thieves
from levels 9–12 it is quadrupled. To activate this power, click on
backstab in your thief’s ability list before launching his or her next
attack.
♦
Read Languages (Thieves)
RANGE: 0DURATION: InstantaneousAREA OF EFFECT: Special
By the time a thief reaches 4th level, he or she has a fair chance of
reading most languages. By clicking on this power and then on whatever runes or cryptic books present themselves, you call your thief’s
language reading skills into action. They may be up to the challenge,
but then again. . . .
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♦
Hide in Shadows (Thieves)
RANGE: 0DURATION: SpecialAREA OF EFFECT: Special
The temples and dungeons of Har’Akir present many opportunities
for a thief to hide in shadows . This power works much like an invisibility spell, concealing the thief from the attention of his or her
opponents. Unfortunately, once the thief makes an attack the concealment ends. This power is represented on the Adventure Screen by
the shading down of the thief’s portrait.
RACE-RELATED POWERS
♦
Detect Secret Door (Elves and Half-Elves)
RANGE: MediumDURATION: InstantaneousAREA OF EFFECT: Special
Concealed doors, such as illusionary walls, are difficult to hide from
elves and half-elves. Merely passing close to a concealed door gives
an elven or half-elven character a one-in-six chance to notice it.
When the detect secret doorpower is used, your elven or half-elven
character actively searches for concealed doors. This gives the character a one-in-three chance to detect an illusionary wall within the
immediate area.
♦
Change Form (Jackalwere)
RANGE: 0DURATION: SpecialAREA OF EFFECT: Caster
By using his power to transform, the jackalwere can inflict 1–4 points
of damage with each hand; receives a base AC of 4; and can only be
hit by spells, powerful monsters, or +1 magical weapons or better. The
effect lasts until change formis cast again, and reverts the jackalwere
to his original form.
♦
Jump (Wemic)
RANGE: N/ADURATION: PermanentAREA OF EFFECT: The party
The wemic possesses a natural leaping ability. When this power is
used, the wemic may leap from one level to the next, carrying the
party with him. It is especially helpful when the only way to proceed
forward is through an opening high above the party’s present position. By use of the power jump, the wemic can aid the party in
making its way straight up and through such an opening.
Cleric Spells
FIRST-LEVEL CLERIC SPELLS
♦
Bless
RANGE: MediumDURATION: MediumAREA OF EFFECT: Whole party
Weary from battle, exhausted by their ordeals, your party faces a
squad of minotaurs. How can they go on? Upon uttering this spell
the morale of your party is raised, and all members gain a bonus to
their attacks. Bless spells are not cumulative. First-level clerics and
high-level paladins can cast blessspells.
♦
Cause Light Wounds
RANGE: TouchDURATION: PermanentAREA OF EFFECT: Creature touched
This spell is identical to the first-level cure light wounds spell, except
that it causes 1–8 points of damage.
♦
Create Water
RANGE: CloseDURATION: PermanentAREA OF EFFECT: The party
When the cleric casts a create waterspell, he or she provides the
entire party with a supply of water equivalent to one day’s needs
(returning the blue water consumption bar next to each character’s
portrait to its maximum value). The water is clean and drinkable, just
like rainwater. If the party consumes all of its available water while
resting, the cleric automatically casts this spell.
♦
Cure Light Wounds
RANGE: TouchDURATION: PermanentAREA OF EFFECT: Character touched
By casting this spell upon a wounded character, up to eight hit points
of damage can be cured. High-level paladins can cast cure lightwounds spells, and often need to after tangling with the deadly creatures of Har’Akir.
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♦
Detect Magic
RANGE: 0DURATION: LongAREA OF EFFECT: Carried items
This spell allows the caster to determine if any of the items being
carried are magically enchanted. All magic items are indicated for a
short period of time. High-level paladins can cast detect magic spells.
♦
Detect Pits
RANGE: 0DURATION: LongAREA OF EFFECT: 10’ path, 40’ long
Upon casting this spell, the caster is able to detect pits in the immediate vicinity of the party. The spell is directional and detects dangers
in front of the party. Although the caster may uncover the location of
a pit by using this spell, neither the exact nature of the pit, nor how to
overcome the danger it presents are revealed.
♦
Invisibility to Undead
RANGE: 0DURATION: MediumAREA OF EFFECT: Caster
A useful spell for those stalked by the rotting terror of the undead
while exploring Har’Akir. When cast, invisibility to undead causes an
undead creature to lose track of and ignore your party. Powerful
undead with many hit points may negate the effect of this spell. Note
also that a cleric protected by this spell cannot turn undead and that
the spell ends immediately if the affected character makes an attack.
♦
Magical Stone
RANGE: 0DURATION: SpecialAREA OF EFFECT: Special
Temporarily enchanting up to two small stones (no larger than sling
bullets), a cleric may hurl these at an opponent for 1–4 points of
damage. The stones are considered +1 weapons for determining if a
creature can be struck, and the magic of each stone lasts for one half
hour or until used. To use this spell, your character must find the
stones, hold them in his or her hands, and then cast the spell.
♦
Protection from Evil
RANGE: TouchDURATION: MediumAREA OF EFFECT: Character touched
When this spell is cast, it creates a magical barrier around the recipient at a distance of one foot. The barrier moves with the recipient and
all attacks made by evil creatures against the protected character
receive a -2 penalty to each attack roll.
SECOND-LEVEL CLERIC SPELLS
♦
Aid
RANGE: TouchDURATION: MediumAREA OF EFFECT: Character touched
This spell acts like a blessspell and confers 1–8 extra hit points. The
temporary hit points are subtracted before the character’s own if he
or she is injured in combat. The spell’s duration increases with the
level of the caster.
♦
Light
RANGE: LongDURATION: MediumAREA OF EFFECT: Caster
This spell causes a luminous glow to appear around the caster. The
light is equal in brightness to torchlight, but multiple castings do not
provide a greater light. This is a good spell to use when torches are
not available, and is especially useful in underground labyrinths.
♦
Draw Upon Holy Might — DEX
RANGE: 0DURATION: MediumAREA OF EFFECT: Caster
Invoking this spell causes the cleric’s body to act as a vessel for the
energy of his or her god. The caster’s Dexterity increases by +1 for
every three levels of experience. The effect lasts for the duration of
the spell. It cannot increase Dexterity beyond a value of 18.
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♦
Draw Upon Holy Might — STR
RANGE: 0DURATION: MediumAREA OF EFFECT: Caster
Similar to draw upon holy might — DEX, invoking this spell causes
the cleric’s body to act as a vessel for the energy of his or her god.
Upon invoking this spell, his or her body shudders with newfound
energy. As a result, the caster’s Strength increases by +1 for every
three levels of experience. The effect lasts for the duration of the
spell. It cannot increase Strength beyond a value of 18.
♦
Flame Blade
RANGE: 0DURATION: MediumAREA OF EFFECT: Caster
This spell causes a flame-like blade to leap from the caster’s hand.
The blade attacks like a normal sword and does 7–10 points of
damage. The character attacks as he or she would with any other
melee weapon. The spell does slightly less damage against targets protected from fire. Spell duration increases with the level of the caster.
♦
Hold Person
RANGE: LongDURATION: MediumAREA OF EFFECT: 1 target
Hold person affects human, demi-human, and humanoid creatures.
Creatures that are affected become rigid and unable to move or
speak. Spell duration increases with the level of the caster.
