ENCAMP This command is used in several menus to take time off and try to rebuild characters and the party. It is used to handle day-to-day functions such as saving the game, resting to heal, or memorize spells (described under Magic Menu), and changing game items such as game speed or party order. Encamp Menu ENCAMP:SAVE VIEW MAGIC REST ALTER EXIT SAVE: This command saves the characters and game as they are. Check the Quick Reference Card for any system specific details of how to save your game. VIEW: This displays the View Menu, as described under Viewing a Character. In camp, this does not display the Sell Item or ID commands. MAGIC: Magic is a very important part of Pool Of Radiance, and is described later under its own heading. Magical Spells can only be memorized while the party is in camp. REST: One of the most important aspects of the Encamp Menu is the chance to rest. Characters catch their normal sleep without having to go to camp. However, to memorize spells or heal naturally, specific rest time is necessary. For every 24 uninterrupted hours of resting in camp, every wounded character regains one hit point above and beyond any recovery gained from healing magics. The initial resting time is established by anyone who is memorizing spells. The screen will show the days, hours, and minutes necessary for the spell-using members of the party to memorize (or pray for) the spells they want to memorize. Memorizing any spells at all takes a minimum of four hours. Third level spells take a minimum of six hours. See the Magic Menu for further description of memorizing spells. Rest can be interrupted by any random encounter. Only take long rests in safe places, such as inns, hideouts, or secure buildings. Rest Menu: REST INCREASE DECREASE EXIT REST Once you have determined the full time you want the party to rest, this command starts them Resting. INCREASE This command adds to the time that the party will stay in camp, usually for resting to regain lost hit points. Every 24 uninterrupted hours in camp restores 1 HP to every injured member of the group. DECREASE This command decreases the time to be spent in camp. This may mean that characters do not memorize all the spells they want or that characters may not recover all their hit points, but sometimes time constraints are part of the adventure, and the party cannot spend all the time it wants resting. ALTER: This command is used to change the basic makeup of both the party and the characters who are part of it. You are given the following menu: Alter Menu: ALTER: ORDER DROP SPEED ICON PICS EXIT ORDER This command allows you to reorganize your characters for combat. You can place characters in the first or second rank. The first four characters are in the first rank, where they will meet enemies hand-to-hand, the rest are in the second rank, where they can use spells and missile weapons. The computer asks who takes position number 1, etc. and reforms the group, with position #1 on top, when all the choices are made. Position of NPCs can be changed with this command. DROP This command allows you to permanently drop a character or NPC from the party. Once dropped, the character is gone from the party and his current version will not be saved if you then use the Save command to save the game. SPEED This command controls the speed of messages presented on the screen. If you are having trouble reading messages before they disappear, use the Slower command. If messages seem to take forever to get off the screen, use the Faster command. Note that once you have used this command, it affects all subsequent messages, and you may have to re-use the command if later messages are too fast or too slow. Speed Menu: SPEED: SLOWER FASTER EXIT ICON When a character is created, he is given a combat icon. When the party is in Combat, each party member's icon designates his position and general facing on the screen. The Icon command is used to change the character's icon. You can customize this icon to represent the character's favorite weapons, armor, and colors. You may want to do this when the character picks up a new weapon. Icon Menu: ICON: PARTS COLOR SIZE EXIT Parts: You can alter the weapon (which controls the rest of the body shape) or the head of the icon. You are shown both the Ready Icon character and the character's Action Icon (which shows the character attacking). When you are done choosing the weapon and head, you can reject the new form or accept it. The screen shows you and the new and old versions of the Ready and Action Icons. Parts Menu: PARTS: WEAPON HEAD EXIT Color. You use Color to alter the color of virtually every part of the Icon, as shown on the screen. Some of the areas you can alter on the Icons do not correspond to the terms given in the menu. For instance, changing the shield color for a character with a bow or crossbow actually changes the color of the arrows or quarrels. Play with the Icons commands until you get a feel for how these variables work. Color Menu: WEAPON BODY CAP HAIR SHIELD ARM LEG EXIT Size. Large size Icons