TEXT: Seven voyages 
  Of Zylarthen 
   
  Rules for Original Style Sword and Sorcery 
  Campaigns Playable with Paper and Pencil 
  and Imagination 
   
  OAKES SPALDING 
   
   
   
  BOOK OF MAGIC 
  VOLUME 3 OF FOUR BOOKLETS 
   
   
  PUBLISHED BY 
  CAMPION & CLITHEROW 
   
  
   
  1 
  SEVEN VOYAGES 
  OF ZYLARTHEN 
   
   
   
  VOLUME 3 
   
  BOOK OF MAGIC 
   
  BY 
  OAKES SPALDING 
   
  AFTER 
  GARY GYGAX AND DAVE ARNESON 
   
   
   
  Illustrations by John Dickson Batten 
   
  ©COPYRIGHT 2014 ! CAMPION & CLITHEROW 
  See Vol. 4 for the text of the Open Game License
  
   
  2 
  INDEX&
  &
  &
  Spells Table  .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   . 3 
  Spell Descriptions   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .  4 
  1st Level   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   . 4 
  2nd Level   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .    6 
  3rd level   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   . 7 
  4th level   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .    10 
  5th Level   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   13 
  6th Level   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .  17 
  Magic Books   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   . 18 
  Magical Research   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   . 19 
  Evil High Priest Spells Table   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   . 20   
  High Priest Spells Table   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .    20 
  Witch Spells Table   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .    21 
  Additional Spell Descriptions   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .    22 
  Maps/Magic Determination   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   . 25 
  Magic Items Tables   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   25 
  Potions   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   . 32 
  Scrolls   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   . 34 
  Swords   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .  35 
  Armor   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .    39 
  Magic Books (As Treasure)   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .    . 39 
  Miscellaneous Weapons   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .  40 
  Rings   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   . 41 
  Rods, Staves and Wands   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   . 42 
  Miscellaneous Magic   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .    47 
  Fabricating Magic Items   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   .   . 62
  
   
  3 
  SPELLS TABLE: 
   
  1st Level 
  2nd Level 
  3rd Level 
  1. 
  Charm Person 
  Arcane Lock 
  Clairvoyance 
  2. 
  Cure Light Wounds 
  Clairaudience 
  Cure Disease 
  3. 
  Detect Evil 
  Continual Light 
  Dispel Magic 
  4. 
  Detect Magic 
  Darkness, 5' Radius 
  Distract 
  5. 
  Hold Portal 
  Detect Invisible 
  Explosive Runes 
  6. 
  Light 
  ESP 
  Fire Ball 
  7. 
  Magic Missile 
  Find Traps 
  Fly 
  8. 
  Protection from Evil 
  Fortify 
  Growth of Plants 
  9. 
  Purify Food & Water 
  Hold Person 
  Haste Spell 
  10. Pyrotechnics 
  Infravision 
  Invisibility, 10' Radius 
  11. Read Languages 
  Invisibility 
  Lightning Bolt 
  12. Read Magic 
  Knock 
  Protection/Evil, 10' r. 
  13. Shield 
  Levitate 
  Protect./Normal Missiles 
  14. Sleep 
  Locate Object 
  Remove Curse 
  15. Snake Charm 
  Magic Mouth 
  Rope Trick 
  16. Speak with Animals 
  Mirror Image 
  Slow Spell 
  17. Strength 
  Phantasmal Forces 
  Speak with Dead 
  18. Ventriloquism 
  Silence, 15' Radius 
  Suggestion 
  19. Web 
  Water Breathing 
  Summon Monsters I 
  20. Cause Light Wounds* 
  Spoil Food & Water* 
  Cause Disease* 
   
  4th Level 
  5th Level 
  6th Level 
  1. 
  Charm Monster 
  Animate Objects 
  Anti-Magic Shell 
  2. 
  Confusion 
  Cloudkill 
  Blade Barrier 
  3. 
  Create Water 
  Conjure Elemental 
  Conjure Animals 
  4. 
  Cure Serious Wounds 
  Contact Higher Plane 
  Control Weather 
  5. 
  Dimension Door 
  Create Food 
  Disintegrate 
  6. 
  Extension I 
  Dispel Evil 
  Extension III 
  7. 
  Fear 
  Extension II 
  Find The Path 
  8. 
  Hallucinatory Terrain 
  Feeblemind 
  Geas 
  9. 
  Ice Storm 
  Growth of Animals 
  Legend Lore 
  10. Invisible Eye 
  Hold Monster 
  Lower Water 
  11. Massmorph 
  Insect Plague 
  Move Earth 
  12. Neutralize Poison 
  Magic Jar 
  Part Water 
  13. Polymorph Others 
  Pass-Wall 
  Projected Image 
  14. Polymorph Self 
  Summon Monsters III 
  Repulsion 
  15. Speak With Plants 
  Telekinesis 
  Speak With Monsters 
  16. Summon Monsters II 
  Teleport 
  Stone to Flesh 
  17. Turn Sticks to Snakes 
  Transmute Rock to Mud 
  Summon Monsters IV 
  18. Wall of Fire 
  Wall of Iron 
  Summon Servant/Stalker 
  19. Wall of Ice 
  Wall of Stone 
  Word of Recall 
  20. Cause Serious Wounds* Animate Dead* 
  Death Spell* 
   
  *  Usable by non-player characters (evil), only. 
  
   
  4 
  SPELL DESCRIPTIONS: 
   
  1st Level: 
   
  Charm Person:  This spell will cause the recipient, if he fails his saving throw vs. mag-
  ic, to regard the caster as a trusted mentor, friend or ally for an indefinite period. After a 
  number of days equal to 19 minus the victim’s intelligence score, a saving throw may 
  be attempted to break the charm. If it fails, then another may be tried in a like number 
  of days, and so on. Alternatively, a Dispel Magic spell will always break the charm. It is 
  important to note that the spell does not enable the caster to control the recipient as an 
  automaton or to successfully order him to perform any actions which obviously contra-
  dict any of his previously and strongly held beliefs, loyalties, moral principles or the like. 
  So, for example, if a witch charms a good prince, she cannot force him to embrace evil 
  or perform what he would regard as evil acts, but she will cause him to believe that she 
  herself is not evil, and thus he might be induced to defend her to the death even 
  against his friends. The spell will work against, humans, demi-humans and humanoids 
  shorter than Ogre-size. Undead are immune. Range: 120’. 
   
  Cure Light Wounds: This spell will restore 2-7 hit points to the target character 
  during the course of a full turn. Alternatively, it may be cast during surgery, giving 
  the patient a +10% bonus to his adversity check. A character may be the recipient 
  of this spell but once per day. Range: touch. 
   
  Detect Evil: This spell will detect evil intentions and thoughts or the presence of 
  an evil object or entity. Duration: 2 turns, Range: 60’. 
   
  Detect Magic: This spell will determine whether an enchantment or charm has 
  been placed on a place, thing or person. It is often used to divine whether a dis-
  covered item is magical. Duration: 2 turns, Range: 10’. 
   
  Hold Portal: This spell will bar a door, gate or similar.  A Dispel Magic or Knock 
  spell, or a creature with strong magical resistance will negate it. Duration: 2-12 
  turns, Range: 60’. 
   
  Light: This spell will create a 30’ diameter globe of light around the caster, a point 
  in space or a mobile or immobile object. The light created will not equal full daylight 
  and thus cannot be used, say, to destroy a Vampire. Duration: 6 turns + 1 turn per 
  level. 
   
  Magic Missile: This spell conjures a magic arrow that will do 2-7 points of damage 
  if it hits. Those of 6th-10th levels may cast three simultaneous missiles. Those of 
  11th or higher levels may cast five simultaneous missiles. Chance to hit is com-
  puted as for a +1 bow, potentially modified by dexterity. Range: 150’. 
   
  Protection from Evil: This spell prevents attacks on the caster from enchanted, 
  summoned or conjured monsters. As well, it subtracts -1 from the attack rolls of all 
  evil creatures and gives the caster +1 to his saving throws against the same. Dura-
  tion: 6 turns. 
   
  Purify Food and Water: This spell makes spoiled or even poisoned quantities of 
  food or water usable again. These will serve up to a dozen people. 
  
   
  5 
  Pyrotechnics: This spell will produce a small-scale fireworks display from an al-
  ready existing fire source—a torch, bonfire or the like—or a temporary 20’ diame-
  ter cloud of smoke from the same. Depending on the context the effect might be 
  delightful, frightening, obscuring, surprising, distracting, etc., but not directly harm-
  ful. Duration: 6 turns, Range: 240’. 
   
  Read Languages: This spell allows the caster to read an otherwise incomprehen-
  sible or indecipherable non-magical language or code. Duration: one or two maps, 
  scrolls or sets of inscriptions, or perhaps 5% of a book. 
   
  Read Magic: This spell allows the caster to initially read and understand the writ-
  ings in a magic book or scroll. In the case of a book, this will enable him to attempt 
  to know the spells contained therein, or in the case of a scroll to use the scroll at a 
  later time. 
   
  Shield: This spell will form a magical barrier around the caster equivalent to armor 
  class 2 vs. missile attacks and armor class 4 vs. melee attacks. Duration: 2 turns. 
   
  Sleep: This spell will put to sleep all of the following within a 30’ area of effect (no 
  saving throw): 2-16 creatures of up to 1+1 hit dice, 2-12 creatures of up to 2+1 hit 
  dice, 1-6 creatures of up to 3+1 hit dice and/or 1 creature of up to 4+1 hit dice. 
  Range: 240’. 
   
  Snake Charm: The caster may hypnotically calm any number of snakes—normal 
  or giant—with maximum collective hit dice equaling the level of the caster. Dura-
  tion: 2-12 turns (as long as the caster maintains rough eye contact), Range: 60’. 
   
  Speak with Animals: This spell allows conversation between the caster and one 
  form of animal. The animal or animals will never attack the caster and a positive 
  reaction may mean that it or they may perform services for him. Duration: 6 turns, 
  Range: 30’. 
   
  Strength: This spell will increase the strength of a willing target by from 2-8 points 
  if he is a Fighting-Man and from 1-4 points if he is a Thief. Magic-Users will obtain 
  no benefit. For each additional 2 points increased over a score of 18, an additional 
  +1 bonus (cumulative with that already granted at 18) will be added to melee dam-
  age rolls. After use, the recipient must sleep for a full day. Duration: up to 8 hours. 
   
  Ventriloquism: The caster may “throw” his voice such as to make it issue from an 
  animal, statue, around a corner, etc. If centered on a creature or object, those pay-
  ing close attention may notice that the “mouth” is not moving. Duration: 2 turns, 
  Range: 60’. 
   
  Web: This spell produces great sticky webs sufficient to cover an area 10’ x 10’ x 
  20’. The strands are quite strong, requiring a determined creature a number of 
  turns equal to 22 minus his strength score to break through. The webs will last for 
  8 hours under normal conditions but are of course flammable. Range: 30’.  
   
  Cause Light Wounds: The mere touch of the caster will inflict 2-7 damage points 
  over the course of one full turn. A standard attack roll may be required to hit, un-
  less the target is unaware, surprised, etc. 
  
   
  6 
  2nd Level: 
   
  Arcane Lock: This spell will bar a door, gate or the like for an indefinite period. A 
  Knock spell will only temporarily negate it. A Magic-User of at least three levels 
  above the caster may ignore such a lock. Range: touch. 
   
  Clairaudience: This spell allows hearing at a distance. It is blocked by more than 
  two feet of stone or by a thin coating of lead. Note that it can be cast through a 
  Crystal Ball. Duration: 12 turns, Range: 60’.  
   
  Continual Light: Similar to a light spell but with these differences: It has an area 
  of effect of a 240’ diameter sphere, may not be cast on a mobile object and lasts 
  permanently unless dispelled or countered with a Darkness spell or similar. Range: 
  120’. 
   
  Darkness, 5’ Radius: This spell causes complete and utter darkness—sufficient 
  even to block the sight of monsters that may normally see in the dark—within an 
  area 10’ x 10’ x 10’. A Light spell will counter it, and vice versa. Duration: 6 turns, 
  Range 120’. 
   