♦
Speak with Animals
RANGE: 0DURATION: MediumAREA OF EFFECT: 1 animal near cleric
This spell enables the cleric to comprehend and communicate with a
variety of animals, assuming they are not mindless. The cleric is able
to ask questions and receive answers, although the cooperation of
the animal in question is entirely up the creature itself. If the animal
is friendly, there is the possibility that the animal will perform some
small task as a favor to the cleric. This spell is effective on creatures
such as cats, dogs, bears, and the like. It is not effective on monsters
and other fantastical beasts.
♦
Spiritual Hammer
RANGE: LongDURATION: MediumAREA OF EFFECT: Special
The caster of the spiritual hammerspell brings into existence a field of
force shaped like a hammer, one that seems almost eager to strike
any opponent within its range. As long as the spell lasts, the spiritualhammer can be directed against any number of opponents, one at a
time, in much the same manner that any regular weapon can be
used. The spiritual hammerstrikes as a magical weapon with a +1 for
every six experience levels of the caster, up to a maximum of +3. The
damage done is that of a normal war hammer, 2–5 hit points.
THIRD-LEVEL CLERIC SPELLS
♦
Slow Poison
RANGE: TouchDURATION: Long AREA OF EFFECT: Character touched
This spell slows the effects of any type of poison for a limited time. When
the spell dissipates the victim suffers the poison’s full effect unless a neu-tralize poison spell is cast. The spell’s duration increases with the level of
the caster. High-level paladins can cast slow poisonspells.
♦
Cure Disease
RANGE: TouchDURATION: PermanentAREA OF EFFECT: Character touched
This spell enables the caster to cure most diseases by placing his
hand upon the diseased character. Thereafter, whatever affliction tortures the character rapidly disappears, depending of course upon the
type of disease and the state of its advancement when the curedisease spell is cast.
♦
Dispel Magic
RANGE: MediumDURATION: SpecialAREA OF EFFECT: Immediate area
This spell negates the effects of any spell affecting your party. Dispel
magic does not counter cure spells, but it dispels hold person, bless,
and similar spells.
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♦
Magical Vestment
RANGE: 0DURATION: MediumAREA OF EFFECT: Caster
This spell enchants the caster’s clothing, providing him or her armor
protection that is at least the equivalent of chain mail (AC 5). The
vestment gains a +1 enchantment for each three levels beyond 5th
level. The magic lasts for five rounds per level of the caster, or until
the caster loses consciousness. If the vestment is worn with other
armors, only the best AC (either the armor or the vestment) is used,
as this protection is not cumulative with any other AC protection.
♦
Negative Plane Protection
RANGE: TouchDURATION: Long, or until character is hitAREA OF EFFECT: One character
This spell gives the affected character partial protection from undead
attacks that drain levels. Nevertheless, the character still takes any
physical damage done by the attack. Undead creatures that attack
characters protected by this spell normally take 2–12 points of
damage from the spell’s positive energy; in the demi-plane of
Ravenloft, however, this damage is reduced to 1–6 points.
♦
Prayer
RANGE: 0DURATION: MediumAREA OF EFFECT: Whole party
This spell is a powerful version of the first-level bless. This spell
increases your characters’ combat ability and decreases the enemy’s.
The spell has no cumulative effect. The spell’s duration increases
with the level of the caster.
♦
Remove Paralysis
RANGE: 0DURATION: PermanentAREA OF EFFECT: 1 character
For those who have mastered this spell, it negates the effects of any type
of paralyzation or related magic. The spell counters hold or slow spells.
♦
Summon Insects
RANGE: LongDURATION: MediumAREA OF EFFECT: 1 target
The summon insects spell attracts a cloud or swarm of insects to
attack a foe of the caster. A cloud of flying insects gathers at the point
chosen by the caster, within the spell’s range, and attacks any single
creature to which the caster points. A creature so attacked sustains 2
points of damage if it does nothing but attempt to flee; otherwise it
sustains 4 points of damage per round.
FOURTH-LEVEL CLERIC SPELLS
♦
Cause Serious Wounds
RANGE: TouchDURATION: PermanentAREA OF EFFECT: Creature touched
The reverse of cure serious wounds, this spell inflicts 3–17 points of
damage upon the creature touched by the cleric.
♦
Cure Serious Wounds
RANGE: TouchDURATION: PermanentAREA OF EFFECT: Character touched
This spell is identical to the first-level cure light wounds spell, except
that it heals 3–17 hit points of damage. Characters courageous
enough to face a grave elemental and survive may well hope their
party’s cleric knows this spell.
♦
Fortify
RANGE: 0DURATION: SpecialAREA OF EFFECT: Caster
Cast this spell and the next cure woundsspell the cleric casts is
strengthened. When complete, the cure woundsspell so fortified
always functions to its maximum effect.
♦
Free Action
RANGE: TouchDURATION: MediumAREA OF EFFECT: Character touched
This spell enables the character touched to move and attack normally
for the duration of the spell, even if under the influence of a magic or
of a paralysis that impedes movement.
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♦
Neutralize Poison
RANGE: TouchDURATION: PermanentAREA OF EFFECT: Creature or character touched
This spell detoxifies any sort of poison or venom, whether it exists in
a poisonous creature or in a poisoned party member. It cannot,
however, bring a character back to life if he or she has already died.
♦
Protection from Evil, 10’ radius
RANGE: TouchDURATION: MediumAREA OF EFFECT: 10’ radius sphere
The effect of this spell is centered on and moves with the character
touched. It is identical to a protection from evilspell, except that it
encompasses a larger area. Any protected character within the
circle breaks this warding if he or she attacks an enchanted or
summoned monster.
FIFTH-LEVEL CLERIC SPELLS
♦
Cause Critical Wounds
RANGE: TouchDURATION: PermanentAREA OF EFFECT: Creature touched
This spell is identical to the first-level cause light wounds, except that
it inflicts 6–27 hit points of damage.
♦
Cure Critical Wounds
RANGE: TouchDURATION: PermanentAREA OF EFFECT: Character touched
The cure critical wounds spell is a very potent version of the cure light
wounds spell used by a first-level cleric. It can heal 6–27 hit points
of damage.
♦
Flame Strike
RANGE: LongDURATION: InstantaneousAREA OF EFFECT: 1 square
The cleric calls out of the sky a column of flame, hopefully annihilating the unlucky target. Creatures affected by the spell suffer 6–48
points of damage.
♦
Raise Dead
RANGE: LongDURATION: PermanentAREA OF EFFECT: 1 target
When the cleric casts a raise deadspell, he can restore life to a dwarf,
gnome, half-elf, halfling, or human. The raised character may remain
gravely weakened for a short time after being revived. Unfortunately, this
spell cannot affect full-blooded elves. Note: A character brought back tolife by the use of a raise deadspell has his or her Constitution reduced by 1.
raise dead can be used on any one character a maximum of five times, and
then only if that character’s Constitution is greater than zero.
♦
True Seeing
RANGE: 0DURATION: ShortAREA OF EFFECT: Special
The temples and ruins of Har’Akir can be a maze to those unfamiliar
with its many twists, turns, and magical wards. With this spell, a cleric
can see things as they really are. Illusionary walls cannot fool your character, and invisible monsters, items, or magical effects become visible.
SIXTH-LEVEL CLERIC SPELLS
♦
Fire Seeds
RANGE: MediumDURATION: SpecialAREA OF EFFECT: Special
The fire seeds spell creates special missiles which burn with great heat.
Once cast, up to four grenade-like missiles can be hurled up to 40 yards.