are usually used for humans, elves, and half-elves. Small size Icons are usually used for dwarves, gnomes, and halflings. Size Menu: SIZE: LARGE/SMALL EXIT Exit. When you are done, use this command. The computer will ask you to confirm any changes to your icons. Make your choice and the computer returns to the Alter Menu. PICS This command governs when character and encounter pictures will be displayed. Pics Menu: PICS: CHARACTERS ON/OFF MONSTERS ON/OFF EXIT Characters On/Off. This command governs the portraits displayed with the character statistics when you use the View command. Characters On shows the pictures when you view a character; Characters Off hides the pictures. Having the characters hidden slightly speeds up the game since the computer does not have to take the time to load or draw the portrait each time. Monsters On/Off. This command governs the pictures that appear during encounters. Monsters On shows the animated picture when the monsters get to the closest range in an encounter; Monsters Off hides the animated pictures. ENCOUNTERS When a party comes across NPCs of any kind, there is an encounter. The computer provides a quick glimpse of who the party has encountered, then asks what you want to do. The computer determines whether both parties see each other, the NPCs surprise the party, or the party surprises the NPCs. If the party surprised the NPCs, the party can attack immediately, getting a free round to attack in which the NPCs cannot retaliate. This opportunity must be taken at once or surprised is lost. If hostile NPCs surprise the party, the NPCs can attack immediately and get a series of attacks in without retaliation by the party. If the NPCs do not surprise the party, the computer offers these commands. Encounter Menu: ENCOUNTER: COMBAT WAIT FLEE ADVANCE/PARLAY COMBAT: The party attacks the NPC's. Who goes first is decided on the basis of initiative, which is explained in the Combat section. WAIT: This command allows the NPCs to decide what to do. They may wait, combat, flee, advance (if more than a square away) or parlay (if in the same square). FLEE: If you see NPCs you think your party cannot fight successfully, use this command to run away. If successful, you may flee wildly, risking getting lost. If unsuccessful (because the NPCs can move faster than you do) you go to combat. ADVANCE: If the NPCs are far away use this command to approach them. Once the NPCs are adjacent to the party the Advance command will be replaced with the Parlay command. PARLAY: Use this command to speak with NPCs that are adjacent to the party. Choose a character to speak for the party. Pick the character who you think will make the best impression on the NPCs. Then, choose one of five possible attitudes for dealing with the NPCs. Parlay Menu: PARLAY: HAUGHTY SLY MEEK NICE ABUSIVE HAUGHTY You try to demonstrate your superiority to the inferior creatures you are dealing with. Some encounters only respect an air of superiority and are impressed enough to cooperate; this is also a good way to make them resentful and attack. SLY You try to get information out of the NPCs without them realizing you are doing so. Some NPCs will realize you are trying to get something out of them and will become hostile. MEEK You are mild and unassuming in hopes that the NPCs will think you are not worth attacking. Of course, some NPCs attack meek opponents, because they are easy pickings. NICE You try to be friendly in hopes the NPCs are friendly to you. Some NPCs do not choose to be friendly to anyone. ABUSIVE You try to browbeat information out of the NPCs. It is best not to do this unless you have the power to back up your threat. The computer assumes you are as effective as possible in the attitude you call for. COMBAT In many adventures the party will have to fight to defeat the enemy. In combat the computer determines which characters (both player characters and NPCs) have initiative (i.e., which goes first) and depicts that person and his nearby compatriots. If the character is a PC then the player will control his actions. If the character is an NPC, or a PC under computer control using the Quick command, the computer determines his actions. HITTING THE TARGET: The ability of an attacker to hit a target with a melee weapon (such as a sword, spear, or fist) or a missile weapon (such as a bow or crossbow) depends on the chance the attacker has of hitting the Armor Class of the target. This is represented by a number called the THAC0. The lower the THAC0 the better the chance to hit. A target's defense is his Armor Class, or AC. This is influenced by the armor worn, plus the dexterity of the target and any benefit various magic spells may have. (Magic has another method of hitting a target; see the Magic rules). The lower the Armor Class number, the better the armor. The number needed for an attacker to hit a target is the attacker's THAC0 minus the target's Armor Class. The attacker hits if a random number from 1-20 is greater than or equal to this number. Thus, a person with a THAC0 of 18 needs