  Detect Invisible Creatures or Objects: This spell will reveal invisible (but not 
  hidden) entities or items. Duration: 6 turns, Range: 10’ per level of the caster. 
   
  ESP: This spell allows the caster to read the thoughts of most creatures (at least 
  those that have thoughts). It will be blocked by more than two feet of stone or by a 
  thin coating of lead. If the caster does not understand the target’s language, the 
  emanations will be quite general. Duration: 12 turns, Range: 60’. 
   
  Find Traps: The spell allows the caster to detect any mechanical or magical trap 
  within 30’. Duration: 2 turns. 
   
  Fortify: This spell will give a bonus of +1 to the morale and attack rolls of all allied 
  creatures within an area 50’ x 50’. Duration: 6 turns.   
   
  Hold Person: This spell will completely immobilize 1-4 persons in the caster’s 
  area of vision at a distance of up to 180’ (saving throw allowed). If the caster 
  chooses to target but one person, the saving throw against the spell will be made 
  at a -2 penalty. Duration: 9 turns. 
   
  Infravision: This will allow a willing recipient to see up to 60’ in pitch darkness. 
  Duration: 1 day. 
   
  Invisibility: This spell may be cast on a willing recipient and lasts until he chooses 
  to break it, or until he attacks or is attacked. Range: 240’. 
   
  Knock: This spell will open all doors, even if locked, secret, magically held, etc. 
  Range: 60’. 
   
  Levitate: This spell may lift the caster at a speed of 60’ per turn up to a total 
  height equal to his level x 20’. The spell does not enable lateral movement per se 
  but the caster may use his hands to pull himself along the ceiling, etc. Duration: 6 
  turns plus the level of the caster. 
  
   
  7 
  Locate Object: The caster will be informed of the direction of a known item or a 
  specific sort of object—a sword, a stairway upward, a doorway, etc. Range: 60’ 
  plus 10’ per level of the caster. The thing sought must be within that range. 
   
  Magic Mouth: This spell will enchant an inanimate mouth such as that of a statue, 
  or will create a temporary magical mouth on a wall, pillar, etc. When triggered, the 
  mouth will utter a one-time message of up to twenty-five words. The caster may 
  designate a necessary condition or set of conditions for the mouth to be triggered, 
  subject to the approval of the referee. For example: “Speak at exactly midnight 
  during the next full moon/when a beautiful woman comes within five paces/when 
  my friend Casimir returns,” etc.  
   
  Mirror Image: This spell will create 1-4 images that will look, move and act in a 
  manner identical with the caster. Any attempted melee attack or successful missile 
  attack against an image will dispel that image. Duration: 6 turns. 
   
  Phantasmal Forces: The caster may create the visual illusion of virtually anything 
  he can imagine in a two-dimensional space with an area of up to 40’ x 30’. The 
  illusion may be maintained indefinitely by concentration but will vanish if touched. 
  Range: 240’. 
   
  Silence, 15’ Radius: This spell may be cast on a stationary point or object, or on 
  the caster and his party to move with them. It will completely suppress all sounds, 
  including the spoken words required to cast spells. The caster may cancel the 
  spell at any time. Duration: 12 turns, Range: 180’. 
   
  Water Breathing: This spell allows the chosen recipient to breathe normally un-
  derwater. Duration: 12 turns, Range: 30’. 
   
  Spoil Food & Water: The reverse of Purify Food & Water. 
   
  3rd Level: 
   
  Clairvoyance: This spell allows seeing at a distance. It will be blocked by more 
  than two feet of stone or by a thin coating of lead. Like Clairaudience it can be cast 
  through a Crystal Ball. Duration: 12 turns, Range: 60’. 
   
  Cure Disease: This spell will cure any form of disease. 
   
  Dispel Magic: This spell can permanently dispel most enchantments, though it 
  affects magic items and the like only temporarily. If the dispeller is of a lower level 
  than the original caster, then the chance of success is expressed as a percentage 
  determined by dividing the level of dispeller by the level of the original caster. Du-
  ration (if cast on a magic item): 1 turn, Range: 120’. 
   
  Distract: This spell inflicts a -1 penalty to the saving throws of all creatures within 
  an area 20’ x 20’. If cast by an Archimagus or a Wizard, the penalty will be -2. Du-
  ration: 2 turns (including the turn in which it was cast). Range 30’. 
   
  Explosive Runes: These may be placed on a book, map or scroll. If anyone other 
  than the caster reads them, they will explode, doing three dice of damage to the 
  
   
  8 
  reader (no saving throw) and destroying the object they were placed upon. A Mag-
  ic-User of at least two levels above the original caster will have a 50% chance of 
  noticing the runes and a 75% chance of succeeding in removing them. They can 
  also, of course be removed by the original caster whenever he desires. 
   
  Fire Ball: A hurled fire ball will tend to explode in a 40’ diameter sphere, doing as 
  many dice of damage to those inside as the level of the caster (a successful sav-
  ing throw indicates half damage). The caster should always be aware that the blast 
  naturally shapes itself to the area concerned in order to affect a similar volume of 
  space. Range: 240’. 
   
  Fly: This spell allows the caster to fly through the air at a move rate of 12. Dura-
  tion: 1-6 turns plus 1 turn per level of the caster. 
   
  Growth of Plants: This spell will cause an area of normal brush or woods with an 
  area of up to 30’ x 30’ to become overgrown and virtually impassable. Duration: 
  until dispelled, Range: 120’. 
   
  Haste: This spell will enable up to 24 creatures in a 60’ x 120’ rectangle to move at 
  twice their usual rate and attack/defend at +2. A Haste spell may counter a Slow 
  spell and vice versa. Duration: 3 turns, Range: 240’. 
   
  Invisibility, 10’ Radius: This spell may be cast on a multiple group of persons and 
  will last for each until he chooses to break it, or until he attacks or is attacked. 
  Range: 240’. 
   
  Lightning Bolt: A lightning bolt will affect all creatures in a line 60’ x 8’, doing as 
  many dice of damage as the caster’s level (a successful saving throw indicates 
  half damage). If there isn’t space to allow a full 60’ extension, the bolt will double 
  back. Range: 240’. 
   
  Protection from Evil, 10’ Radius: This spell will prevent attacks from enchanted, 
  summoned or conjured monsters on those within a circle centered on the caster. 
  As well, it subtracts -1 from the attack rolls of all evil creatures and gives those 
  protected +1 to their saving throws against the same. Duration: 12 turns. 
   
  Protection against Normal Missiles: This spell will completely protect the target 
  from normal-sized non-magical missiles such as arrows or bolts. Duration: 12 
  turns, Range: 30’. 
   
  Remove Curse: This spell will remove one curse from a creature or object. 
   
  Rope Trick: This odd but useful spell begins by enabling the caster to toss a 
  length of magical rope 6’ to 24’ in the air where it will hang taught from an invisible 
  point in space. The caster and up to three companions may then climb the rope 
  and retreat into an extra-dimensional space where they may safely hide for up to 6 
  turns plus 1 turn per level of the caster. The rope will remain in physical space 
  unless or until it is tampered with or removed, etc. Characters emerging from hid-
  ing without the rope will of course fall the appropriate distance.  
   
  Slow: This spell will slow up to 24 creatures in a 60’ x 120’ rectangle such that 
  they will move at only half their usual rate (saving throw allowed) and at-
  
   
  9 
  tack/defend at a -2 penalty. A Slow spell may counter a Haste spell and vice versa.  
  Duration: 3 turns, Range: 240’. 
   
  Speak with Dead: The caster may communicate with a dead person or creature, 
  provided there is a body (or at least a skeleton) available. The spell generally only 
  works on beings that have been dead 1-4 days, though an Archimagus or Wizard 
  may communicate with those dead for 1-4 months. Up to three questions may be 
  asked, and the responses will most likely be in riddles. Note that only evil or neu-
  tral beings may be conversed with. Good beings will have already passed on to 
  another place where they will no doubt have better things to do than banter with 
  inquisitive Magic-Users. 
   
  Suggestion: Using this spell, a hypnotic suggestion is imparted to the target (sav-
  ing throw allowed) that may be carried out at any point within a week’s time ac-
  cording to the instructions of the caster. This may very well end up having a harm-
  ful effect but the Suggestion itself may not be obviously or directly harmful. 
   
  Summon Monsters I: The caster summons one or more monsters to faithfully 
  serve him—attacking his enemies or performing some other task. The type and 
  number of monster will be determined randomly but will include 1-6 creatures from 
  Monster Level Tables A or B, or 1-3 creatures from Monster Level Table C. Note 
  that there is at least the possibility that the particular arrivals may very well be in-
  appropriate or ineffective given the situation. The monsters take 1 turn to arrive 
  and will stay for up to 6 turns. 
   
   
   
   
  Cause Disease: This spell will cause the victim to contract a randomly determined 
  serious disease (saving throw allowed). 
   
  
   
  10 
  4th Level: 
   
  Charm Monster:  If the target creature fails its saving throw, it will come under the 
  influence of the caster in a manner identical to a Charm Person spell. A check to 
  break the Charm will be made weekly, with possible success determined by the 
  creature’s hit dice: 
   
  Hit Dice 
  Chance of Breaking Charm 
   
   
  Under 2 
  5% 
  2-4 
  10% 
  5-7 
  20% 
  8-10 
  40% 
  11 and up 
  80% 
    
  Of course a Charm may also always be dispelled. Range: 120’. 
   
   
  
   
  11 
  Confusion: This spell will affect up to 2-12 enemy creatures (rolled secretly by the 
  referee and determined randomly). Creatures of 2 hit dice or fewer are affected 
  immediately, while those of 3 or more hit dice are affected in a number of turns 
  equal to the score on a twelve-sided die less the level of the caster. Only creatures 
  with 4 or more hit dice are entitled to saving throws. These are made each turn and 
  determine only whether or not the creature will be affected in that turn. Affected 
  creatures roll two dice each turn to determine their actions: attack the caster’s party 
  (2-5), do nothing (6-8) or attack each other (9-12). Duration: 12 turns. 
   
  Create Water: This spell creates water sufficient to supply two-dozen men and 
  two-dozen horses for one day. It must be consumed on the day it is created. 
   
  Cure Serious Wounds: This spell will restore 4-14 hit points to the target charac-
  ter during the course of one full turn. Alternatively, it may be cast during surgery, 
  giving the patient a +10% bonus to his adversity check. A character may be the 
  recipient of a Cure Wounds spell (Light or Serious) but once per day. Range: 
  touch. 
   
  Dimension Door: This spell allows a willing recipient to teleport up to 360’ in any 
  direction (including up or down). The recipient will appear exactly where the caster 
  calls, e.g. 150’ northeast and 20’ up. Materializing within a solid wall or beneath 
  the ground will result in death, but the existence of a smaller object or creature at 
  the targeted spot will merely cause the recipient to conform himself around it—he 
  might arrive sitting in a chair or hugging a Goblin, etc. 
   
  Extension I: This useful spell increases the duration of any 1st through 3rd level 
  spell by 50%. 
   
  Fear: Within the area of effect—a cone projecting 60’ from the user with a perpen-
  dicular base of 30’—all that fail their saving throws vs. magic must flee in fear for 6 
  turns. There is a 50% chance that fleeing creatures will drop any items they had in 
  hand. Range: 240’. 
   
  Hallucinatory Terrain: By means of this spell a large item of terrain—a hill, 
  swamp, forest, etc.—may be concealed or caused to appear as something else. 
  The spell lasts until an enemy makes contact with the affected area. Range: 240’. 
   
  Ice Storm: Via this spell a hailstorm of short duration but tremendous force is cre-
  ated within an area 30’ x 30’. All those within take three dice of damage (no saving 
  throw). The spell may only be cast outdoors. Duration: 1 turn. Range: 120’.  
   
  Invisible Eye: This spell creates an invisible “eye”, linked so as to function as the 
  eye of the caster that he can direct at will. It may travel up to 240’ away from the 
  caster at a Move rate of 12. It may go under doors, through large keyholes, etc., 
  but cannot penetrate solid material. Duration: 6 turns. 
   