Each missile that strikes any hard surface creates a burst of flame which
inflicts 2–16 points of damage. If resistant to fire-based spells, a creature
within the burst area may receive only half damage.
♦
Harm
RANGE: TouchDURATION: PermanentAREA OF EFFECT: Creature touched
Terribly effective, this reverse of the heal spell brings a target to
death’s door, reducing it to very few hit points, no matter how many
hit points the target had before the spell. Is your cleric brave enough
to shake hands with an undead mummy such as Senmet, or would
so powerful a creature ever allow a cleric to approach that close?
♦
Heal
RANGE: TouchDURATION: PermanentAREA OF EFFECT: Character touched
A tremendously potent spell, when cast it completely heals the
affected character of all damage, poison, blindness, and paralysis.
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Mage Spells
FIRST-LEVEL MAGE SPELLS
♦
Armor
RANGE: TouchDURATION: SpecialAREA OF EFFECT: Character touched
When casting this spell, a mage surrounds himself or another character with a magical field that protects as scale mail (AC 6). The spell
has no effect on characters who already have AC 6 or better and it
does not have a cumulative effect with the shield spell.
♦
Burning Hands
RANGE: CloseDURATION: InstantaneousAREA OF EFFECT: Caster
When a mage casts this spell, a jet of searing flame shoots from the
character’s fingertips. The damage inflicted by the flame increases as
the mage increases in level and gains power. The spell does 1–3
points of damage plus two points per level of the caster. For example,
a 10th-level mage would do 21–23 points of damage.
♦
Chill Touch
RANGE: 0DURATION: MediumAREA OF EFFECT: Caster
When casting this spell, a blue glow encompasses the mage’s hand.
This energy attracts the life force of any living thing upon which the
mage makes a successful melee attack. To reflect this, the creature
suffers a -1 to its attack rolls for every other successful touch. This
spell can be deadly in Ravenloft, doing from 1–8 points of damage.
♦
Detect Undead
RANGE: 0DURATION: LongAREA OF EFFECT: 60’+10’/level
Is your party being assaulted by creatures of the undead at every turn?
This spell displays the dungeon map and attempts to show the location
of any undead creature on that map. Unfortunately, undead in
Ravenloft possess a limited natural resistance to such detection. When
successful, the mage detects the undead through walls and obstacles,
giving the party a chance to formulate a plan or run for safety.
♦
Feather Fall
RANGE: LongDURATION: MediumAREA OF EFFECT: The party
When this spell is cast, the party immediately assumes the mass of a
piece of down. Rate of falling is instantly changed to a mere two feet
per second, and no damage is incurred upon landing while the spell
is in effect.
♦
Jump
RANGE: TouchDURATION: MediumAREA OF EFFECT: The party
When this spell is cast, the party gains the ability to leap from one
level to the next. It is especially helpful when the only way to proceed
forward is through an opening high above the party’s present position. By use of the jump spell, the party can leap straight up and
through such an opening.
♦
Light
RANGE: LongDURATION: MediumAREA OF EFFECT: 20’ radius globe
This spell creates a luminous glow, equal to torchlight, within a fixed
radius of the spell’s center. It needs no target and is a good spell to
cast when the party is low on torches.
♦
Magic Missile
RANGE: LongDURATION: InstantaneousAREA OF EFFECT: 1 target
The mage creates a bolt of magic force that unerringly strikes one
target. If there are two monsters, the missile automatically hits the
one on the same side as the caster. Magic missile spells do greater
damage as a mage increases in level. Initially, magic missiles do 2–5
points of damage, and for every two extra levels of the caster the spell
does 2–5 more points. For example, a magic missile spell cast by a
first- or second-level mage does 2–5 points of damage, but one cast
by a third- or fourth-level mage does 4–10, and so on.
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♦
Protection from Evil
RANGE: TouchDURATION: MediumAREA OF EFFECT: Character touched
When this spell is cast, it creates a magical barrier around the recipient at a distance of one foot. The barrier moves with the recipient and
all attacks made by evil creatures against the protected creature
receive a -2 penalty to each attack roll.
♦
Shield
RANGE: 0DURATION: MediumAREA OF EFFECT: Special
This spell produces an invisible barrier in front of the mage that completely blocks magic missileattacks. It also offers AC 2 against hurled
weapons (darts, spears) and AC 3 against propelled missiles (arrows,
sling-stones). The spell does not have a cumulative effect with the
armor spell. The spell duration increases with the level of the caster.
♦
Shocking Grasp
RANGE: TouchDURATION: SpecialAREA OF EFFECT: Caster
When the mage casts this spell, he or she develops a powerful electrical charge that gives a jolt to the creature touched. The spell remains
in effect for one round per level of the caster, or until it is discharged
when the caster touches another creature. Shocking grasp delivers
1–8 points of damage plus 1 point per level of the caster.
♦
Spook
RANGE: 0DURATION: SpecialAREA OF EFFECT: 1 target
A spook spell enables the mage to play upon the natural fears of the
unfortunate creature upon whom this spell is cast. The target of a
spook spell sees whatever it fears most advancing toward it, a phantasm of fear which pursues the creature without hesitation. If
affected, the creature flees at its maximum speed as far from the
casting mage as possible.
SECOND-LEVEL MAGE SPELLS
♦
Agannazar’s Scorcher
RANGE: 20 yardsDURATION: ShortAREA OF EFFECT: 2’X60’ jet
Upon casting this spell, a jet of flame appears at the caster’s fingertips and bursts outward toward a chosen target. If the target remains
within range it suffers 3–18 points of damage in the first round and
3–18 again in the second. The casting mage cannot perform other
actions during the second round of the spell or discontinue the spell
until it has run its course.
♦
Blur
RANGE: 0DURATION: ShortAREA OF EFFECT: Caster
The position of a mage with an active blur spell shifts and wavers.
This distortion makes the character harder to hit with an attack. A
true seeing spell counters a blur spell.
♦
Detect Invisibility
RANGE: 10 yards/levelDURATION: LongAREA OF EFFECT: 10’ path
When the mage casts a detect invisibilityspell, he or she is able to see
clearly any objects or beings that are invisible. It does not reveal the
method of concealment or invisibility, but proves quite useful when
the party begins to take damage from an unknown source — an invis-ible opponent close at hand and taking full advantage of its own
magical concealment.
♦
Flaming Sphere
RANGE: 10 yardsDURATION: ShortAREA OF EFFECT: 3’ radius sphere
A flaming sphere spell creates a burning globe of fire within ten yards
of the caster. This sphere rolls in whichever direction the mage
points, at a rate of 30 feet per round. Creatures coming into contact
with the sphere suffer 2–8 points of fire damage. Those within five
feet of the sphere’s surface suffer 1–4 points of heat damage.
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♦
Ice Knife
RANGE: SpecialDURATION: InstantaneousAREA OF EFFECT: Special
By casting the ice knife spell, a mage fires a dagger of ice at his target.
A successful hit causes 2–8 hit points of damage. Should the dagger
miss its target, it shatters, releasing a wave of numbing cold.
Creatures within the range of this wave may suffer cold damage,
moving slowly as if paralyzed. A thrown ice knife cannot be picked up
and used again. Touching it results in the wave of numbing cold
described previously.
♦
Improved Identify
RANGE: 0DURATION: InstantaneousAREA OF EFFECT: Special
When this spell is cast, all objects in the visible inventory and in the
hands of the character who casts the spell are identified, revealing
any magical nature they may possess to the caster. Unfortunately,
this excludes any objects in inventory which may be placed inside a
container.