a 14 or more to go hit Armor Class 4. Armor classes can go into negative numbers, so the same character trying to hit Armor Class -1 would need to get a 19 or better. In a combat, the first and second attackers strike at the defender's front. The third attacker strikes at the defender's rear, unless all the attackers are adjacent. The fourth and any additional attackers strike at the defender's rear. The defender's AC is substantially reduced against rear attacks. A thief forms the only exception to the automatic facing rules. If the thief attacks from exactly opposite the first attacker, he can backstab. A backstab has a better chance of hitting the defender, and does additional damage when it does hit. USING MISSILE WEAPONS: A character may not use a missile weapon if he has an opponent next to him. If he has no opponent next to him, he can fire a missile at anyone in his line of sight. The Next and Prev commands will only aim at targets in the attacker's line of sight. BEGINNING COMBAT: Each character can be controlled manually or by the computer. At the beginning of combat each character is controlled the same as he was in the previous combat. Any character under manual control may be turned over to the computer using the Quick command. All characters may also be simultaneously switched to manual control or computer control. Check your Quick Reference Card for the commands used on your system. EXECUTING COMBAT: When a combat begins, the screen shows the area around the character with the highest initiative. The entire party may not be on the screen at the same time, and one can rarely see all of the monsters at one time. The computer indicates the active character and lists his name, current condition, armor class, and current ready weapon. Characters and NPCs move according to each character's dexterity and a random number generated by the computer. This is called an Initiative Number and changes with every combat round. Usually higher dexterity characters move before lower dexterity characters. You may use the following commands to handle your side of the battle. If a character cannot use a command (such as Turn for a non-cleric or Cast for a fighter or thief) it does not appear. The Combat Menu: MOVE VIEW AIM USE CAST TURN QUICK DONE MOVE This is used to move a character and to attack. You attack by moving the character into an enemy's square. You can even attack party members, but the computer gives you a chance to abort such an attack. If you disengage an enemy, he gets a free attack at your back, as do others you move by. Some characters may have multiple attacks in one turn. Bows get two attacks per turn. High level fighters get two attacks every other turn. All of a character's attacks are taken against his first target. If the first target goes down with the first attack, you may aim the remaining attack at another enemy. Fighters may make a special form of multiple attacks called a sweep. A sweep may attack several weak targets with a single blow each. Refer to your Quick Start Card to find out how to move the character with your particular computer. The number of spaces a character can move is reduced by the weight carried. A character weighted down with coins or extra armor and weapons cannot move as fast as he could without the items. Bulky armor can also reduce movement. A character who is faster than any enemy can run away from the fight, eventually running from the battlefield. A character who is as fast as the fastest monster, only has a 50% chance of getting away (otherwise he must remain until the end of the fight). A character who is slower than any enemy cannot run off the edge of the fighting area. A character who has run away is no longer part of the fight. He returns after the fight is over. VIEW This is essentially the same command used any time you wish to see a character. Using this, you can ready appropriate weapons to meet the fight in progress. Some options, such as Trade, are not available in the middle of combat. The Use command shows up under items to allow you to use an item, such as a wand, in combat. AIM This command is used to aim an attack using the following options. Aim Menu: AIM:NEXT PREV MANUAL TARGET EXIT Next. Use this command to look at all possible targets, starting with the one closest then going to the next closest. The computer looks at ALL possible targets, including other party members; don't shoot without looking. (However, the computer confirms your order first, before shooting at a teammate.) Prev (Previous). This is the opposite of the Next command. Use this command to look at the possible targets starting with the one farthest away and working back toward your character. Usually this is a good way to find a good target without working your way through all of your PCs first. Manual. This command lets you aim anywhere on the map. It is especially useful for finding opposing leaders and targeting spells with area effects. Target. If your character has a ready ranged weapon, or an item prepared with the Use command, this command