  Massmorph: Up to 100 man-sized creatures may be disguised as a grove of 
  trees. Contact will not dispel this multi-sensory illusion. Range: 240’. 
   
  Neutralize Poison: This spell serves as an antidote to any kind of poison. How-
  ever, it will not revive a character that has already been killed by poison. 
   
  
   
  12 
  Polymorph Others: This spell will trans-
  form a willing or unwilling target into any 
  creature the caster desires (saving throw 
  allowed if unwilling), the effect being 
  permanent unless or until dispelled. The 
  victim will take on most of the characteris-
  tics and abilities of the new creature, 
  though his offensive combat capabilities 
  will not be more than those of his old self 
  and his defensive combat capabilities will 
  be at least those of his old self. Because 
  of this, polymorphing, say, a Goblin into a 
  Red Dragon would not be wise. On the 
  other hand, polymorphing a Hill Giant into 
  a mosquito would render the Hill Giant 
  harmless but the mosquito would be 
  tough to kill (having 8 hit dice, an armor 
  class of 4 and a base move of 12!). 
  Range: 60’. 
   
  Polymorph Self: The caster may change himself into 
  any creature he desires. He acquires most abilities of 
  the creature, though not those pertaining to magic or 
  combat. Duration: 6 turns plus 1 turn per level of the 
  caster. 
   
  Speak with Plants: This spell allows the caster to con-
  verse with grasses, flowers, trees, etc., as well as ena-
  bling him to issue easily performed commands to 
  them—inviting them to part in order to allow passage, 
  etc. Duration: 6 turns, Range: 30’. 
   
  Summon Monsters II: Identical to Summon Monsters I, 
  except that 1-2 creatures from Monster Level Tables 1 
  or 2 will appear. 
   
  Turn Sticks to Snakes: By means of this spell the 
  caster may turn up to 2-16 sticks into normal-sized 
  Snakes (see Vol. 2) with a 50% chance for each one 
  that it will be poisonous. Duration: 6 turns, Range: 120’. 
   
  Wall of Fire: This spell creates a wall of fire in the form of a plane with an area of 
  up to 60’ in width by 20’ in height, or a circle with an area of up to 30’ diameter and 
  20’ in height. The wall is effectively opaque and creatures of fewer than 4 hit dice 
  will refuse to pass through it. More powerful creatures that attempt to penetrate 
  the wall will take one die of damage (two dice if they are Undead). The spell lasts 
  for as long as the caster concentrates on it. Range: 60’. 
   
  Wall of Ice: This spell creates a wall of ice in the form of a plane with an area of 
  up to 60’ in width by 20’ in height or a circle with an area of up to 30’ diameter and 
  
   
  13 
  20’ in height. The wall is opaque and creatures of fewer than 4 hit dice will refuse 
  to pass through it. More powerful creatures that attempt to penetrate the wall will 
  take one die of damage (two dice if they are fire-using monsters). The spell lasts 
  for as long as the caster concentrates on it. Range: 120’. 
   
  Cause Serious Wounds: The mere touch of the caster will inflict 4-14 hits on a 
  victim over the course of one full turn. A standard attack roll may be required to hit, 
  unless the target is unaware, surprised, etc. 
   
  5th Level: 
   
  Animate Objects: This spell temporarily vivifies physical objects. It can be used 
  for any purpose, though it will usually be invoked in combat situations. Up to one 
  large, two man-sized or four small items can be made to come to life, with recom-
  mended attack, defense and movement capabilities as outlined below: 
   
   
  Item 
   
  # 
  Hit 
  Dice 
  Armor 
  Class 
   
  Move 
   
  Attacks 
  Chair 
  2 
  2 
  7 
  15 
  Batter (one die) 
  Rug 
  2 
  4 
  8 
  3/12 
  Trip, Smother 
  Statue, large 
  1 
  8 
  2 
  3 
  Batter (four dice/2 turns) 
  Statue, man-sized 
  2 
  4 
  2 
  3 
  Batter (two dice/2 turns) 
  Tapestry 
  1 
  4 
  6 
  3/6 
  Immobilize, Smother 
  Weapon 
  4 
  1 
  5 
  3/12 
  Slash, Stab (one die) 
   
  A rug will trip any creatures standing upon it (saving throw allowed), and may then 
  make a flying attack, attempting to smother the target—a successful attack does 
  one die of damage on the first turn, and one automatic die of smothering damage 
  each additional turn until either the rug or it victim expires. A tapestry will immobi-
  lize all of those covered or enfolded by its dimensions (saving throws allowed) for 
  2-5 turns, or it may attempt to smother one target as a rug. And so on. Duration: 6 
  turns, Range: 60’. 
   
  Cloudkill: This spell creates a 30’ diameter cloud of poisonous vapors that will 
  slay creatures of fewer than 5 hit dice (no saving throw). The cloud will float direct-
  ly away from the caster at a move rate of 6 unless its course is altered by the wind. 
  It may be dispelled by strong winds or broken by thick tree growth or similar ter-
  rain. Duration: 6 turns. 
   
  Conjure Elemental: This spell will conjure and control an Air, Earth, Fire or Water 
  Elemental—all detailed in Vol. 2. The caster must maintain total concentration on 
  the extremely dangerous and volatile creature (any successful attack will break 
  that concentration) or the Elemental will almost certainly turn on him. Duration: 
  until dispelled, the caster’s concentration is broken or the Elemental is directed 
  home, Range: 240’. 
   
  Contact Higher Plane: This spell allows one to seek information concerning 
  earthly affairs from strange beings inhabiting higher planes of existence. Questions 
  will generally be answered by a simple “yes” or “no” with the occasional “perhaps”, 
  “unknown” or “irrelevant” thrown in—especially likely for those queries deemed 
  
   
  14 
  excessively vague, subjective or philosophical. The higher the plane the greater 
  the chance that the Magic-User will go temporarily insane—usually after only one 
  question—for a number of weeks equal to the number of the plane contacted. In 
  addition, the mind-bending weirdness of the process is such that there is almost 
  always at least a small chance that the questioner will fall into a fatal coma (with 
  no saving throw and no means of reversal except perhaps with a Wish). 
   
   
  Plane 
  # of 
  Questions 
  Chance of 
  Knowing 
   
  Veracity 
  Chance of 
  Insanity 
  Chance of 
  Death 
   
   
   
   
   
   
  3rd 
  3 
  55% 
  70% 
  5% 
  — 
  4th 
  4 
  60% 
  75% 
  10% 
  1% 
  5th 
  5 
  65% 
  75% 
  15% 
  1% 
  6th 
  6 
  70% 
  80% 
  20% 
  2% 
  7th 
  7 
  75% 
  85% 
  25% 
  2% 
  8th 
  8 
  80% 
  85% 
  30% 
  3% 
  9th 
  9 
  85% 
  90% 
  35% 
  3% 
  10th 
  10 
  90% 
  90% 
  40% 
  4% 
  11th 
  11 
  95% 
  95% 
  45% 
  4% 
  12th 
  12 
  95% 
  99% 
  50% 
  5% 
   
  Create Food: This spell creates food sufficient for two-dozen men and two-dozen 
  horses for one day. It must be consumed on the day it is created. 
   
  Dispel Evil: This spell allows the caster to dispel any evil sending or spell—either 
  a summoned evil creature or any summoned creature impelled to perform evil 
  deeds. Range: 30’.  
   
  Extension II: This spell increases the duration of any 4th level spell by 50%. 
   
  Feeblemind: This spell works only against Magic-Users. It will cause the target to 
  become feebleminded until the spell is countered with a Dispel Magic. Saving 
  throws against the spell are made at a -4 penalty. Range: 240’. 
   
  Growth of Animals: This spell causes 1-6 normal creatures, such as insects, 
  mammals, reptiles, etc. to grow to giant size. Combat capabilities will be increased 
  proportionately. Duration: 12 turns, Range: 120’. 
   
  Hold Monster: This spell completely immobilizes 1-4 monsters of any type in the 
  caster’s area of vision at a distance of up to 180’ (saving throw allowed). If the 
  caster chooses to target but one monster, the saving throw against the spell will be 
  made at a -2 penalty. Duration: 6 turns plus 1 turn per level of the caster. 
   
  Insect Plague: By means of this spell, the caster summons a cloud of insects that 
  will swarm an area roughly the size of two football fields. The insects will not be 
  directly harmful, but vision within the cloud will be limited to 30’ and all creatures 
  with less than 3 hit dice will immediately flee the area in panic. The caster may 
  direct the plague where he desires up to the range of the spell. Note that Insect 
  Plague may only be cast above ground. Duration: 1 day, Range: 480’. 
  
   
  15 
  Magic Jar: The caster removes his soul to a hollow inanimate object—a box, vase 
  tree or even a rock containing some kind of cavity—within 30’. From there he may 
  attempt to introduce his soul into the body of any other creature within 120’ of the 
  vessel. If successful (saving throw allowed), the Magic-User may stay in the crea-
  ture’s body for up to one day until another saving throw is made, and so on for 
  each day. If initially unsuccessful or if he is forced to leave, he must remain in or 
  return to the jar (if it is still within 120’) from whence he may either return to his 
  own body (if it still within 30’) or attempt another possession. If the body of the 
  caster is at any point destroyed, he must remain in the jar or in a possessed body, 
  where he will then live out a dull and/or short existence. If a possessed body is 
  destroyed, the Magic-User must return to the jar. If the jar is destroyed while the 
  Magic-User is occupying it, or if forced to “move” while out of range of the jar, he 
  will instantly die. 
   
  Pass-Wall: This spell opens up a man-sized hole or tunnel through up to 10’ of 
  solid rock, wood or other otherwise impassable material. Duration: 3 turns, Range: 
  30’. 
   
  Summon Monsters III: Identical to Summon Monster II, except that 1-2 creatures 
  from Monster Level Tables 3 or 4 will appear. 
   
  Telekinesis: This spell allows the caster to move objects or creatures merely by 
  exercising his will. The weight of the objects moved may be as much as 20 lbs. per 
  level of the caster. A creature is entitled to a saving throw. Duration: 6 turns. 
  Range: 120’. 
   
  Teleport: This spell instantly transports the caster to any location desired, even, 
  say, somewhere thousands of miles away, as long as the destination features 
  some kind of solid surface to greet his arrival. However, use of the spell can be 
  extremely risky, due to the dangers generated by possibly arriving off target: 
   
   
  Chance of Teleporting 
   
   
   
   
   
   
   
  Destination Area Is  
   
  Low 
   
  Random 
  On 
  Target 
   
  Similar 
   
  High 
   
   
   
   
   
   
  Very Familiar 
  — 
  01 
  02-98 
  99 
  00 
  Studied Carefully 
  01 
  02-03 
  04-96 
  97-98 
  99-00 
  Seen Casually 
  01-02 
  03-06 
  07-92 
  93-96 
  97-00 
  Viewed Once 
  01-04 
  05-12 
  13-80 
  81-92 
  93-00 
  Never Seen 
  01-08 
  09-24 
  25-69 
  70-84 
  85-00 
   
  Low: The caster finds himself entombed within a solid, thus causing instant death. 
  Random: The caster appears safely at a location up to 10% of the total distance 
  traveled away from the desired location. (If the caster were attempting to teleport 
  to a location 1000 miles away, he would instead arrive at a random spot 1-100 
  miles away from the desired location.) 
  On Target: The caster arrives safely at his destination. 
  Similar: The caster arrives safely at some similar location. This may or may not be 
  at a distance—perhaps even a great distance—from the desired location. 
  High: The caster appears 10-100 feet in the air above the desired location. 
   
  
   
  16 
  Transmute Rock to Mud: This spell will affect a volume of up to 100,000 cubic 
  feet of rock—a cube 50’ on a side, a 100’ x 100’ square with a height of 10’, etc.—
  transforming it into mud. It may be negated if an identical spell is immediately cast 
  (the rock will be instantly restored to its formal shape and integrity). The water 
  comprising the mud will naturally evaporate or drain in 3-18 days, though the re-
  sulting volume of dirt will hardly be identical to the originally existing mountain face, 
  stone plateau, castle wall, etc. Those suddenly caught in the gook, of normal hu-
  man weight or higher, and that have no extraordinary means of escape via levita-
  tion flight, teleportation or similar, will have a chance of drowning according to the 
  following table: 
   
  Encumbrance/Armor 
  Chance of Drowning 
  Must Remove Armor? 
   