♦
Knock
RANGE: LongDURATION: SpecialAREA OF EFFECT: 10’ square/level
When casting a knock spell, a mage is able to open stuck, barred,
locked, held, or wizard-locked doors. It opens secret doors, as well as
locked or trick-opening chests. When opening a magically locked
door, the spell does not remove the former spell, but merely suspends
it from functioning for a single turn.
♦
Melf’s Acid Arrow
RANGE: LongDURATION: SpecialAREA OF EFFECT: 1 target
By means of this spell, the mage creates a magical arrow that speeds
to its target as if fired from the bow of a fighter of the same level as
the mage. The arrow has no attack or damage bonus, but it inflicts
2–8 points of acid damage.
♦
Stinking Cloud
RANGE: LongDURATION: MediumAREA OF EFFECT: 20’ cube
When a stinking cloud is cast, the mage creates a billowing mass of
nauseous vapors up to 30 yards away from his position. Any affected
creature caught within the cloud is sent reeling and is unable to
attack because of nausea. While few may leave the cloud with no ill
effect, others may continue to be affected for 2–5 rounds after leaving
the cloud.
♦
Summon Swarm
RANGE: LongDURATION: SpecialAREA OF EFFECT: 10’ cube
The swarm of small animals drawn by the summon swarm spell
viciously attacks all creatures in the area chosen by the caster.
Creatures actively defending against the swarm to the exclusion of
other activities suffer 1 point of damage for each round spent in the
swarm. Spellcasting within the swarm is impossible, and creatures
taking other actions, including leaving the swarm, receive damage
equal to 1–4 points +1 point for every three levels of the caster.
♦
Levitate
RANGE: LongDURATION: MediumAREA OF EFFECT: Whole party
When this spell is cast, the party can move vertically up or down.
Horizontal movement is not empowered by this spell. A levitating
creature attempting to use a missile weapon finds itself increasingly
unstable; the first attack has an attack roll penalty of -1, the second
-2 and so on, up to a maximum of -5.
♦
Wizard Lock
RANGE: TouchDURATION: PermanentAREA OF EFFECT: 30’ square/level
A wizard lock spell cast upon a door, chest, or portal magically locks
it. While the mage can freely pass through his or her own lock
without affecting it, other creatures must try to break in, or use magic
several levels above the casting mage’s to successfully dispel or knock
their way in.
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THIRD-LEVEL MAGE SPELLS
♦
Dispel Magic
RANGE: LongDURATION: InstantaneousAREA OF EFFECT: 30’ cube
When a mage casts this spell, he or she has a chance to neutralize
magic. It removes spells and spell-like effects from characters, creatures, and objects. Dispel does not counter cure spells, but it dispels
hold person, bless, and similar spells. It cannot permanently affect
enchanted items, such as magical rings, wands, or weapons.
♦
Fireball
RANGE: LongDURATION: InstantaneousAREA OF EFFECT: Target square
A fireball is an explosive blast of flame that damages everything in the
target square. The explosion does 1–6 points of damage for every
level of the caster to a maximum of 10th-level. For example, a 10thlevel mage does 10–60 points of damage.
♦
Flame Arrow
RANGE: LongDURATION: ShortAREA OF EFFECT: Special
With this spell, the mage is able to cast fiery bolts at opponents
within range. Each bolt inflicts 1–6 points of damage, plus an additional 4–24 points of fire damage. The number of bolts a mage may
throw increases with his experience level.
♦
Hold Person
RANGE: LongDURATION: MediumAREA OF EFFECT: Up to 4 targets
This spell can affect humans, demi-humans, or humanoid creatures.
Creatures that are affected become rigid and unable to move or
speak. Spell duration increases with the level of the caster.
♦
Hold Undead
RANGE: LongDURATION: MediumAREA OF EFFECT: Up to 3 targets
This spell affects undead creatures who are as powerful or weaker
than the caster. Even so, the undead target of this spell may prove
resistant to its magic. Those affected become rigid and unable to
move or speak. Spell duration increases with the level of the caster.
Unfortunately, in the demi-plane of Ravenloft, undead creatures
possess a limited natural resistance to this spell.
♦
Invisibility, 10’ Radius
RANGE: TouchDURATION: SpecialAREA OF EFFECT: 10’ radius of character touched
The mage confers invisibility upon everyone within 10 feet of the
target of this spell. Gear carried is included, though light emitted from
a light source remains visible. The effect moves along with the recipient, but creatures entering the sphere of radius after the spell is cast
do not become invisible.
♦
Fly
RANGE: TouchDURATION: MediumAREA OF EFFECT: Whole party
This spell enables the mage to bestow the power of magical flight to
the party. When affected by this spell, the party is able to move and
maneuver in both the horizontal and vertical planes.
♦
Haste
RANGE: LongDURATION: MediumAREA OF EFFECT: 1 character
This spell allows the affected character to move and fight at double
the normal rate. The spell’s duration increases with the level of the
caster. Whether it is nobler to turn and face the approaching stone
golem with increased agility, or run as fast as possible, that is the
question. Note: The spell does not allow spells to be cast at a faster rate.
♦
Lightning Bolt
RANGE: LongDURATION: InstantaneousAREA OF EFFECT: Special
Upon casting this spell, the mage releases a powerful stroke of electrical energy that inflicts 1–6 points of damage per level of the spellcaster,
up to a maximum of 60 points to each creature within its area of effect.
♦
Protection from Evil, 10’ radius
RANGE: TouchDURATION: MediumAREA OF EFFECT: 10’ radius sphere
The effect of this spell is centered on and moves with the character
touched. It is identical to a protection from evilspell, except that
it encompasses a larger area. Any protected character within
the circle breaks the warding if he or she attacks enchanted and
summoned monsters.
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♦
Slow
RANGE: LongDURATION: LongAREA OF EFFECT: 2 squares
This spell makes enemies move and attack at half their normal rate.
Slowed creatures have a penalty of +4 on their Armor Class and they
attack with penalties. All Dexterity combat bonuses are negated.
♦
Vampiric Touch
RANGE: CloseDURATION: 1 attackAREA OF EFFECT: Caster
When this spell is cast, a glowing hand appears. A mage may attack
with this hand like any other melee weapon. When the caster
touches an opponent with a successful attack, the spell does 1–6
points of damage for every two levels of the mage. For example, a
10th-level mage would do 5–30 points of damage. These points in
turn are transferred temporarily to the mage, so any damage he takes
is subtracted from these points first. In the demi-plane of Ravenloft,
the effects of this spell are enhanced so that some of the damage
inflicted becomes permanent and cannot be regenerated.
♦
Venom Bolt
RANGE: LongDURATION: InstantaneousAREA OF EFFECT: Caster
Rushing toward his or her target, a burst of black, apparently blazing
liquid erupts from the caster’s mouth. To be successful, the caster
must make an attack at a +4 bonus, otherwise the bolt fades without
doing damage to its target. Venom boltsare corrosive in nature and
can bypass armor or obstacles by acting like a gas or a mist of
droplets. Its touch does any living thing 1–16 points of damage.
FOURTH-LEVEL MAGE SPELLS
♦
Acid Bolt
RANGE: LongDURATION: SpecialAREA OF EFFECT: Special
With this spell the caster creates a continuous stream of shimmering
liquid that emerges from his or her hand. On impact, the bolt does
4–16 points of damage, and unless neutralized, continues to do
damage at the rate of 1–4 points for every additional three experience
levels of the caster.