shoots at the target you selected. USE This command allows the character to use any non-weapon item. The command brings up the same screen and menu as the Items command under the View Menu. CAST This is only available to magic-users and clerics when they still have spells available. Using this command brings up the Cast options of the Magic Menu (see that description of the Magic Rules). If hit recently, the character's concentration may be broken and you won't be given the Cast option. TURN Clerics can sometimes destroy undead monsters or turn them away from the party. This has no effect on any other form of monster. See the Appendices for a cleric's minimum level to affect various forms of undead. QUICK This command turns over control of the character to the computer. It is a good way to handle fights against hordes of less powerful opponents. Once you have established computer control for a character, the computer controls him in future fights until you interrupt it. The computer uses ready melee or missile weapons and available spells, switching between them to the most appropriate in the situation. The computer plays a very aggressive game. DONE This command is used when a character has finished his turn. Done Menu: GUARD DELAY QUIT BANDAGE SPEED EXIT Guard. The character can adopt this tactic and simply wait to meet any attacker. This means that he attacks the first foe that moves adjacent to him before the foe attacks him. Delay. This command lets you delay this character's action by reducing his initiative number by 1. If he is the only one to be at the next lowest number, it is his action again. He can continue to delay his actions until all others have had their action for that round and then he must take an action or lose it. Quit. You can signify you are finished with this character by using this Command. Bandage. This command only appears if a member of the party is dying. The character for whom the command appears can use this command to bandage the party member and keep him from dying. Speed. This command is described under the Alter command of the Encamp Menu. IF THE PARTY FLEES: As long as any party member survives to the very end of the combat, the bodies of unconscious or dead party members are assumed to be with the party. If the party flees from combat all unconscious and dead party members are permanently lost. IF THE PARTY DIES: If ALL the party members are slain you will have to go back to your last Saved Game and try again from that point. AFTER COMBAT: When combat is over, the screen will show some congratulatory message, then present a menu of commands. If a command does not apply to this after-combat situation, it will not appear. Treasure Menu: VIEW TAKE POOL SHARE DETECT EXIT VIEW See Inspect a Character. At this time you can use the Drop commands in both the Items menu and in the Character Screen menu. TAKE This command is used to pick up treasure. Take Menu: TAKE: ITEMS MONEY EXIT Items. Use this command to produce a list of items carried by the monsters you have overcome. If more than one had a missile weapon, all of their remaining missiles are lumped into one line (if there are more than 100, 99 are on one line, and the rest on another line). Frequently, the weapons and armor used by monsters are substandard and not worth picking up as treasure, so they are not listed. If one character tries to pick up too many items, the computer will say he is overloaded and will not allow the acquisition. Money. The computer displays each type of coin available and how many of each coin there are. You indicate how many of the coins the active character takes. One character can take all of the coins if he has the strength to do so, or you can allow each character to take a share. If you try to pick up more than the character can carry, the screen displays a message saying, "The character is overloaded," and will not let any more coins be put on the character. Remember, carrying lots of coinage slows a character down in combat. POOL This command makes all the party members drop all of their money into one pool of money. It becomes part of the treasure and the party members can use the Take Menu to reapportion their funds. SHARE This command picks up all the money in the treasure, divides it into shares, and distributes it among the characters. DETECT This command casts a detect magic from the current active character. EXIT This command lets you leave the scene of the battle. If there are still items that can be picked up, the machine will remind you that there is still treasure left. You can go back to the Treasure Menu or leave the treasure and go to the Adventure Menu. MAGIC Magic is integral to Pool Of Radiance. Both magic-users and clerics can use magical spells. HOW MAGIC WORKS: A spell can exist in one of three forms: In Memory, In Spell Book, and On a Scroll. IN MEMORY A magic-user or cleric who has a spell in Memory is said to have memorized the spell. He can cast the spell as shown in the Cast command description. IN SPELL BOOK Magic-users write their