   
   
  Super-Heavy 
  90% 
  Yes 
  Heavy or Plate 
  50% 
  Yes 
  Medium or Mail 
  30% 
  Yes 
  Light 
  05% 
   
  Unencumbered 
  Nil 
   
   
  Those not drowned will still have their movement rate slowed by 90%. Range: 120’. 
   
   
  
   
  17 
  Wall of Iron: This spell creates an iron wall, three inches thick, with a maximum 
  surface area of 50 square feet. Duration: 12 turns, Range: 60’. 
   
  Wall of Stone: This spell creates a 100 square foot stretch of wall, two feet thick. 
  It will last until destroyed or dispelled. Range: 60’. 
   
  Animate Dead: This evil spell creates Skeletons or Zombies from available re-
  mains. Maximum number created = 1-6 for each level of the caster above 8th. 
  They will persist until slain or dispelled. 
   
  6th Level: 
   
  Anti-Magic Shell: This spell will create a shell around the caster that will prevent 
  all spells or magical effects from penetrating it in both directions. Duration: 12 
  turns. 
   
  Blade Barrier: This spell will create a whirling barrier of knives and razors enclos-
  ing a spherical area with a diameter of 30’. Any creature attempting to pass 
  through it will take 12-48 hits of damage. Duration: 12 turns, Range: 60’. 
   
  Conjure Animals: This spell will conjure 1 large animal (Cave Bears, Wooly Rhi-
  nos, Titanotheres, Mastodons or Mammoths), 3 medium-sized animals (Dire 
  Wolves, Lions, Bears or Giant Hogs) or 6 small animals (Wolves, Crocodiles, Giant 
  Weasels) that will obey the commands of the caster. Duration: 10 turns, Range: 30’. 
   
  Control Weather: By use of this spell, the caster may create or cancel rain, alter 
  temperatures to extreme (though natural) levels, create or negate tornadoes, hurri-
  canes or other storms, and so on. 
   
  Disintegrate: This spell will reduce any reasonably sized creature or non-magical 
  non-living object such as a dragon, giant, tree, boulder, cottage, section of wall, 
  etc. to dust. Living creatures are allowed a saving throw versus magic. Range: 60’. 
   
  Extension III: This spell increases the duration of any 5th level spell by 100%. 
   
  Find the Path: This spell will enable the caster and his party to find the shortest or 
  quickest way out of a trap, maze or dungeon, or will guide them out of being lost in 
  the wilderness. Duration: 1 day if outdoors, or 6 turns plus 1 turn per level of the 
  caster if underground.  
   
  Geas: The Magic-User may compel the target to perform some task or duty (sav-
  ing throw allowed). Deviating from or simply ignoring a Geas will bring on increas-
  ing weakness eventually resulting in death. Duration: until the task is completed, 
  Range: 30’. 
   
  Legend Lore: The caster may gain knowledge—often expressed in a riddle, poem 
  or similar—of any authentically legendary item, place or person that he specifies. 
  Overall casting time will be 1-100 days. 
   
  Lower Water: This spell will cause the water in a section of river, small lake or 
  similar to drop to one-half of its depth. Duration: 10 turns, Range: 240’. 
   
  
   
  18 
  Move Earth: By use of this spell, hills, ridges or other similar items of terrain may 
  be moved at a rate of 60’ per turn. This spell will take 1 turn to go into effect. Dura-
  tion: 6 turns, Range: 240’. 
   
  Part Water: This spell will part water up to 120’ in depth. Duration: 6 turns, Range: 
  120’. 
   
  Projected Image: The caster projects an image of himself up to 240’ away. All 
  spells will appear to originate from that source. Missiles or spells directed at the 
  image will appear to pass through it or have no effect. Duration: 6 turns. 
   
  Repulsion: All failing their saving throw must move as fast as possible away from 
  the caster for the duration of the spell. Duration: 6 turns. Range: 120’. 
   
  Speak with Monsters: This spell will allow the caster to converse with any mon-
  ster. Whether or not the monster will actually be interested in communicating will 
  be up to the monster. Duration: 3-12 questions. Range: proximity. 
   
  Summon Monsters IV: Identical to Summon Monsters III, except that 1 creature 
  from Monster Level Tables 5 or 6 will appear. 
   
  Stone to Flesh: This spell will free those that have been turned to stone. Range: 
  120’. 
   
  Summon Aerial Servant or Invisible Stalker: This spell summons the desired 
  creature from the Ethereal Plane. See Vol. 2 for characteristics and effects. 
   
  Word of Recall: Uttering this spell will instantly remove the caster to the safety of 
  a previously visited and designated place (perhaps hundreds or even thousands of 
  miles away). Only one such location may be chosen and preparing it requires a 
  ritual of no less than a day’s duration. The location may be changed only if the 
  ritual is again performed at both the old and the new location. 
   
  Death Spell: This horrible spell instantly slays 2-16 creatures of fewer than 7 hit 
  dice within an area 60’ x 60’. There is no saving throw. Range: 240’. 
   
  MAGIC BOOKS: 
   
  As explained in Vol. 1, each Magic-User begins the game with a Magic Book con-
  taining 1-9 spells. A Magic Book may contain up to 12 spells of a particular level. 
  Upon finding another Magic Book or scroll, a Magic-User has the option of copying 
  the new spells contained therein into one of his own books, as long as he does not 
  exceed the 12-spell limit. Even “blank” spell books are fabulously rare and expen-
  sive items, requiring the finest parchment or paper and specially crafted bindings. 
  Additional blank books and the appropriate ink and other supplies necessary to 
  inscribe spells into them may be created or purchased at a cost of 2,000 Silver 
  Pieces for a book capable of containing 1st level spells, 4,000 Silver Pieces for a 
  book capable of containing 2nd level spells, 8,000 Silver Pieces for a book capable 
  of containing 3rd level spells, and so on. Reading or rereading a spell from a book 
  is necessary in order to internalize the magical energies of the spell and thus tem-
  porarily “memorize” the spell for casting. However, Magic-Users that know a par-
  
   
  19 
  ticular spell are assumed to have permanently memorized the written words of that 
  spell. Thus, if a spell-caster ever loses his book or books, he may rewrite the 
  spells that he knows into a new book or set of books, assuming he has the neces-
  sary books or has the funds necessary to obtain them. 
   
  MAGICAL RESEARCH: 
   
  There may come a time when a Magic-User wishes to create his own spells (the 
  form, nature and appropriate level being subject to the approval of the referee). 
  Researching a new spell will cost a minimum of 1,000 Silver Pieces per spell level. 
  For each 1,000 per spell level committed there is a 10% cumulative chance (90% 
  maximum) that the research will succeed. Of course the Magic-User may still not 
  exceed the maximum number of spells that can be known per level as determined 
  by his intelligence score. 
   
  REFEREE NOTES: 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
   
  20 
  EVIL HIGH PRIEST SPELLS TABLE: 
   
   1st Level 
  2nd Level 
  3rd Level 
  1. Cause Light Wounds 
  Find Traps 
  Cause Disease 
  2. Darkness* 
  Hold Person 
  Continual Darkness* 
  3. Detect Magic 
  Silence, 15' Radius 
  Detect Good* 
  4. Snake Charm 
  Locate Object 
  Minor Curse* 
  5. Speak with Animals 
  Spoil Food & Water 
  Speak with Dead 
   
   
   
   
   4th Level 
  5th Level 
  6th Level 
  1. Finger of Death* 
  Animate Dead 
  Astral Spell* 
  2. Cause Serious Wounds 
  Commune* 
  Control Weather 
  3. Create Water 
  Create Food 
  Death Touch* 
  4. Energy Drain* 
  Earthquake* 
  Speak with Monsters 
  5. Summon Divine Aid* 
  Insect Plague 
  Symbol* 
  6. Speak with Plants 
  Sphere of Protection* 
  Word of Power* 
  7. Turn Sticks to Snakes 
  Wind Walk* 
  Word of Recall 
   
   
   
   
   
   
  HIGH PRIEST SPELLS TABLE: 
   
   1st Level 
  2nd Level 
  3rd Level 
  1. Detect Evil 
  Continual Light 
  Cure Disease 
  2. Detect Magic 
  Find Traps 
  Protection/Evil, 10' r. 
  3. Light 
  Hold Person 
  Remove Curse 
  4. Purify Food & Water 
  Locate Object 
  Speak with Dead 
  5. Snake Charm 
  Silence, 15' Radius 
  Turn Undead* 
   
   
   
   
   4th Level 
  5th Level 
  6th Level 
  1. Create Water 
  Commune* 
  Astral Spell* 
  2. Cure Serious Wounds 
  Create Food 
  Control Weather 
  3. Neutralize Poison 
  Dispel Evil 
  Part Water 
  4. Restoration* 
  Earthquake* 
  Speak with Monsters 
  5. Speak with Plants 
  Heal* 
  Symbol* 
  6. Summon Divine Aid* 
  Sphere of Protection* 
  Word of Power* 
  7. Turn Sticks to Snakes 
  Wind Walk* 
  Word of Recall 
   
  * 
  Additional spells not on the standard list for Magic-Users. See below for de-
  scriptions. 
   
   
   
  
   
  21 
  WITCH SPELLS TABLE: 
   
   1st Level 
  2nd Level 
  3rd Level 
  1. Cause Blindness* 
  Clairaudience 
  Clairvoyance 
  2. Cause Deafness* 
  Detect Invisible 
  Curse* 
  3. Change Self* 
  ESP 
  Fire Ball 
  4. Detect Magic 
  Hold Person 
  Growth of Plants 
  5. Evil Charm* 
  Infravision 
  Hypnotic Pattern* 
  6. Hold Portal 
  Invisibility 
  Lightning Bolt 
  7. Magic Missile 
  Knock 
  Protect./Normal Missiles 
  8. Misdetection* 
  Locate Object 
  Slow 
  9. Sleep 
  Silence, 15' Radius 
  Speak with Dead 
  10. Speak with Animals 
  Water Breathing 
  Wall of Fog* 
   
   
   4th Level 
  5th Level 
  6th Level 
  1. Cause Serious Wounds 
  Feeblemind 
  Anti-Magic Shell 
  2. Charm Monster 
  Growth of Animals 
  Conjure Demon* 
  3. Confusion 
  Hold Monster 
  Contact Demon* 
  4. Energy Drain* 
  Insect Plague 
  Control Weather 
  5. Hallucinatory Terrain 
  Sphere of Protection* 
  Geas 
  6. Ice Storm 
  Telekinesis 
  Illusory Item* 
  7. Polymorph Self 
  Teleport 
  Legend Lore 
  8. Speak with Plants 
  Teleport 
  Repulsion 
  9. Wall of Fire 
  Transmute Rock to Mud 
  Speak with Monsters 
  10. Wall of Ice 
  Wall of Stone 
  Word of Recall 
   
   
  
   
  22 
  ADDITIONAL SPELL DESCRIPTIONS: 
   
  Astral Spell: The caster may detach his spirit from his body and send it elsewhere 
  where it will be undetectable. He may cast non-offensive spells in such a state but 
  there is a 20% chance of failure and a 10% chance that the caster must return to 
  his body. If while in astral form his body is destroyed or moved beyond the spell 
  range, he will die upon attempting to return. 
   
   
  Outdoors 
  Underground 
   
   
   
  Duration 
  8 hours 
  12 turns 
  Range 
  100 miles 
  240’ 
  Move Rate 
  100 miles/hour 
  12 
   
  Cause Blindness: This spell will cause the target to lose his sight (saving throw al-
  lowed). The Witch may remove the condition at will, or it may be dispelled. Range: 120’. 
   
  Cause Deafness: As Cause Blindness, but affects hearing. 
   
  Change Self: This spell will enable the Witch to appear to be any sort of human, 
  demi-human or humanoid creature (in terms of age, sex, physical build, etc.) of 
  roughly the same size (no more than 20% variance in height). It generally cannot 
  be used to imitate a particular person except in special circumstances—at a dis-
  tance, under low light, etc. Duration: 24 turns. 
   