♦
Detect Scrying
RANGE: 0DURATION: LongAREA OF EFFECT: 120’ radius
By use of this spell, the mage immediately becomes aware of any
attempt to observe him by magic means. The spell reveals the use
of magical scrying devices, such as crystal balls or other magical
reading devices.
♦
Enchant Weapon
RANGE: TouchDURATION: MediumAREA OF EFFECT: Weapon(s) touched
This spell turns an ordinary weapon into a magical one. The affected
weapon becomes the equivalent of a +1 weapon with +1 to its attack
and damage rolls. Thus arrows, axes, bows, daggers, hammers, swords,
etc., can be made into temporarily enchanted weapons. Even existing
magical weapons can have their abilities boosted by this spell, as long
as the total combined bonus does not exceed +3. Missile weapons
enchanted by this spell lose their enchantment after hitting their target.
♦
Ice Storm
RANGE: Medium to longDURATION: InstantaneousAREA OF EFFECT: Cross-shaped area, 3X3 squares
This spell produces a pounding torrent of huge hailstones. The spell
pummels the targets with 3–30 points of damage. The range of this
spell is based on the caster’s level.
♦
Remove Curse
RANGE: TouchDURATION: PermanentAREA OF EFFECT: Special
This spell attempts to remove a curse which has been placed upon a
person or an object. While it may not alter an evil object so that it can
be used by the party, it can enable a character to be rid of a cursed
object. Certain curses may not be countered, or may only be countered
depending upon the level of the mage casting this spell. In Ravenloft,
the spell is known to work poorly and to be of limited duration.
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♦
Stoneskin
RANGE: TouchDURATION: SpecialAREA OF EFFECT: 1 character
With this defensive spell, a mage may endow himself or a member of
his party with virtual immunity to any attack by cut, blow, or projectile.
Nevertheless, magical attacks have their usual effects. The spell blocks
up to four attacks, plus one attack for every two levels of the caster.
♦
Wizard Eye
RANGE: 0DURATION: MediumAREA OF EFFECT: Special
Har’Akir is a dangerous land, one where the ability to scout ahead is
often the difference between life and death. With wizard eye, the
mage creates an invisible eye which can travel in any direction as
long as the spell lasts. It allows the mage to see along the path ahead,
up to ten feet away. Unfortunately, the wizard eye cannot pass
through solid barriers.
FIFTH-LEVEL MAGE SPELLS
♦
Cloudkill
RANGE: LongDURATION: MediumAREA OF EFFECT: 40’x20’x20’ cloud
This spell generates a billowing cloud of ghastly yellowish-green
vapors that is so toxic as to slay many weaker creatures. While powerful creatures may show some resistance, only creatures whose
strength rivals that of Anhktepot himself are immune.
♦
Cone of Cold
RANGE: CloseDURATION: InstantaneousAREA OF EFFECT: 3 squares
This spell causes the mage to project a chilling cone of sub-zero cold. The
numbing cone causes 2–5 points point of damage per level of the caster.
For example, a 10th-level mage would do 20–50 points of damage.
♦
Hold Monster
RANGE: LongDURATION: MediumAREA OF EFFECT: 1 square
♦
Teleport
RANGE: TouchDURATION: InstantaneousAREA OF EFFECT: The party
When this spell is used, the party is transported to a well-known destination. Distance is not a factor. If the destination area is familiar to
the spellcaster, he or she gains a clear mental image of the area, and
can sustain the image in order to study it and choose the specific spot
in which to arrive. The caster has no control over his or her directional facing upon arrival. Note:When you use teleport, the automap
screen appears. You may go to any map which the party has previously
explored and select a location as the destination of the teleport spell.
SIXTH-LEVEL MAGE SPELLS
♦
Claws of the Umber Hulk
RANGE: TouchDURATION: MediumAREA OF EFFECT: 1 character
When this spell is cast, the subject’s hands widen and his fingernails
thicken and grow, becoming equivalent in power to the iron-like
claws of the umber hulk. The affected character can make two claw
attacks per round, each one inflicting 2–12 points of damage plus any
Strength bonuses.
♦
Death Spell
RANGE: LongDURATION: InstantaneousAREA OF EFFECT: 3 squares
This spell slays many weak creatures easily, but kills few strong ones.
Some very powerful monsters may not be affected by this spell.
Hordes of attacking fire toads may be good targets for this one.
♦
Disintegrate
RANGE: LongDURATION: InstantaneousAREA OF EFFECT: Special
Simply put, this spell causes matter to vanish. The effect is instantaneous and permanent. Creating a thin, green ray, the spell causes
the affected opponent to glow briefly and vanish, yet it remains
possible, with luck, for an attacking creature to avoid the dread
affects of disintegrate.
This spell is similar to the hold personspell except that it affects a
wider range of creatures. The spell, however, does not affect undead
creatures. The spell’s duration increases with the level of the caster.
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♦
Dragon Scales
RANGE: TouchDURATION: LongAREA OF EFFECT: 1 character
This spell causes the body of the caster, or any character touched by
the caster, to become armored in dragon scales, effectively improving
the character’s Armor Class by 2 for the duration of the spell.
♦
Lich Touch
RANGE: TouchDURATION: MediumAREA OF EFFECT: Caster
By using this spell, the caster gains both the chill touch of the lich and
invulnerability to several lich-like attacks and effects. The caster is
immune to all forms of paralysis and fear, and the caster’s touch does
1–10 points of damage as well as paralyzing the target. Creatures not
affected by paralysis are entirely immune to this spell.
♦
Otiluke’s Freezing Sphere
RANGE: SpecialDURATION: SpecialAREA OF EFFECT: Special
When casting this spell, the mage creates a small globe about the
size of a sling stone. It can be hurled by hand or in a sling, but upon
hitting the target it does 6–36 points of cold damage upon all creatures within a ten foot radius. These special sling stones should be
created just before a battle in which they are to be used, for they
cannot be stored forever and disappear in time.
♦
True Seeing
RANGE: 0DURATION: ShortAREA OF EFFECT: Special
The temples and ruins of Har’Akir can be a maze to those unfamiliar
with their many twists, turns, and magical wards. With this spell, a
mage can see things as they really are. Your mage is not fooled by
illusionary walls, and invisible monsters, items, and magical effects
become visible.
Strategies for Using Spells
In the hostile environs of Har’Akir, the spells memorized by your
spellcaster are important to his or her strategy. In the following
section, the spells are divided into types: offensive, defensive, curative, and others, and hints are given on when each type of spell is
most effective.
Spells that are available to clerics are marked with a caret sign (^).
Because the spellcaster must touch his or her target for these spells to
be effective, they can put a spellcaster’s courage to the ultimate test. In
using them, the caster places him or herself in the thick of the danger.
^Flame Blade, Ice Knife, ^Magical Stone
With these spells, the caster creates a weapon and so needs not
expose him or herself to as much danger as with spells requiring his
or her touch. The ice knifeand magical stone are projected weapons,
putting a little more distance between the character and the target.
These are ranged magical attacks affecting one target at a time.
The hold person spell only affects men and other humanoid creatures.
Cloudkill, Cone of Cold, Fireball, ^Fire Seed, Flame Arrow,
Flaming Sphere, Hold Monster, Hold Undead, Ice Storm,
Lightning Bolt, Otiluke’s Freezing Sphere, Slow, Stinking Cloud,
Summon Swarm
These spells affect several monsters in an area. Because of the
damage they do, they are often the preferred offensive spells of highlevel spellcasters. Look closely at the area of effect for each spell.