spells into a Spell Book. They can only write those spells into the book of which they have the ability to cast. The books are compendiums of spells among which they choose the ones they want to memorize. Clerics do not keep a spell book, they simply pray each day to get their spells. ON A SCROLL A spell written on an enchanted scroll can be read by a cleric or magic-user, depending on the kind of spells on the scroll. A magic-user must cast the spell read magic to understand the spells a scroll contains. Once he has done that, he can read the spell aloud at any time to cast it. A cleric does not need a read magic spell to read a clerical spell on a scroll, but only a cleric can read the spell. Once any kind of spell has been cast or scribed from a scroll, the spell disappears. A magic-user may scribe the scroll spell into his spell books for future memorization. This erases the spell from the scroll. Spellcasters can get a list of their memorized spells from the Cast option of the Magic Menu or from the Spells option of the View Menu. They can get a list of their spells on scrolls from the Scribe option of the Magic Menu. If all you want is a list of available spells, be sure to exit before you actually cast or scribe the spell. The Magic Menu: CAST MEMORIZE SCRIBE DISPLAY REST EXIT Cast. Use these commands to cast spells. In combat the spellcaster is the current character. In camp the spellcaster is the current active character. Cast Menu: CAST NEXT PREV EXIT The Cast Menu appears in both the Magic Menu, and the Combat Menu. It shows all the spells available to the active character. Find the page with the spell you want to cast. Select the Cast command. Then select the spell to cast it. If necessary, indicate the target of the spell. If you do not find the spell you want, you can Exit. In combat, the character can take another option. Otherwise the character returns to the Magic Menu. Once cast, a spell is gone and until it is memorized again. Memorize. For a character to learn a spell, use this command, which only appears in the Encamp Menu. The computer displays a page from the active character's spell book (or a list of possible clerical spells) and you are offered the following commands. Remember that if a magic-user or cleric has the ability to learn more than one spell at a level, he can learn the same spell more than once. Memorize Menu: MEMORIZE NEXT PREV EXIT Find the page with the spell you want to memorize. Select the memorize command. Then select the spell to memorize it. The 'pages' here are the pages of the magic spell book, rather than just the list of already memorized spells. Picking a spell to memorize does not mean that the spell is memorized. Learning a spell takes 15 minutes (game time) per level of spell, plus a period of relaxation before starting to memorize one or more spells. See the Rest command in the Magic Menu. Only one spell may be learned at a time, though the spellcaster need only relax once before learning several spells. The learning time must be uninterrupted. You have to go to the Rest command and spend the time to memorize the spell. If you have only been in camp long enough to memorize some spells, those are learned and the others lost. The spells are memorized in the order you pick them. Example: A magic-user decides to memorize 2 uses of magic missile (a first level spell) and 1 use of Invisibility (a second level spell). This is a total of 1 hour of time for memorization, plus 4 hours relaxation time. If the party is attacked before the first 4 hours are up, no spells are learned. If the party is attacked after 4 hours and 15 minutes in camp, the magic-user has learned 1 magic missile spell. After 4 hours and 30 minutes he has learned both magic missile spells, and after 5 hours he has learned the invisibility spell as well. Once you have picked all the spells for one character, you Exit the menu. The computer displays the spells you have chosen and asks you to confirm the choices. If you confirm the choice, you go back to the Magic Menu and can select spells for the next character who needs to memorize them. If you cancel the choice, all the choices are ignored and you must re-select all the character's spells. Scribe. Use this command to inscribe spells the character finds on a scroll into his spell book. Scribe Menu: SCRIBE NEXT PREV EXIT The computer displays all the spells on scrolls that the magic-user has cast read magic on. Find the page with the spell you wish to scribe. Select the Scribe command. Then select the spell to scribe it from the scroll into your spellbook. If a spell is of too high a level for the character to scribe, the computer tells you so. Scribing the spell erases it from the scroll. Scribing takes the same time as Memorizing a spell, and is unsuccessful if the total time is not taken. Display. Use this command to find out what magic spells are currently working on the party in camp. This serves as a reminder of obvious spells working on the entire party, such as bless or light, and on individual members of the