  Commune: This spell allows the caster to ask up to three questions of his deity. 
  Veracity will be almost total within the scope of the god or demi-god’s competence 
  or knowledge. Commune may only be cast once per week, and after each instance 
  the caster must rest for three days. 
   
  Conjure Demon: As Conjure Elemental, but the Demon will have 12 hit dice, inflict 
  3-18 hit of damage, have an armor class of 5 and a move rate of 18. 
   
  Contact Demon: As Contact Higher Plane. 
   
  Continual Darkness: Similar to a Darkness spell but with these differences: It has 
  an area of effect of a 240’ diameter sphere, may not be cast on a mobile object 
  and lasts permanently unless dispelled or countered with a Light spell or similar. 
  Range: 120’. 
   
  Curse: If the target fails his saving throw, the Witch may inflict an uncomfortable, 
  annoying or potentially harmful (though not inevitably deadly) condition on the tar-
  get. It will last until a Remove Curse spell is used, the Witch decides to lift the 
  curse, or a condition specified by the Witch is fulfilled. 
   
  Death Touch: This spell slays the target outright with no saving throw. Casting the 
  spell in a combat situation requires a successful “to hit” roll. Range: touch. 
   
  Detect Good: This spell will detect strongly virtuous intentions and thoughts or the 
  presence of a supernatural or enchanted object or entity allied with Law. Duration: 
  2 turns, Range: 60’. 
   
   
  
   
  23 
   
   
   
  Dispel Good: This spell will dispel summoned or enchanted creatures allied with 
  Law. 
   
  Earthquake: This will create a local earthquake in a “donut” beginning 20’ away 
  from the caster and extending out to a radius of 300’. Small buildings or dwelling 
  will be toppled. Walls, palisades and ramparts will be dislodged and weakened. 
  And so on. Crevices will appear in the earth that will swallow 1 in 6 creatures with-
  in the area of effect (saving throw allowed for those with 5 or more hit dice). 
   
  Energy Drain: Drains one level with no saving throw. Range: 120’. 
   
  Evil Charm: As Charm Person but the target will be -2 on his saving throw. Also, 
  the target must look the Witch in the eyes. Range: 80’. 
   
  Finger of Death: This spell will instantly slay any creature unless a saving throw is 
  made. Range: 120’. 
   
  Heal: This spell may be used on any living human or demi-human creature, even a 
  creature at zero hit points. The subject will fall into a deep sleep for one full day. 
  Upon waking, all hit points will be restored and he will be cured of any disease or 
  similar natural affliction such as blindness, deafness, paralysis, etc. 
   
  Hypnotic Pattern: This spell creates a pattern of gently swirling colors that will 
  cause all creatures within the area of effect that view it to fall into a motionless 
  trance (saving throw allowed). Duration: as long as the Witch concentrates plus 4-
  9 turns. Area of Effect: a half circle with a radius of 60’. 
   
  Illusory Item: This spell enables the Witch to create physical items that will have a 
  temporary existence. Up to 30 lbs. worth of items may be created per day, and 
  they will last for 14 days plus or minus up to 13 days based on the hardness of the 
  item or items (a diamond will last for only 1 day, while a pillow will last for 27 days). 
   
  
   
  24 
  Minor Curse: This will give a -1 penalty to the attack and morale rolls of all ene-
  mies within a radius of 360’. 
   
  Misdetection: This spell, often cast discreetly, will cause any Detect Magic or 
  Detect Evil spell to give a false result. Duration: 13 turns. Range: 30’. 
   
  Quest: This is similar to the 6th level Magic-User spell Geas, except that failure to 
  carry out the service will result in a curse. 
   
  Restoration: Restores one lost life level. The caster must then rest for 2-20 days. 
   
  Sphere of Protection: As the 6th level Magic-User spell Blade Barrier, but the 
  barrier will be a swirl of stars, or pitch black or invisible, etc., at the referee’s dis-
  cretion. 
   
  Summon Divine Aid: This will summon 1-6 creatures in a manner identical to a 
  Summon Monster spell. The creatures will be appropriate to the deity in question 
  and may have up to 6 hit dice. 
   
  Symbol: The caster may inscribe a rune—peculiar and appropriate to his deity—
  on an object or surface. All those of opposite alignment or of hostile intent that 
  read, touch or pass by it will be affected with no saving throw. Possible runes in-
  clude: 
   
  Fear: 
  As the 5th level Fear spell. 
  Discord: 
  Will persist for 1 day. 
  Sleep: 
  As the 1st level Magic-User spell, but will affect double 
  the number of creatures. 
  Stun: 
  2-20 turns. 
  Temporary Insanity: 
  Will persist for 1-6 days (saving throw allowed). 
   
  Turn Undead: By means of this spell a High Priest may Turn Undead as a 14th+ 
  level character with a +2 wisdom bonus, whatever his actual level or wisdom 
  score.  
   
  Wall of Fog: This spell creates a 60’ diameter wall of fog that will float directly 
  away from the caster at a move rate of 6 unless its course is altered by the wind. It 
  may be dispelled by strong winds or broken by thick tree growth or similar terrain. 
  Duration: 6 turns. 
   
  Wind Walk: This spell allows the caster and if desired, one companion, to stride 
  rapidly through the wind and clouds at a move rate of 48. Duration: 1 day maxi-
  mum. 
   
  Word of Power: This will affect all creatures within a 30’ radius. Those of under 
  5th level will be killed (or, for High Priests, fall asleep). Those of 5th-8th levels will 
  be stunned for 2-20 turns, and those of 9th-12th levels will be deafened. There is 
  no saving throw. 
   
   
  
   
  25 
  MAPS/MAGIC DETERMINATION 
  MAGIC ITEMS 
  Roll on 
  Roll on 
  100% Dice 
  100% Dice 
   
   
   
   
  01-75 
  Magic Item 
  01-24 
  Potions 
  76-00 
  Treasure Map* 
  25-43 
  Scrolls 
   
   
  44-62 
  Swords 
  * Roll one-ten sided die to deter-
  mine Treasure Class, then roll 
  percentile dice to determine dis-
  tance in miles. 50% of the time it 
  will be guarded by a monster of 
  the appropriate terrain type. 
   
  63-76 
  Armor 
  77-81 
  Magic Books 
  82-86 
  Miscellaneous Weapons 
  87-91 
  Rings 
  92-95 
  Rods, Staves and Wands 
  96-00 
  Misc. Magic (Roll 100% 
  Dice for Table) 
   
  POTIONS: 
  01-03 
  Animal Control 
  49-52 
  Heroism 
  04-06 
  Clairaudience 
  53-55 
  Human Control 
  07-09 
  Clairvoyance 
  56-58 
  Invisibility 
  10-12 
  Delusion 
  59-62 
  Invulnerability 
  13-15 
  Diminution 
  63-65 
  Levitation 
  16-18 
  Dragon Control 
  66-68 
  Longevity 
  19-21 
  ESP 
  69-71 
  Oil of Etherealness 
  22-24 
  Extra-healing 
  72-75 
  Oil of Slipperiness 
  25-28 
  Fire Resistance 
  76-78 
  Plant Control 
  29-31 
  Flying 
  79-82 
  Poison 
  32-34 
  Gaseous Form 
  83-85 
  Polymorph Self 
  35-37 
  Giant Control 
  86-89 
  Speed 
  38-41 
  Giant Strength 
  90-92 
  Super-heroism 
  42-44 
  Growth 
  93-95 
  Treasure Finding 
  45-48 
  Healing 
  96-00 
  Undead Control 
  
   
  26 
  SCROLLS: 
  01-30 
  1 Spell* 
  61-70 
  Protection: Elementals 
  31-45 
  3 Spells* 
  71-80 
  Protection: Lycanthropes 
  46-50 
  7 Spells* 
  81-90 
  Protection: Magic 
  51-60 
  1 Curse 
  91-00 
  Protection: Undead 
   
  * Roll a die to determine the level of the spell or spells on each scroll (for reasons 
  involving the arcane frequencies of magic, multiple spells on a single scroll will 
  all be of the same level). Then roll a twenty-sided die to determine the identity of 
  each spell. 
   
  SWORDS: 
  01-14 
  Cursed Sword -2 
  15 
  Cursed Sword +1 
  16-45 
  Sword +1 
  46-50 
  Sword +1, +2 vs. Lycanthropes 
  51-55 
  Sword +1, +2 vs. Magic-Users and Enchanted Monsters 
  56-60 
  Sword +1, +3 vs. Trolls 
  61-63 
  Sword +2 
  64-67 
  Dragon Slaying Sword +2 
  68-72 
  Flaming Sword: +1, +2 vs. Trolls, +3 vs. Undead 
  73-74 
  Sword +3 
  75-79 
  Sword +1, +3 vs. Dragons 
  80 
  Sword +1, Nine Steps Draining Ability 
  81-82 
  Sword of Cold: +1, +3 vs. Fire Using and Fire Dwelling Creatures 
  83-88 
  Sword +1, Locating Objects Ability 
  89-90 
  Sword +2, Charm Person Ability 
  91 
  Holy Sword +3 
  92 
  Dancing Sword +2 
  93 
  Sword, One Life Energy Draining Ability 
  94-98 
  Sword +1, Three Wishes Included 
  99 
  Sword of Sharpness +1 
  00 
  Vorpal Blade +1 
   
  ARMOR: 
  01-06 
  Armor of Vulnerability 
  78-85 
  Plate Armor +2* 
  07-12 
  Shield of Missile Attraction -1 
  86-88 
  Mail +4* 
  13-42 
  Magic Shield 
  89-93 
  Mail & Shield +5* 
  43-47 
  Buckler +1 
  94-96 
  Plate Armor +3** 
  48-62 
  Plate Armor +1 
  97 
  Mail +5** 
  63-67 
  Mail + 3 
  98-99 
  Mail & Shield +6** 
  68-77 
  Mail & Shield +4 
  00 
  Armor of Etherealness* 
   
  * These are usually made of mithril. 
  ** These are usually made of adamantite. 
   
  
   
  27 
  MAGIC BOOKS: 
  01-25 
  1st Level 
  71-85 
  4th Level 
  26-50 
  2nd Level 
  86-95 
  5th Level 
  51-70 
  3rd Level 
  96-00 
  6th Level 
   
  MISCELLANEOUS WEAPONS: 
  01-09 
  Dagger +1, +2 vs. Gob- 
  43 
  Spear +2 
   
  lins and Kobolds 
  44 
  Spear +3 
  10-13 
  Dagger +1, +3 vs. Orcs,  
  45-47 
  Cursed Spear of Backbiting 
   
  Goblins and Kobolds 
  48-60 
  2-5 Javelins of Lightning 
  14-17 
  Axe +1 
  61-82 
  1-12 Magic Arrows +1 
  18 
  Axe +2 
  83-85 
  1-12 Magic Arrows +2 
  19 
  Axe +3 
  86 
  1-12 Magic Arrows +3 
  20-29 
  Mace +2 
  87 
  Arrow of Slaying 
  30 
  Mace of Disruption 
  88-90 
  2-16 Magic Bolts +2  
  31-34 
  War Hammer +1 
  91-94 
  Magic Bow 
  35-37 
  War Hammer +2 
  95-96 
  Crossbow of Accuracy +3 
  38 
  Dwarven War Hammer +3 
  97-98 
  Crossbow of Speed 
  39-42 
  Spear +1 
  99-00 
  Crossbow of Distance 
   
  RINGS: 
  01-13 
  Contrariness 
  64 
  Protection, +3 
  14-33 
  Delusion 
  65-66 
  Regeneration 
  34-35 
  Djinn Summoning 
  67-68 
  Shooting Stars 
  36-40 
  Fire Resistance 
  69-70 
  Spell Storing 
  41-45 
  Human Control 
  71-72 
  Spell Turning 
  46-50 
  Invisibility 
  73-74 
  Telekinesis 
  51-55 
  Mammal Control 
  75-78 
  Three Wishes 
  56 
  Many Wishes 
  79-83 
  Water Walking 
  57-61 
  Protection, +1 
  84-98 
  Weakness 
  62-63 
  Protection, +2, 5' Radius 
  99-00 
  X-Ray Vision 
   