Spells affecting several squares are more effective against monsters
that cannot attack in groups. Spells affecting a single square are most
effective against monsters that attack in groups.
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Be careful when using the ice stormand hold person spells. If the
target of an ice storm is within melee range of your character, your
character takes damage from the spell.
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♦
EFENSIVE SPELLS
D
Armor, Blur, ^Magical Vestment, ^Protection from Evil,
^Protection from Evil 10’ Radius, Shield, Stoneskin, Dragon Scales
These spells provide protection from physical attacks. Cast them on a
character before battles that involve physical attacks.
^Bless, ^Negative Plane Protection, ^Prayer, ^Protection from Evil,
^Protection from Evil 10’ Radius
These spells provide protection from magical attacks. Cast them on a
character before battles that involve magical attacks.
Replace your characters’ lost hit points with these spells. The aidspell
can increase your characters’ hit points over their normal maximum
value, but only temporarily. Clerics should always have a few cure lightwounds spells memorized to quickly heal any wounds while resting.
To slow or remove the effects of poison, paralysis, and curses, keep a
number of these spells memorized whenever your character is near a
monster who can poison or paralyze.
These spells allow the spellcaster to extend his or her senses by recognizing magic and looking ahead of the party. Detect magic is very
useful in evaluating the items your party picks up during the game.
The spell causes all magical items carried by the character to glow.
♦
THER SPELLS
O
^Dispel Magic
With this spell, the effect of other spells affecting your party is
negated; however, it does not counter cure spells.
^Draw Upon Holy Might — DEX, ^Draw Upon Holy Might — STR
These two spells allow the cleric’s body to become a vessel for the
power of his or her god. As a result, the caster’s Dexterity or Strength
are increased by +1 for every three levels of experience.
Enchant Weapon
If you anticipate a difficult encounter ahead for the party, enchant
your character’s most powerful weapon for that extra boost which
may ensure his or her survival.
Feather Fall, Fly, Jump, Levitate
These are useful spells when changing levels horizontally, whether
descending safely from one level to another, rising to an overhead
cavern entrance, or attempting to escape the attack of an unfriendly
creature by flying right over it. Jumpallows the party to leap forward
through cavern openings above them and land safely on the other side.
Haste
Use haste when your party faces monsters who prove to be very fast.
The haste spell allows melee attacks to be made more often. Cast this
spell on a character before dangerous battles.
Invisibility 10’ Radius, ^Invisibility to Undead
Invisibility spells are useful to hide your character from mystic
sensors and prying eyes. Even when a character is invisible, most
monsters sense his or her general location, though monsters receive
big penalties on attacks against invisible targets.
Knock, Wizard Lock
Knock proves useful for opening stuck, barred, locked, or wizard-
locked doors. Wizard lock magically locks doors (a useful method for
keeping monsters from following the party).
^Light
A glow equal to torchlight is fixed on an object when this spell is cast.
This is an especially useful bit of magic for any party exploring underground ruins or the depths of ancient temples.
^Raise Dead
With the raise dead spell, a cleric can bring one of his or her fallen
comrades back to life. Unfortunately, this spell is not effective on
elven characters.
^Speak with Animals
This spell allows a character to gain information from animals and
occasionally to persuade the animals to do favors for him or her. It is
effective on ordinary creatures such as cats, dogs, and bears, but
does not work on fantastical creatures or hostile opponents.
Teleport
Teleport provides the party with a magical means to change its position, either to escape from an impossible situation or to attempt entry
into a location for which no other method of entry has been found.
^True Seeing
When true seeing is in use, the cleric sees things as they really are; he
or she is not fooled by illusionary walls, and invisible monsters,
items, or magical effects become visible.
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BESTIARY
Caterwauls, dust devils, and mimics are but a few of the dangers to
be encountered in Har’Akir. This section contains descriptions of the
creatures awaiting any traveller who dares to journey through the
land ruled by Anhktepot.
Anhktepot
All the inhabitants of Muhar, the village at the center of
Har’Akir, live in mortal fear of Anhktepot. He is the Lord of
Har’Akir, a greater mummy of chaotic evil alignment. Wrapped
in white strips of funeral linen that have yellowed with age, his
eyes are golden lights, while his uncovered fingers are brown and
withered. Once a powerful cleric of Ra, Anhktepot’s search for
immortality led to his present fate. The touch of Anhktepot
causes a terrible rotting disease. In combat, the Lord of Har’Akir
proves resistant to all but magical attacks, and he is somewhat
resistant to these. A mummy of the fifth rank of invulnerability,
Anhktepot’s powers and spellcasting ability are such that no party is likely
to defeat him in open combat, and merely standing in Anhktepot’s presence may prove fatal.
Caterwaul
The caterwaul is a solitary, feline predator with
short, midnight-blue fur, yellow eyes, and a
long tail. Its lair is usually a cave, the walls of
which bear the scratch marks of the caterwaul’s relentless efforts to hone its claws to a
razor’s edge. While of low intelligence, the caterwaul
moves swiftly to spring upon its unsuspecting
quarry, releasing a keening wail which can do 1–8
points of damage. The caterwaul attacks with two
claws (1–4 points of damage each) and one bite (1–6 points of damage).
Dark Naga
A snake-like creature, the dark naga possesses a
somewhat human face endowed with sharp fangs.
Although it is known to bite and to launch a poisonous tail sting, the most feared ability of the dark
naga is its power to wield magic. A dark naga casts
spells as a 6th-level mage, and as such can prove a
formidable opponent. They are immune to the effects
of all known acids, venoms, and poisons, and
though spells such as hold can prove effective when
used against them, they possess a degree of magical
resistance. Though dark nagas tend to be solitary creatures, they are found together in Har’Akir more than in any other land.
Perhaps this is due to the influence of the evil god Set.
Desert Troll
Trolls are horrid, evil carnivores, and most creatures avoid them since
trolls know no fear and attack unceasingly when hungry. They walk
upright but hunched forward with sagging shoulders. Desert trolls are
tougher and more tenacious than their more
common counterparts.
They regenerate most types
of wounds, though ordinary water is capable of
inflicting terrible damage
upon a desert troll. In
combat, desert trolls use
their claws and occasionally inflict a vicious bite.
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Desert Zombie
Desert zombies are animated corpses controlled by
their creator, the evil mummy Senmet. Dried-out
human corpses, desert zombies march along in the
tatters of whatever clothing they last wore in life, wielding
whatever weapon last filled their hand when Senmet
took away their wills. In combat, these zombies do 1–8
points of damage, regardless of the type of weapon used. Like most
undead, desert zombies prove immune to death and ordinary hold spells.
Senmet directs the activities of all desert zombies. He can see and hear
through them and uses them to further his own plans in Har’Akir.
Doom Guard
Created by a series of arcane enchantments, doom
guards begin their unnatural existence as nothing
more than suits of armor. Once animated, they
become guards, serving as treasure protectors or as
temple guards to powerful mages. They are straightforward opponents. With a sword, axe, or similar
weapon, they attack anything entering their area of
responsibility. Their weapons inflict 1–8 points of
damage, or, in rare cases, up to 10 points of damage.
Any spell depending upon a biological function is useless
against a doom guard, although a lightning boltspell can be effective.
When defeated, doom guards explode, causing 2–12 points of damage.
Dust Devil
The dust devil of Har’Akir is not to be confused with
the minor air elemental of the same name. When
feeding, the dust devil appears as a large, swirling
mass of air and sand, upon which rests a sharply
angled head whose slanting, crimson eyes are
meant to instill fear and hesitation in its foes.