party, such as protection from evil or invisibility. This also reveals subtle curses (though not the nature of the curse) on the party or individuals in the party. Rest. To memorize spells, one must Rest. This takes you to the Rest Menu described in the Encamp Menu description. Spells are not memorized until the character has rested the necessary time. The Exit command in this use of the Rest Menu returns you to the Magic Menu, not the Encamp Menu. SPELLS AVAILABLE A beginning magic-user is given four first-level spells when he leaves his master to adventure on his own. These are shown in the spell book for the magic-user. Each time the magic-user gains a level of experience, he gains one spell, even though the rise in level may give him the ability to learn more than one new spell at a time. To gain further spells, he must find scrolls in treasures and copy spells he is capable of casting into his spell book, using the Scribe command in the Magic Menu. CLERICAL MAGIC Clerical magic is very similar to magic-user magic, but a cleric needs no spell books. All spells possible to his level are always available to a cleric, he need only memorize them. Just what spells are available depend solely on the level of the cleric. Therefore, when a cleric finds scrolls with clerical spells on them, he can simply use them straight off the scroll, since they are not something he needs to Scribe into a spell book. SAVING THROWS Magic is a chancy business. Many spells do not necessarily affect their targets. This is simulated with saving throws. In Pool Of Radiance the saving throw is the chance that the spell has no effect or a lesser effect on the character it is cast on. As a character gains levels, his saving throws improve, and the chance that magic affects him is decreased. The final results of any spell are shown on the computer screen. Magic-users have better saving throws against cast magic or magic from items, clerics have better saving throws against death and poison, and dwarves and halflings have better saving throws versus any form of magic. THE SPELLS: Some spells are quick and can be cast in combat, and some take an extra long time to cast. Those that take extra time can only be cast when using the Magic Menu from the Encamp Menu. TIME AND MAGIC The duration of magic spells is important. A spell's duration is either: instantaneous, as with most damage spells; measured in rounds, as with most other combat spells; measured in turns, as with many detection and protective spells; or permanent. When planning use of spells to use in movement (such as a find traps), remember that one round equals one minute of game time and one turn equals 10 minutes of game time. THE SPELL LIST The spells available for characters in the Pool Of Radiance are: FIRST LEVEL CLERICAL SPELLS Bless. This spell can only be used in camp or combat, and it only affects those characters not in melee. It gives a bonus of one to their THAC0 for six rounds and raises the morale of friendly NCPs by 1. Use it in camp only if you know you are going into combat immediately afterward. Curse. This reversal of bless affects enemies not in melee and modifies their THAC0 and their morale by 1. Usable only in combat and lasts 6 rounds. Cure Light Wounds. This can be used any time. The caster must be next to the target. It heals 1-8 points of damage. Cause Light Wounds. This combat-only spell causes 1-8 points of damage to one adjacent target touched by the caster. Detect Magic. This is similar to detect evil but only lasts 1 turn. It detects the presence of magic in a 1 square by 3 square area, but gives no details on the type of magic. Protection from Evil. This spell can be used in combat or in camp when you expect to go into combat shortly. It adds 2 to the AC of the character against evil attackers. Any saving throws caused by attacks of such monsters are at +2. This spells lasts 3 rounds per level. The caster must touch the target (which can be himself). Protection from Good. This is essentially the same as protection from evil, but it protects against the attacks of good creatures. Resist Cold. This spell protects the recipient against cold, providing absolute protection against cold up to 0 Fahrenheit and an additional saving throw against cold-based attacks. The duration is 1 turn per level of the caster, and the caster must touch the target. SECOND LEVEL CLERICAL SPELLS Find Traps. This must be cast in camp. It makes any traps in the direction the character if facing visible to the character. The spell lasts for 3 turns. Hold Person. This combat only spell holds immobile from 1-3 (cleric's choice) creatures of roughly human shape and size. The duration is 4 rounds plus 1 round per level. Resist Fire. This is identical to resist cold, but it works against heat and heat attacks. Silence 15' Radius. This is a combat spell. It silences any spell casting or discussion in the radius. If cast on a person, the radius follows him around for the duration of the spell unless he makes a saving throw. If cast on an area, the spell affects