  RODS, STAVES AND WANDS: 
  01-02 
  Rod of Absorption 
  42-45 
  Wand of Cold 
  03-04 
  Rod of Beguiling 
  46-50 
  Wand of Enemy Detection 
  05-14 
  Rod of Cancellation 
  51-55 
  Wand of Fear 
  15-19 
  Rod of Lordly Might 
  56-59 
  Wand of Fire Balls 
  20 
  Rod of Resurrection 
  60-64 
  Wand of Illusion 
  21 
  Rod of Rulership 
  65-68 
  Wand of Lightning Bolts 
  22-25 
  Snake Staff 
  69-73 
  Wand of Magic Detection 
  26-29 
  Staff of Commanding 
  74-83 
  Wand of Metal Detection 
  30-33 
  Staff of Healing 
  84-87 
  Wand of Negation 
  34 
  Staff of Power 
  88-91 
  Wand of Paralyzation 
  35-38 
  Staff of Striking 
  92-95 
  Wand of Polymorphing 
  39 
  Staff of the Archimagus 
  96-00 
  Wand of Secret Doors &  
  40-41 
  Staff of Withering 
   
  Traps Detection 
  
   
  28 
  MISCELLANEOUS MAGIC (01-30): 
  01-02 
  Amulet of Inescapable Location 
  03-07 
  Animated Broom 
  08-10 
  Bag of Devouring 
  11-13 
  Bag of Transmuting 
  14-15 
  Book of Darkness 
  16-17 
  Boots of Dancing 
  18-20 
  Bowl of Watery Death 
  21-22 
  Bracers of Defenselessness 
  23-25 
  Brazier of Sleep Smoke 
  26-30 
  Broom of Flying 
  31-34 
  Censor Summoning Hostile Air Elementals 
  35-37 
  Crystal Hypnosis Ball 
  38-40 
  Drums of Deafness 
  41 
  Dust of Sneezing and Choking 
  42-43 
  Eyes of Petrification 
  44-49 
  Flask of Curses 
  50-52 
  Gauntlets of Fumbling 
  53-58 
  Helm of Chaos 
  59-63 
  Horn of Bubbles 
  64-66 
  Horn of Collapsing 
  67-68 
  Jewel of Attacks upon the Owner 
  69-70 
  Libram of Chaos 
  71 
  Libram of Gainful Conjurations 
  72-75 
  Loadstone 
  76 
  Manual of the Gods of Law 
  77-81 
  Medallion of Thought Projection 
  82-83 
  Mirror of Opposition 
  84-85 
  Necklace of Strangulation 
  86-87 
  Poisonous Cloak 
  88 
  Robe of Powerlessness 
  89 
  Rope of Constriction 
  90-95 
  Rug of Smothering 
  96-97 
  Scarab of Death 
  98 
  Talisman of Chaos 
  99-00 
  Trident of Yearning 
   
  MISCELLANEOUS MAGIC (31-60): 
  01-04 
  Bean Bag 
  05-07 
  Bracers of Defense +3 
  08-10 
  Cloak of Protection +1 
  11-15 
  Crystal Ball 
  16-19 
  Crystal Ball with Clairaudience 
  20-22 
  Crystal Ball with ESP 
  23-27 
  Decanter of Endless Water 
  28-36 
  Deck of Many Things 
  37 
  Disappearance Dust 
  
   
  29 
  38 
  Dust of Appearance 
  39-41 
  Elven Boots 
  42-44 
  Elven Cloak 
  45-47 
  Figurine of Wondrous Power, Ebony Fly 
  48 
  Figurine of Wondrous Power, Marble Elephant 
  49 
  Figurine of Wondrous Power, Onyx Dog 
  50-52 
  Figurines of Wondrous Power, 2 Golden Lions 
  53-54 
  Figurines of Wondrous Power, 3 Ivory Goats 
  55-57 
  Gauntlets of Dexterity 
  58-60 
  Gauntlets of Swimming and Climbing 
  61 
  Girdle of Giant Strength 
  62-64 
  Horseshoes of Speed 
  65-66 
  Manual of Bodily Health 
  67-68 
  Manual of Gainful Exercise 
  69-70 
  Manual of Quickness of Action 
  71-73 
  Mattock of the Titans 
  74-78 
  Medallion of ESP, 30' Range 
  79-80 
  Necklace of Missiles 
  81-83 
  Pipes of the Sewers 
  84 
  Rope of Climbing 
  85-86 
  Scarab of Enraging Enemies 
  87-88 
  Spade of Colossal Excavation 
  89 
  Talisman of the Sphere 
  90-91 
  Tome of Clear Thought 
  92-93 
  Tome of Leadership and Influence 
  94-95 
  Tome of Understanding 
  96 
  Trident of Commanding Water Creatures 
  97 
  Trident of Warning 
  98-00 
  Wings of Flying 
   
  MISCELLANEOUS MAGIC (61-80): 
  01-05 
  Amulet vs. Crystal Balls and ESP 
  06-09 
  Arrow of Direction 
  10-12 
  Bag of Tricks 
  13-15 
  Beaker of Plentiful Potions 
  16-20 
  Boots of Levitation 
  21-26 
  Boots of Speed 
  27-31 
  Boots of Traveling and Leaping 
  32-35 
  Bracers of Defense +5 
  36-40 
  Chime of Opening 
  41-43 
  Cloak of Protection +2 
  44-45 
  Cube of Force 
  46-49 
  Eyes of Charming 
  50-55 
  Gauntlets of Ogre Power 
  56-57 
  Gem of Brightness 
  58-65 
  Helm of Reading Magic and Languages 
  66-68 
  Jug of Alchemy 
   
  
   
  30 
   
  69-71 
  Manual of Puissant Skill at Arms 
  72-74 
  Manual of Steady Pilfering 
  75-76 
  Phase Cloak 
  77-78 
  Rope of Entanglement 
  79-82 
  Saw of Mighty Cutting 
  83-87 
  Scarab of Insanity 
  88-95 
  Silver Horn of Valhalla 
  96-98 
  Stone Controlling Earth Elementals 
  99-00 
  Trident of Submission 
   
  MISCELLANEOUS MAGIC (81-90): 
  01-06 
  Bag of Holding 
  07-12 
  Bowl Commanding Water Elementals 
  13-20 
  Bracers of Defense +7 
  21-26 
  Brazier Commanding Fire Elementals 
  27-35 
  Bronze Horn of Valhalla 
  36-41 
  Censor Controlling Air Elementals 
  42-44 
  Cloak of Protection +3 
  45-50 
  Flying Carpet 
  51-56 
  Gem of Seeing 
  57-62 
  Girdle of Femininity/Masculinity 
  63-68 
  Helm of Teleportation 
  69-74 
  Luckstone 
  75-77 
  Lyre of Building 
  78-82 
  Manual of Golems 
  83 
  Mirror of Life Trapping 
  84-98 
  Scarab of Protection from Evil High Priests 
  99 
  Sphere of Annihilation 
  00 
  Talisman of Lawfulness 
   
  MISCELLANEOUS MAGIC (91-00): 
  01-05 
  Book of Infinite Spells 
  06-12 
  Drums of Panic 
  13-18 
  Efreet Bottle 
  19-24 
  Helm of Brilliance 
  25-34 
  Helm of Telepathy 
  35-40 
  Horn of Blasting 
  41-46 
  Iron Horn of Valhalla 
  47-51 
  Libram of Silver Magic 
  52-67 
  Medallion of ESP, 90' Range 
  68-73 
  Mirror of Mental Prowess 
  74-78 
  Portable Hole 
  79-84 
  Robe of the Archimagus 
  85-94 
  Robe of Blending 
  95-00 
  Robe of Eyes 
   
  
   
  31 
   
  
   
  32 
  POTIONS: A potion will generally (though not always) be one-use. Often a small 
  sip will give a hint as to its properties without depleting its effectiveness. However 
  such hints can be misleading. For example, tasting a Polymorph (into a small Roc) 
  potion might convey the same sensation as tasting a Flying potion. Sampling an oil 
  may (or may not) give useful hints. Effects last for 7-12 turns unless otherwise 
  implied or stated. 
   
  Animal Control: One who drinks this mixture will be able to completely control 3-
  18 small animals, 2-12 medium-sized animals and/or 1-6 large animals. Magical, 
  fantastic or unusual “giant-sized” creatures—giant insects, etc.—will not be affect-
  ed. Range: 120’. 
   
  Clairaudience: As the 2nd level spell. Range: 60’. 
   
  Clairvoyance: As the 3rd level spell. Range: 60’. 
   
  Delusion: The user will believe (either upon taking a sip or quaffing it in its entire-
  ty) that the potion is whatever he most desires it to be. The referee will either de-
  cide what this is or else randomly determine it. This error may or not be apparent 
  to others. 
   
  Diminution: If a full portion is used, the imbiber will shrink to six inches in height. 
   
  Dragon Control: This works as a Charm Monster spell on one type of Dragon 
  (saving throw allowed as with the spell). It will potentially affect 1-3 in number. 
  Dragon types: die 1 = Black, die 2 = Blue, die 3 = Brass, die 4 = Bronze, die 5 = 
  Copper, die 6 = Golden, die 7 = Green, die 8 = Red, die 9 = Silver, die 10 = White. 
  Range: 120’. 
   
  ESP: As the 2nd level spell. Range: 60’. 
   
  Extra Healing: This potion will restore 3-18 hit points. Alternatively, the full portion 
  may be used during surgery, giving the patient a +10% bonus to his adversity check. 
   
  Fire Resistance: The drinker will be unaffected by normal fires and the Wall of 
  Fire spell. Against extraordinary fires—a Fire Ball spell, Dragon breath, etc.—he 
  will be at +2 to save and will subtract -1 from damage. 
   
  Flying: As the 3rd level spell. 
   
  Gaseous Form: The imbiber will temporarily assume gaseous form. He thus may 
  penetrate any solid body, moving at normal speed. Arms, armor and equipment 
  must unfortunately be left behind. 
   
  Giant Control: This works as a Charm Monster spell on one type of Giant (saving 
  throw allowed as with the spell). It will potentially affect 1-4 in number. Giant types: 
  die 1 = Cloud, die 2 = Fire, die 3 = Frost, die 4 = Hill, die 5 = Stone, die 6 = Storm. 
  Range: 120’. 
   
  Giant Strength: The drinker of this potion will become as strong as a Hill Giant, 
  allowing him to inflict two dice of damage in melee combat, among other things. He 
  may also hurl boulders up to 120’ for three dice of damage. 
   
  
   
  33 
  Growth: He who drinks the full measure will increase his size such that he will be 
  roughly 30’ in height. Quaffing lesser amounts will have proportionate effects. 
   
  Healing: This potion will restore 2-7 hit points. Alternatively, the full portion may be 
  used during surgery, giving the patient a +10% bonus to his adversity check. 
   
  Heroism: This potion will cause the drinker to temporarily assume the characteris-
  tics of a Knight—with 4 hit dice and an attack bonus of +2. Fighting-Men of 4th-7th 
  level will temporarily advance in ability by two levels, and Fighting-Men of 8th-10th 
  level will temporarily advance in ability by one level (with additional hit dice as well 
  as possible advances in attack bonuses and saving throws). Fighting-Men of 11th 
  level and above, Magic-Users of 7th level and above and Thieves of 4th level and 
  above will be unaffected. Hit point losses will be reduced proportionately after the 
  potion wears off. 
   
  Human Control: This will allow the imbiber to influence others as with a Charm 
  Person spell (saving throw allowed), but the user may affect 1-12 persons of 3 or 
  fewer hit dice, 2-8 persons of 4-6 hit dice, 1-4 persons of 7-9 hit dice and 1 person 
  of 10 or more hit dice. Range: 120’. 
   
  Invisibility: As the 2nd level spell. 
   