When angry, the dust devil lashes out with a con-
centrated blast of air, inflicting 2–16 points of
damage. With so much debris swirling about the form
of the dust devil, its attack has been known to cause
blindness, further hampering its victims’ attempts at
defense. The bite of a dust devil does from 1–8 points of damage. Only
+2 weapons or better prove effective against this creature of the desert.
Fire Beetle
The smallest of the giant beetles, fire beetles are nevertheless
capable of delivering serious damage with their powerful
mandibles. They are found both above and below ground, and
are primarily nocturnal. As with all giant beetles, these creatures are basically unintelligent and always hungry. Despite its name, the fire beetle
has no fire attacks, relying instead on its huge mandibles to inflict up to
three times the damage of a dagger in a single attack. Fire beetles have
two special glands above their eyes and one near the back of their
abdomens. These glands produce a luminous red glow, often used by
inventive explorers as an economical light source.
Fire Toad
These large, red toads are about four feet long and covered
with rough, purple warts. Fire toads shun water, preferring
drier surroundings. They take their name from the ability to
exhale small fireballs, the only known form of attack used by fire toads. A
single fireball can travel up to 30 feet and do 2–16 points of damage.
Cold-based spells inflict an additional point of damage against fire toads,
and throwing water at one of these creatures causes it to retreat. Fire
toads possess a limited resistance to fire-based spells.
Floating Death Head
The floating death head is thought to be the undead
remains of those beheaded in tragic accidents or devious
ceremonies. In Har’Akir, these creatures seem to have
been clerics of the local deities and still wear their ceremonial headdress. They now float about in search of the
means to wreak havoc and pain upon those who still
possess mortal souls. In combat, the floating death head attacks with
either a lightning bolt or a fireball attack, each inflicting from 6–36 points
of damage. They are immune to poisons as well as hold or cold-based
spell attacks. As the undead spirits of individuals who suffered horribly,
floating death heads roam the desert around the ruins, temples, and
crypts where they would have resided in life.
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Giant Vulture
Vultures are scavengers that search for injured or
dead creatures to feed upon. Giant vultures
measure 3–5 feet, about twice the size of their ordi-
nary cousins. Greasy, blue-black feathers cover the
torso and wings, while their pink heads are bald.
Generally seen as cowards, giant vultures attack after their
injured prey has stopped moving. When a number of giant vul-
tures are present, they may attack what they perceive to be a
weakened target, doing 1–4 points of damage per attack. In some cases,
giant vultures have been known to be domesticated. Trained giant vultures
always seek out a particular kind of prey (i.e., humanoids).
Grave Elemental
The grave elemental is a variant earth elemen-
tal that is drawn from the soil of a graveyard
or similar resting place of the dead. It appears
as a towering, man-shaped mass of earth with
bones and the shattered remains of coffins
protruding from it. The grave elemental moves
effortlessly through earth and stone, often
lurking beneath the ground while awaiting the
approach of its prey. Its preferred attack is a
massive blow from its mighty fists. The damage done by such a blow
depends upon the size of the grave elemental, but may vary from a
minimum of 4–32 points of damage to a maximum crushing blow of 4–48
points of damage. The attacks of a grave elemental prove slightly less effective when launched against airborne opponents.
Hierophant
The Hierophant was once a Great Cleric of Ra, a sworn enemy
to the pharaoh Anhktepot in the days when the pharaoh
pursued his quests for power and the secret to immortality.
Nevertheless, the Hierophant should not be seen as standing on
the side of good. Whatever his original reason for turning against
Anhktepot, the Hierophant shares a similar fate with the Lord of
Har’Akir, for now both exist as greater mummies. In his single-
minded devotion to the destruction of Anhktepot, the
Hierophant wastes no time in dealing with mortals. In combat, he can
prove an adversary almost as terrible as Anhktepot himself. The strike of
the Hierophant causes 3–18 points of damage per blow and he radiates
an aura of fear, causing all those who see him to quake in fear. He is also
capable of launching magical attacks.
Manscorpion
These horrors are part human and part scorpion. A manscorpion has a dark-skinned human torso, its abdomen protected
by bony plates, while its ribs and backbones protrude from
the body. Curiously, the human face of a manscorpion
appears handsome and noble, with only its glowing red
eyes to betray the creature’s evil nature. Most manscorpions have low to average intelligence, though the
leaders among them are capable of spellcasting. In close
combat, they attack with melee weapons and the strike of their tails.
Anyone struck directly by the tail’s spur begins to suffer weakness and die.
As a rule, manscorpions live under the desert sands in burrows connected
by tunnels.
Hieracosphinx
Belligerent mutations, their origins unknown, hieracosphinxes are the only evil members of their
breed. Unlike ordinary sphinxes, hieracosphinxes
possess the body of a lion along with the wings
and head of a hawk. Always male, hieracosphinxes
speak both common and the languages of other
sphinxes. Tenacious and evil, they are known for
their vicious natures. In combat, their paws and
sharp beaks prove deadly. Hieracosphinxes live in
hilly regions, dwelling in caves overlooking nearby
desert stretches. They delight in acts of evil, and sometimes gather into
small bands in order to further some evil plan.
Mimic
Mimics are magically created creatures with a hard rock-
like outer shell that protects their soft inner organs. The
most important thing to remember about a mimic,
however, is that it can change both its form and pigmentation, taking on the appearance of an ordinary object.
They usually appear in the form of treasure chests, a
certain lure for unsuspecting adventurers. Mimics easily
surprise their victims, lashing out with a pseudopod that inflicts 3–12
points of damage. Living underground in order to avoid sunlight, mimics
occasionally set their traps by appearing in groups. When one “trapped”
chest lashes out with a pseudopod, revealing its mimic nature, several
other chests in the vicinity may suddenly spring to life and aid in the
attack. A natural glue exuded by the mimic’s pseudopod may hold a character in his or her place for a time, making the character vulnerable to
continued attacks.
84
85
Minotaur
Minotaurs can be either cursed humans or the offspring of minotaurs and humans. They usually dwell
in underground labyrinths, for in these surroundings
they gain an advantage over their prey. With the
head of a bull and the body of a human male, these
creatures grow to over seven feet in height and are
formidable opponents in physical combat.
Minotaurs fearlessly attack any creature, and gain
+2 to the normal damage inflicted by their weapons (usually an axe or
flail). Maze-like dungeons do not confuse them, and their carnivorous
habits often the earn them the title of “man-eater.”
Pyre Elemental
The wild and dancing pyre elemental is drawn
from the flames of a funeral pyre or other large,
ritual burning. It appears as a slender column of
intense flame with tendrils of fire licking away
from it like the waving arms of a dancer. A pyre
elemental attacks those it encounters with
unmatched savagery, taking delight in the
destruction and death it inflicts. Anyone struck by
one of its lashing streams of fire suffers 3–24
points of damage. Pyre elementals can be harmed
only by +2 or better magical weapons.
Senmet
Senmet is a “child of Anhktepot,” and as such is a greater
mummy whose alignment is lawful evil. It was Anhktepot’s evil
touch that took away Senmet’s life and animated his undead
form. Looking like a normal mummy, Senmet is covered in
funeral wraps and staggers as he walks. Where some of the
wraps are missing, his emaciated, dried-brown flesh shows
through. Senmet can only be harmed by magic and magical
weapons. In legends it is said that Senmet once schemed
against Anhktepot and allied himself with Isu Rhekotep, a powerful
priestess of Set. He was thought to be destroyed when his schemes failed
to destroy Anhktepot.