everything in that area for the duration of 2 rounds per level of the caster. Slow Poison. This spell can be used in camp or combat. It revives a poisoned person for 1 hour per level of the caster. The target of the spell then dies unless a neutralize poison (a high-level spell only used by NPCs) is cast on him. Snake Charm. This spell can be cast in combat only. It influences as many hit points of snakes as the cleric has hit points. The snakes cease all activity for 5-8 rounds. Spiritual Hammer. This is a combat spell which creates a temporary magic item, automatically Readied. It can strike at any range and does normal hammer damage. It strikes monsters that only magical weapons can affect. This lasts for 1 round per level of caster. THIRD LEVEL CLERICAL SPELLS Animate Dead. This spell can be used in combat or camp. It turns a dead human person into a zombie to help the spellcaster. In combat, the zombie fights for the spellcaster, though controlled by the computer. This spell is permanent until the zombie is destroyed. If created to work with the party, a zombie becomes an NPC and there must be room for him in the party (remember, the limit is 8 characters) or he cannot be taken along. Cure Blindness. This touch-only spell is used in combat or camp to cure the blinding effects of the cause blindness spell. Cause Blindness. This touch-only spell can only be used in combat. The victim gets a saving throw. The duration is permanent until negated by cure blindness or dispel magic. Cure Disease. This spell can be used in camp only. It cures the diseases caused by mummies and the cause disease spell. Cause Disease. This is a combat spell with a touch range. There is a saving throw. If a character is afflicted with a disease, over time he loses HP and Strength Points until he is down to 10 percent of his normal values. This disease is cured by a cure disease or dispel magic spell. Dispel Magic. This spell can be used either in combat or camp. In combat, it affects every magic spell and item in an area. In camp it affects every person and item you select. There is a percentage chance of success with this spell depending on the level of the caster and level of the originator of the spell to be dispelled. If successful, the target magic is permanently eradicated. Prayer. This is a combat spell that lowers all THAC0s and saving throws for friendly combatants by 1 and raises them by 1 for all unfriendly combatants. It has a 60 degree radius and lasts 1 round for each level of the character. Remove Curse. This can be used in camp or combat and allows the target to be rid of a curse (as from a curse or bestow curse spell) or put down a cursed object. The range is touch. Bestow Curse. This spell has a duration of 1 turn per level and is used in combat. It has variable effects determined by the computer. FIRST LEVEL MAGIC-USER SPELLS Burning Hands. This touch-range combat spell causes fire damage of 1 point per level of the caster. There is no saving throw. Charm Person. This spell makes a humanoid creature the caster's friend and ally. Any action of the caster will be seen in the most favorable light possible. The target gets a saving throw when the spell is thrown and again days or weeks later, depending on its Intelligence. You can never be sure the effect is permanent. For the moment, the charmed creature can become an NPC (if there is room in the party roster) under the command of the caster. Detect Magic. This spell is the same as the clerical spell; its duration is 2 rounds per level of caster. Enlarge. This spell can be used in camp or combat and lasts for 1 turn per level of the caster. The living target increases in size by 20% per level of the caster. It makes the humanoid target into an ogre or giant in size and strength for combat purposes. A target can only be under the effect of 1 enlarge spell at a time. Unwilling targets get a saving throw against this effect. Reduce. This is the opposite of enlarge, and can be used to negate enlarge. Unwilling targets get a saving throw against its effect. If the saving throw is unsuccessful, the target is reduced in size and loses effective strength and movement. Friends. This combat only spell affects everyone in a sphere that increases with the level of the magic-user. Everyone within that sphere failing a saving throw thinks the caster has 2-8 more points of Charisma. Those who make their saving throw think he has 1-4 less points of Charisma. The effects last 1 round per level of caster. Magic Missile. This is a combat spell that does 2-5 points of damage to the target, no saving throw. For every 2 levels, the magic-user gets 1 missile, so magic-users of the 3rd and 4th levels get 2 missiles, and those of the 5th and 6th levels get 3 missiles. All must be fired at once. Protection from Evil. Like the clerical spell of the same name, but it lasts for 2 rounds per level of caster. Protection from Good. Like the clerical spell of the same name but it lasts for 2 rounds per level of caster. Read Magic. This is only used in camp and allows the