  Invulnerability: The name is a bit of exaggeration, but the stuff is useful nonethe-
  less. The drinker will receive a +2 bonus to all saving throws and all attacks 
  against him will be at a -2 penalty. Only one such potion may be quaffed per week 
  or it will have the reverse effect. 
   
  Levitation: As the 2nd level spell. 
   
  Longevity: This will reduce magical or supernatural aging by 10 years. It will re-
  duce natural aging by 1 year but if used for this purpose, it will subtract 1 point 
  from the drinker’s constitution score. 
   
  Oil of Etherealness: When applied fully this will make the user ethereal, with the 
  ability to move through solid objects. In that state he may attack out-of-phase or 
  ethereal creatures and in turn may be attacked by such creatures. However, he 
  may not engage in combat with ordinary opponents nor will he be vulnerable to 
  attack by them. 
   
  Oil of Slipperiness: If applied to one’s body and/or armor, it will make one fully 
  resistant to being constrained by webs, ropes, tentacles, brawling holds, etc. Alter-
  natively it may be spread over a stretch of floor or steps, giving a 95% chance that 
  any person or creature will slip and fall. It lasts 24 hours or until removed with al-
  cohol or a similar substance. 
   
  Plant Control: This will allow the drinker to control 1-6 plants or fungoid entities, or 
  all smaller growths within a 10’ x 10’ area. Range is 60’. 
   
  Poison: This is quasi-magical and extremely toxic and will probably be undetecta-
  ble as poison by sight or smell. However, if it is ingested or absorbed into the 
  blood in a dose as small as a mere sip or drop, then it will kill (saving throw al-
  lowed). A flask of the liquid may be utilized in combat but at extremely high risk. 
  
   
  34 
  Polymorph Self: As the 4th level spell. Precisely what creature the drinker poly-
  morphs into will already be determined as a property of the potion. 
   
  Speed: Imbibing this potion will double one’s move rate. 
   
  Super-Heroism: This potion will cause the drinker to temporarily assume the char-
  acteristics of a Vindicator—with hit dice of 8+2 and an attack bonus of +5. (Regard-
  ing saving throws, Magic-Users and Thieves aided by the potion may use the most 
  advantageous of either the saving throws for a Vindicator or the saving throws for 
  their class at their original level.) Fighting-Men of 9th-12th level will temporarily ad-
  vance in ability by two levels, and Fighting-Men of 13th-15th level will temporarily 
  advance in ability by one level (with additional hit dice as well as possible advances 
  in attack bonuses and saving throws). Fighting-Men of 16th level and above, Magic-
  Users of 12th level and above and Thieves of 13th level and above will be unaffect-
  ed. Hit point losses will be reduced proportionately after the potion wears off. 
   
  Treasure Finding: This will allow the drinker to identify and locate treasure hordes at 
  distances of up to 360’. What precisely constitutes a “horde” will be up to up to the referee. 
   
  Undead Control: This will enable the drinker to control 2-8 Undead of under 4 hit dice 
  and 1-4 Undead of 4 or more hit dice in a manner similar to the other “control” potions. 
   
  SCROLLS: Only Magic-Users or Thieves of 10th level and above may utilize 
  scrolls that contain standard spells. Magic-Users must first use a Read Magic spell 
  to identify the spell or spells, but may then use them at any time. High-level 
  Thieves may use them after a few turns of study. It is important to remember that a 
  Magic-user may always cast any scroll spell, regardless of whether he knows the 
  spell or whether he would normally be of a sufficient level to cast that spell. What-
  ever the level of the user of the scroll, spells will go off as if they were cast by a 6th 
  level Magic-User unless a higher casting level would be required, in which case 
  they will be of the minimum level to cast that spell. Members of any class may use 
  Protection Scrolls. If a Cursed Scroll is opened and even a glance is taken at its 
  contents by any class of character, he will find himself inexorably reading the foul 
  words aloud and will immediately suffer its effects.   
   
  Scroll of Protection: Elementals: This spell will completely protect the caster 
  and those within a 10’ radius from 1 Elemental for 4 turns. 
   
  Scroll of Protection: Lycanthropes: This spell will completely protect the caster 
  and those within a 10’ radius from 2-12 Lycanthropes for 6 turns. 
   
  Scroll of Protection: Magic: This spell will create an invisible but completely im-
  penetrable sphere in a 10’ radius around the caster that will block all magic in ei-
  ther direction. The sphere lasts 8 turns and will move with the caster. 
   
  Scroll of Protection: Undead: This spell will completely protect the caster and 
  those within a 10’ radius from 2-24 Undead of 1-3 hit dice, 2-12 Undead of 4-5 hit 
  dice or 1-6 Undead of 6 or more hit dice for 6 turns. 
   
  Scroll: 1 Curse: Random monster attacks, or the reader is infected with a fatal 
  disease, is turned into a miniscule unicellular being, is instantly teleported to an-
  other planet, etc. 
  
   
  35 
  SWORDS: All magic swords were created many hundreds of years ago during the 
  Ancient Wars between Law and Chaos. All will have an alignment, an Intelligence 
  factor of from 1-12, and for those swords with an Intelligence of 7 or more, an addi-
  tional Ego rating of from 1-12. The alignment of the sword is determined using 
  percentile dice: 
   
  01 - 65 
  Law 
  66 - 90 
  Neutrality 
  91 - 00 
  Chaos 
   
  Persons initially grasping a magic sword may suffer damage based on any differ-
  ences in alignment: 
   
  Law vs. Chaos: 2-12 hits 
  Neutrality vs. Law/Chaos: 1-6 hits 
   
  For purposes of the above, Lawful Thieves will count as aligned with Neutrality. 
   
  There are a few mighty weapons allied with either Law or Chaos that have been 
  forged with a Special Purpose in the service of their side: 
   
   
  Law/Chaos 
  Dice Roll 
  Special Purpose 
   
   
  01-90 
  No Special Purpose 
  91-92 
  Defeat Magic-Users of the opposite alignment 
  93-94 
  Defeat Fighting-Men of the opposite alignment 
  95-96 
  Defeat Priests of the opposite alignment 
  97-98 
  Defeat Monsters of the opposite alignment 
  99-00 
  Defeat Law/Chaos 
   
  Weapons with a Special Purpose will automatically have an Intelligence factor and 
  Ego rating each of 12, and will have these special abilities versus those designat-
  ed: 
   
  Law: The ability to slay members of the designated group. 
  Chaos: The ability to disintegrate members of the designated group. 
   
  If the sword does not have a special purpose, its Intelligence is determined using a 
  twelve-sided die: 
   
  Intelligence 
  (Die Roll) 
   
  Primary Powers and Ability to Communicate 
   
   
   
  1-6 
  None 
  7 
  One Primary Power and Empathy with the Wielder 
  8 
  Two Primary Powers and Empathy with the Wielder 
  9 
  Three Primary Powers and Empathy with the Wielder 
  10 
  Three Primary Powers, and Speaks Alignment Language plus 1-4 
  additional Languages 
  11 
  As 10 above plus Reads Magic 
  12 
  As 11 above plus one Extraordinary Ability 
   
  
   
  36 
  Primary Powers 
   
  Dice Roll 
  Power 
   
   
  01-10 
  Detect Evil/Good 
  11-15 
  Detect Gems (# and Size) 
  16-25 
  Detect Magic 
  26-33 
  Detect Metal & What Kind 
  34-35 
  Detect Meal (Food Source) and What Kind 
  36-50 
  Detect Sloping Passages 
  51-60 
  Detect Traps 
  61-70 
  Locate Secret Doors 
  71-85 
  Note Shifting Walls & Rooms 
  86-95 
  See Invisible Objects 
  96-99 
  Roll Again Twice 
  00 
   
  Roll for an Extraordinary Ability 
   
  Extraordinary Abilities 
   
  Dice Roll 
  Ability 
  01-10 
  Clairaudience 
  11-20 
  Clairvoyance 
  21-30 
  ESP 
  31-35 
  Flying 
  36-40 
  Giant Strength (once per day) 
  41-45 
  Healing (1-6 hit points per day) 
  46-55 
  Illusion Generation 
  56-60 
  Levitation 
  61-70 
  Telekinesis 
  71-80 
  Telepathy 
  81-90 
  Teleportation 
  91-97 
  X-Ray Vision 
  98-99 
  Roll Twice 
  00 
   
  Roll Three Times 
   
  If the sword does not have a special purpose but has an Intelligence factor of 7+, 
  the Ego of the sword should then be determined using a twelve-sided die.  
   
  All magical swords (even those with only an Intelligence factor of 1-6) will strive to 
  advance the fortunes of their alignment. This may include exerting their influence 
  to lose a fight—if the owner’s opponents are more favorable to their side—or at-
  tempting to pass into the hands of a creature or person better able to serve their 
  cause. Thus, magical swords may always choose to miss or do less damage than 
  rolled—something the player character may or may not notice. Even swords 
  aligned with Law will not hesitate to perform actions that might be to the detriment 
  of their owners if they perceive that it will further the cause, especially if the owners 
  themselves are judged to be lukewarm in their commitment to it. While swords are 
  generally inanimate, they have been known to slip from the grips of their owners at 
  the wrong moment. Scabbards may become loose. Weapons may go lost or turn 
  up in the possession of other party members. And so on. 
  
   
  37 
  In addition, some weapons may be capable of controlling their owners. Compare 
  the difference between the Ego rating of the sword and the experience level of the 
  owner: 
   
  Difference 
  Result 
  6 or more 
  Sword controls 
  -5 to 5 
  Which side prevails based on situational check 
  -6 or lower 
  Owner controls 
   
  Situational checks involve comparing the Intelligence Factor + Ego Rating of the 
  sword with the wisdom + strength score of the owner, with these modifiers: 
   
  Extraordinary Ability/Hit Point Loss 
  Modifier 
   
   
  Each Extraordinary Ability 
  +1 for Sword 
  Owner has lost less than 10% of his hit points 
  +1-6 for Owner 
  Owner has lost 11% to 50% of his hit points 
  -1-4 for Owner 
  Owner has lost 51% to 99% of his hit points 
  -2-8 for Owner 
   
  Difference 
  Result 
  6 or more 
  Higher score controls 
  2 - 5 
  Higher score controls 75% of the time 
  0 - 1 
  50% chance either way 
   
  Controlling weapons will force the user to act in the interests of their alignment, but 
  will often attempt to do so in a way that is not obvious to other party members. 
  Swords aligned with Neutrality or Chaos may also desire to be housed in richer 
  scabbards, to have additional jewels or precious metals added to their hilts, etc. 
   
  Magic swords apply their first bonus to hit but not for damage. Their second bonus, 
  if any, is in turn applied to damage only. Most swords will emit a moderate glow 
  with a radius of illumination of 20’, at least when drawn in the dark. All magic 
  swords are long swords. Further explanations for specific swords follow: 
   
  Cursed Sword -2: This weapon will force the wielder to immediately attack mon-
  sters at every possible opportunity. It may be removed from the hand only with a 
  Remove Curse spell. It will always be aligned with Chaos 
   
  Cursed Sword +1: As above but luckily the sword carries an attack bonus. 
   
  Sword +1, +3 vs. Trolls: If the sword is Chaotic, then it will be +3 vs. Lawful 
  Priests and High Priests. 
   
  Dragon Slaying Sword +2: In addition to the attack bonus, valid against all oppo-
  nents, the sword will do 4-32 points of damage against one Dragon type: die 1 = 
  Black, die 2 = Blue, die 3 = Brass, die 4 = Bronze, die 5 = Copper, die 6 = Golden, 
  die 7 = Green, die 8 = Red, die 9 = Silver, die 10 = White. The alignment of the 
  sword cannot contradict its mission. 
   
  Flaming Sword +1, +2 vs. Trolls, +3 vs. Undead: In addition to inflicting extra 
  damage against the aforementioned types, the sword will be useful in slicing 
  through the strongest webs, and so on, in one turn. If the sword is Chaotic, then it 
  will be +2 vs. Pegasi, Hippogriffs, & Rocs, +3 vs. Treants. 
  