Serpent of Set
The serpent of Set is a long, flying reptile with
a poisonous bite. It is claimed that these winged
beasts are actually what has become of those foolish
enough to oppose Set. Legend has it that Set’s touch can
change the alignment of any being to that of lawful evil.
In the process it transforms the victim’s bodies into the
shape of a serpent (or, alternately, a crocodile or scorpion).
These evil creatures are usually found around the temples and ruins where
the clerics of Set conduct their worship. Serpents of Set have no true
society, but often appear in small bands, as though drawn together by the
power of the fate which has overcome them.
Sand Mephit
Sand mephits, minions of
the powers of the lower planes,
are sent to the prime material plane
to wreak havoc and destruction. In
melee combat, sand mephits
attack with clawed hands, inflicting 1–3 points of damage each.
They also utilize a breath weapon which can be
employed three times per day. This blast of
searing heat delivers 1–10 points of damage. Sand mephits possess a
limited immunity to heat-based spells and magical fire. Though they
have a very short life span, sand mephits spend what time they have
causing as much mishap and mayhem as possible.
Shadow
Shadows are insubstantial, undead creatures that
drain strength from their victims with their chill touch.
Nearly undetectable in all but the brightest of sur-
roundings, shadows travel in loosely organized
packs which roam ancient ruins, graveyards, and
dungeons. They often appear as nothing more than
their name would suggest, a shadow banished to the
corners of some decaying ruin. The chill touchof a
shadow inflicts 2–5 points of damage to its victim
and drains one point of Strength. Shadows are
immune to normal hold spells and are unaffected by cold-
based attacks. They can be turnedby clerics. Shadows do not
hoard treasure, but tend to roam aimlessly in search of the living beings
on which they feed.
86
87
Spitting Snake
Spitting snakes are long, slender reptiles that can be found anywhere in
the world, even in the extremes of both arctic and desert conditions. It is
therefore not surprising that a variety of snake can be found
inhabiting the desert sands of Har’Akir. Spitting snakes are
capable of both biting their target and shooting poisonous
spittle at a single target within 30 feet. The spitting snake’s
biting attack does 1–3 points of damage. Their venom is similar to that of
non-spitting snakes, delivering damage which may range from slight, to
incapacitation and death within a few rounds.
Stone Golem
The stone golem is over nine feet tall and weighs more
than 2,000 pounds. Its body is of roughly chiseled
stone, though always fashioned in humanoid form.
The appearance of the stone golem is often stylized
to suit the taste of its creator, so that its body may be
chiseled to resemble a certain type of armor, or its
head crafted to resemble a certain helmet or head-
dress. A stone golem is always weaponless and
never wears clothing. In combat, stone golems
prove immune to any weapon, except those of +3
or better enchantment. Once every other round, the stone golem can cast
a slow spell upon any opponent within ten feet of it. This creature is an
automaton, artificially created and under the direct control of its creator.
Stone golems are frequently used to guard valuable items or places, and
they are capable of unleashing a cloudkillattack against their opponents.
Intelligence represents a character’s
memory, reasoning, and learning
abilities. It dictates spell level (the
highest level of spells cast by a mage
at his or her intelligence level) and
the number of spells per level.
This Wisdom table lists the bonus
spells received for high Wisdom
values. Bonus spells are cumulative,
so a cleric with a Wisdom of 15 is
entitled to two 1st-level bonus spells
and one 2nd-level bonus spell.
Weapons are divided into three
classes: melee, thrown, and fired.
Melee weapons are used only in
close combat, while thrown and fired
weapons are used at a range.
Characters in the front rank can use
melee and ranged weapons.
Characters in the rear ranks can only
use ranged weapons. Note the
“Classes” section starting on page 40
that limits some character classes to
certain weapons. The Weapons table
lists the weapons with their range of
hit point damage versus small,
medium, and large-sized creatures.
The damage done by a melee
weapon is adjusted by the attacking
character’s Strength and any magical
bonus the weapon may have.
WEAPONS TABLE
DAMAGE VS. DAMAGE VS.
SMALL & MEDIUMLARGE
Thrown Weapons:
Axe of Hurling +12–122–8
Dagger of Throwing +21–41–3
Javelin of Lightning +21–61–6
Rock1–21–2
Spear1–61–8
Throwing Knife1–31–2
DAMAGE VS. DAMAGE VS.
SMALL & MEDIUMLARGE
Melee Weapons:
Battle Axe1–81–8
Broadsword2–82–7
Dagger1–41–3
Egyptian Battle Axe1–81–8
Gypsy Dagger +32–52–5
Halberd1–102–12
Khopesh Sword2–81–6
Long Sword1–81–12
Mace2–71–6
Pick Axe1–41–6
Quarterstaff1–61–6
Scimitar1–81–8
Scimitar of Speed +21–81–8
Short Sword1–61–8
Short Sword of Quickness +2 1–61–8
Sword of Wounding +11–81–12
Two-handed Sword*1–103–18
Warhammer2–51–4
Ranged Weapons:
Bow & Arrows1–61–6
Sling (Damage is for sling stone)1–41–4
Sling of Seeking +2 (Damage is for sling bullet)
* These two-handed weapons must be used from the primary
hand. Note that items in the other hand are unavailable.
2–52–7
Armor
Armor provides your character with
a base Armor Class. The lower a
character’s Armor Class, the harder
it is for an attack to hit him or her.
Armor Class is based on the character’s armor and his Dexterity bonus.
Some magic items also help a character’s Armor Class. Note in the
“Classes” section, starting on page
40, that some character classes are
limited to certain types of armor.
The Armor table lists the types of
armor and the base Armor Class
they provide a character.
Boots, helmets, and non-magical
bracelets may look like armor, but
they do not modify a character’s
Armor Class. They can safely be left
as weights on pressure plates.
Magical bracelets, however, can
modify a character’s Armor Class.
* A shield subtracts 1 AC from any armor it is used with.
Encumbrance
Encumbrance is a measure of whether or not characters are “loaded down”
with so much treasure and equipment that they cannot properly defend
themselves. Following is the character encumbrance table:
Hold Person (Cleric)
Hold Person (Mage)
Hold Undead
Ice Knife
Ice Storm
Improved Identify
Invisibility, 10’ Radius
Invisibility to Undead
Jump (Wemic)
Jump (Mage)
Knock
Lay on Hands (Paladin)
Michael Nicholson,
Eric Rainer Rice, Frank Schurter
3D Artists Greg Cunningham,
Jason Johnson
MusicJames C. McMenamy
Sound Effects,
Voice ProductionAnthony Mollick
STRATEGIC SIMULATIONS , I NC.
Producer Tom Wahl
Associate Producer Rick White
Documentation Manager Eileen Matsumi
Rule Book EditorsJonathan Kromrey,
Mark Whisler
Product Test Manager Glen Cureton
Lead TesterKelly Calabro
Product Testers John Cloud, Jeff Peña,
Stephen Byrum, Doug Peters
Graphic Design and DTP L
OUISSAEKOWDESIGN
David Boudreau, Leedara Zola
:
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
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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
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The enclosed software program and this rule book are copyrighted. All rights are reserved. This rule book may not be copied,
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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).
ADVANCED DUNGEONS & DRAGONS, AD&D, RAVENLOFT 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.
1995 TSR, Inc. 1995 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. Due to the complex nature of our simulations, however, 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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