user to read any magical (not clerical) writing. It lasts for 2 rounds per level of caster. Once you use this spell to read a scroll you can cast the spells off of the scroll. Shield. This spell is a combat spell that improves the targets armor class and saving throw, and negates the effect of the magic missile. The spell lasts for 5 rounds per level of caster. Shocking Grasp. This combat spell does 1-8, +1 point per level of caster, electrical damage to a target the caster touches. Sleep. This spell puts up to 16 targets to sleep for 5 rounds per level of caster. The least powerful targets are affected first, and the bigger the monster, the fewer of them are affected. Monsters above a certain power are not affected at all. No saving throw. SECOND LEVEL MAGIC-USER SPELLS Detect Invisibility. This can be used in camp or combat and lasts for 5 rounds per level of caster. This has a range of 20 feet per level of caster. Invisibility. This makes the target (touch range) invisible to normal and infravision until he ends the effect or attacks someone. Knock. This spell is used to open locked doors or chests. It can be used in camp or while moving. Mirror Image. This combat spell creates 1-4 illusory duplicates of the magic-user. If a duplicate is attacked, it disappears. The spell lasts 2 rounds per level of caster. Ray of Enfeeblement. This combat spell has a saving throw. If the target does not make the saving throw, he is weakened (he does less damage for 1 round per level of caster). Stinking Cloud. This affects a 2 square by 2 square area. Anyone in the cloud gets a saving throw. If unsuccessful, he is helpless for 2-5 turns. He can move out of the cloud, but he is still helpless. If he makes the saving throw, he is helpless only as long as he is in the cloud and for 1 round afterwards. The cloud lasts 1 round per level of caster. Strength. This spell is only used in camp. It raises the strength of the target by a variable amount depending on the class of the target. The duration is 6 turns per level of caster. THIRD LEVEL MAGIC-USER SPELLS Blink. After casting this spell, the caster can seldom be targeted because he is blinking in and out of the area. The spell lasts for 1 round per level of caster. Dispel Magic. This is just like the clerical spell of the same name. Fireball. This area effect spell does 1-6 points of fire damage per level of caster to each target in the area. A successful saving throw cuts the damage in half. Outdoors, a fireball has a 2 square radius. Indoors, in a constrained area, it has a 3 square radius. Haste. This combat spell affects 1 person per level of caster. Everyone affected moves twice as far and attacks twice with melee and missile weapons, but they do not throw any additional spells per round. It lasts for 3 rounds plus 1 round per level of caster. Hold Person. This is like the clerical spell, but 1-4 people can be affected. The duration is 2 rounds per level of caster. Invisibility, 10' Radius. This is like invisibility but affects everyone within 10 feet of the caster when it is cast. Everyone affected stays invisible, and comes out of it normally, but if the caster ends his invisibility, it ends for everyone. Lightning Bolt. This affects everyone in its path. It does 1-6 damage points per level of caster, a successful saving throw cuts this damage in half. A lightning bolt is 4 or 8 squares long in a line away from the caster. The bolt will rebound off walls to reach its full length. Protection From Evil, 10' Radius. This is just like protection from evil, but it affects everyone within 1 square of the target as long as they stay there. Protection From Good, 10' Radius. This is just like protection from good, but it affects everyone within 1 square of the target as long as they stay there. Protection From Normal Missiles. This keeps the target (touch range) from being harmed by non-magical missiles for 1 turn per level of caster. Slow. This combat spell affects 1 person per level of caster. Unwilling targets get a saving throw. Targets move at 1/2 their normal distance each round, and their number of attacks per round is halved. If they only have 1 attack, then they have 1 attack per every other round. This can be used to negate haste. Its duration is 3 rounds plus 1 round per level of caster. CHARACTER RACE LIMITS ABILITY SCORE: STR STR INT WIS DEX CON CHA RACE Male Female Dwarf min 8 8 3 3 3 12 3 max 18 (99) 17 18 18 17 19 16 Elf min 3 3 8 3 7 6 8 max 18 (75) 16 18 18 19 18 18 Gnome min 6 6 7 3 3 8 3 max 18 (50) 15 18 18 18 18 18 Half-Elf min 3 3 4 3 6 6 3 max 18 (90) 17 18 18 18 18 18 Halfling min 6 6 6 3 8 18 3 max 17 14 18 17 18 19 18 Human min 3 3 3 3 3 3 3 max 18 (00) 18 (50) 18 18 18 18 18 max = maximum number for that ability score, min = minimum number for that ability score, (xx) = maximum percentage for an 18 strength. RACE MAX LEVEL BY CLASS: CLERIC FIGHTER MAGIC USER THIEF Dwarf - 9th - U Elf - 7th 11th U Gnome - 6th - U Half-Elf 5th 8th 8th U Halfling - 6th - U Human U U U U - = cannot be this class U = unlimited level in this class