   
  38 
  Sword +1, Nine Steps Draining Ability: This super-powerful magic sword will 
  drain one or more life energy levels from the target on any natural attack roll of 20. 
  On the first such roll it will drain one life energy level. On the second roll (against 
  the same target or a different one), it will drain two life levels, and so on up to nine, 
  at which point it will revert to being an “ordinary” +1 magic sword. 
   
  Holy Sword + 3: In addition to having the largest attack bonus of any weapon, the 
  Holy Sword will completely negate all hostile magic within a 10’ radius. The 
  sword’s alignment will always be Lawful, and therefore it can only be wielded by 
  Fighting-Men (not Thieves) devoted to the side of Law. 
   
  Dancing Sword: After three turns of combat, this magic sword +2 will leap out of 
  the hands of its owner and fight on its own for three turns. Then it will return to its 
  owner for three turns, perhaps to leap out again later for another three turns. And 
  so on. While it is fighting on its own it cannot be hit and will attack at the level of its 
  owner. The owner may of course use another weapon while his sword is “dancing”. 
   
  Sword, One Life Energy Draining Ability: This sword will drain one life level on any 
  attack roll of a natural 20, subsequent to and in addition to inflicting standard damage. 
   
  Sword +1, Three Wishes Included: Wishes are useful and powerful, but they are 
  not a grant to do anything, nor are they a license to reward either aggression or 
  greed. Typically they are used defensively—“I wish that Dragon would fly back to 
  his cave”, “I wish Fombur had never tried to open that chest”, “I wish we would 
  quickly find an exit to this dungeon” are all standard and legitimate. However, 
  wishes that transgress these boundaries will either yield results that require some 
  additional effort or task from the person making the wish, or if too greedy or hos-
  tile, will often have “Monkey’s Paw” sorts of consequences such that the wish 
  might be carried out in an unexpected manner and with unpleasant effects.  For 
  example, wishing to, say, gain an additional point in one’s prime requisite ability 
  may bestow a map to the lair of a monster guarding a magic item that will accom-
  plish that purpose. On the other hand, wishing for an ability score to go from, say, 
  8 to 18 may instantly polymorph the individual into a disgusting monster with such 
  a score. Wishing for the death of another character or creature might result in the 
  person who made the wish being whisked a million years into the future, where the 
  wish will now be satisfied. And so on. Hastily or ill-formulated wishes may be (an-
  noyingly enough) scrupulously instantiated to the letter. And of course inadvertent 
  uses of one or more wishes—“I wish you would just shut up”—are all too common. 
   
  Sword of Sharpness +1: This is another form of the Holy Sword, above, in that it 
  will negate all magic within a 10’ radius. Though it has a smaller to hit bonus, it 
  does have the additional power that if the attack roll is +4 or more over that re-
  quired to hit, or is a natural 19 or 20, it will sever a randomly determined extremity, 
  such as a limb, tentacle, head or heads, etc. The sword may only be used by 
  Fighting-Men aligned with Law. 
   
  Vorpal Blade +1: This is a third form of the Holy Sword, with the same powers 
  and restrictions. It is similar to the Sword of Sharpness but only requires an attack 
  roll +2 or more over that required, or a natural roll of 18 to 20, to unhead an evil 
  opponent. As with the other Holy Swords, only Lawful Fighting-Men may wield a 
  Vorpal Blade. 
  
   
  39 
  ARMOR: Armor will subtract the specified bonus from an opponent’s attack roll. 
  Bucklers will subtract the specified bonus only if used while unarmored or wearing 
  leather armor. Mail and shield combinations will subtract the specified bonus if 
  used together. If used separately, the mail will function as +1 armor and the shield 
  will function as an “ordinary” magic shield with no bonus. Those using magic 
  shields (but not bucklers) may invoke the “shields shall be splintered” option once 
  per day without the shield being destroyed. In addition, they may invoke the option 
  anytime in the standard way, with the probability that the shield will be destroyed 
  as with normal shields. Users of magic bucklers may invoke the “shields may be 
  splintered option” in the normal fashion as for non-magical shields, with the proba-
  bility that the buckler will be destroyed. Magic bucklers and shields will have the 
  encumbrance of their non-magical counterparts. Enchanted mail will have an en-
  cumbrance of !! whereas magical plate armor will have an encumbrance of !!!!. 
   
  Armor of Etherealness: This suit of Mail +4 allows the wearer to become ethere-
  al at will, as per the potion. The power to become ethereal may be used but 49 
  times. However, the suit will always retain its status as Mail +4. 
   
  Armor of Vulnerability: This will appear to be magical plate armor  (+1 to +3) but 
  when the first blow is struck against the wearer it will become apparent that it is a 
  cursed item that works in reverse—the attacker adds +1 to +3 to his attack roll. 
  After that it may only be removed with a Remove Curse spell. 
   
  Shield of Missile Attraction -1: This shield will appear to be a “helpful” magic 
  shield. It’s negative influence will only become apparent during the next attack 
  from a missile or missiles. Thereafter the “shields shall be splintered” option can-
  not be used (in either form) and the shield may only be removed from the shield 
  arm with a Remove Curse. 
   
  MAGIC BOOKS: 20% of these will be blank. The other 80% will contain from 1-12 
  spells of the specified level. 
   
   
   
   
   
   
  
   
  40 
   
   
   
   
  MISCELLANEOUS WEAPONS: With the exception of daggers, these may only be 
  used by Fighting-Men. Unlike swords, most will grant a bonus to hit and to dam-
  age, though magic bows and crossbows will only apply their bonus to the attack 
  roll. Magic arrows and bolts will apply their bonus to hit and to damage, and this 
  bonus will “stack” with the to hit bonus of bows and crossbows. 
   
  Mace of Disruption +1: If the wielder of this mace successfully strikes an Undead 
  creature, he may make a “turn Undead” roll (even if he or another member of the 
  party has already made such an attempt). The roll is made at either the level of the 
  wielder or 8th level, whichever is higher, and will be modified by the wielder’s wis-
  dom adjustment, if any. A successful roll will disrupt the molecular structure of the 
  monster, destroying it. 
   
  Dwarven War Hammer +3: This will be a +3 magic weapon in the hands of any 
  Fighting-Man. When used by a Dwarf it will have these additional powers: 1) It may 
  be thrown up to 120’ and then fly safely back to its owner. 2) It will do 2-12 hits of 
  damage against most creatures. And 3) it will do 5-15 hits of damage against Gi-
  ants. 
   
  Javelins of Lightning: These may be thrown up to 120’ and will inflict standard 
  damage if a hit is obtained. However, whether or not the standard attack roll is 
  successful a lightning bolt extending 30’ out from the target and measuring 5’ in 
  width will be created. The bolt will do 16 points of damage (save for half damage). 
  The sudden release of energy will destroy the javelin. 
   
  Arrow of Slaying: This arrow is enchanted such that it will automatically slay one 
  representative of a particular intelligent monster type. Roll for “Type A” on the Lan-
  guage Types Table in Vol. 4, rerolling if “Common” or any other non-monster lan-
  guage is generated. The arrow cannot be re-used. 
   
  Magic Bow: This gives a bonus of +1 to hit for all arrows, but like most other mag-
  ic weapons does not increase damage. 
   
  Crossbow of Distance: This will have ten times the range of a normal crossbow. 
   
  Crossbow of Speed: This fires as quickly as a bow, for the enchanted mecha-
  nism draws back and winds on its own accord. 
  
   
  41 
  RINGS: Any character class may use rings. However, only two may be worn at the 
  same time—one on each hand. Where relevant, spells will operate at 11th level. 
   
  Contrariness: This cursed ring will make the wearer unceasingly argumentative 
  and contrary (though the referee and player are cautioned to use discretion here). 
  The ring can only be removed by a Remove Curse spell, though of course the 
  wearer will oppose that. 
   
  Delusion: The wearer of this ring will periodically see exactly and only what he 
  wants to see. These will not be bizarre and impossible visions, but rather things 
  that will initially at least seem plausible to the rest of the party. The ring can be 
  removed at any time. 
   
  Djinn Summoning: This ring contains a resident Djinni who will serve the wearer 
  for an indefinite period, possibly permanently. 
   
  Fire Resistance: As the potion, but the protection effect will last as long as the 
  ring is worn. 
   
  Human Control: As the potion, but it may be used once per day. 
   
  Invisibility: The wearer of this ring may become invisible (or become visible 
  again) at will. As with the spell, invisibility cannot be maintained during spell cast-
  ing or combat. 
   
  Mammal Control: This ring allows the wearer to completely control from 3-18 
  small mammals or from 1-8 large mammals. Range: 60’. 
   
   
   
   
   
   
  
   
  42 
  Protection: Like magic armor, the ring subtracts its bonus from any attack roll 
  directed against the wearer. In addition, it adds the bonus to any saving throw roll 
  made by the wearer. It will function with armor but not with magic armor. 
   
  Protection, 5' radius: As above. In addition, a few of the wearer’s nearby com-
  panions may also receive its benefits. 
   
  Regeneration: This powerful item will allow the wearer to regenerate 1 hit per turn 
  in a manner identical to that of Trolls. It will even restore hit points if the wearer is 
  at zero hit points, and similarly will reconnect or restore severed or damaged or-
  gans. As with Trolls, the process can only be stopped by fire, acid or similar. 
   
  Shooting Stars: This ring is only usable at night under the open sky. It may cast a 
  Light spell, hurl a Fire Ball that will do 9 points of damage to all within a 30’ diame-
  ter circle, or cause a falling meteor to do 12 points of damage to one creature 
  (save for half-damage in both cases), all at a range of 240’. Each of these func-
  tions may be used once in a twenty-four hour period. 
   
  Spell Storing: This ring contains 1-6 spells of 1st to 6th level. As soon as he puts 
  on the ring the wearer will know what spells it contains, and he may then cast them 
  at any time, whatever his class. However, only a Magic-User may restore or re-
  charge the ring, and only if he knows the spells in question. 
   
  Spell Turning: For any spell aimed directly at the wearer, 1%-100% of its effect or 
  chance of effect will be reflected back at the caster. The ring will not work against 
  rods, staves or wands, nor will it turn the Finger of Death. 
   
  Telekinesis: This ring will give the wearer permanent telekinetic power, as the 
  spell cast by a 10th level Magic-User. 
   
  Three Wishes: See the description of Sword +1, Three Wishes Included, above. 
   
  Water Walking: This mischievous magic item will initially function as per the 
  name, but at the most inappropriate point the wearer will sink. 
   
  Weakness: Once placed on the finger, this ring will quickly drain the wearer of half 
  of his strength, inflicting a -2 penalty for purposes of attack, defense and saving 
  throws. It may only be taken off with a Remove Curse. Note: anyone attempting to 
  simply cut his finger off will receive 1-6 hits of electrical shock damage, doubling in 
  magnitude with each additional attempt. 
   
  X-Ray Vision: Using this ring, the wearer may see through most solid substances. 
  Up to 10’ of stone or ½’ of iron may be penetrated. In addition, most hidden doors 
  or built-in traps will be revealed. However, lead or gold will block the operation of 
  the ring. 
   
  RODS, STAVES AND WANDS: Rods will have varying requirements for which 
  classes may use them. Staves and wands will generally only be usable by Magic-
  Users unless otherwise stated. Some will be of unlimited use, whereas others will 
  only be usable a certain number of times per day or per week, or will contain a 
  fixed number of “charges”. For those that contain charges it is up to the referee 
  whether or not they can be “recharged”, how this may be accomplished and by 
  
   
  43 
  whom. If the referee does allow this, it is recommended that only high-level Magic-
  Users have this ability, and such an effort will in addition require a not insubstantial 
  sacrifice of time and Silver Pieces. 
   
  Rod of Absorption: This rod will absorb any hostile spell directed at the wielder, 
  storing its energy. Up to 100 levels of spells may be absorbed in this way. It may 
  also be used to cast any spell the wielder has memorized without discharging the 
  spell from his memory but instead using the energy stored by the rod. Both of the-
  se functions may be used in the same turn as long as the spell cast is not of a 
  higher level than the spell absorbed. Magic-Users only. 
   
  Rod of Beguiling: This rod will, in effect, Charm all enemies within a half circle 
  extending out from the wielder to a radius of 20’. There is no saving throw but the 
  beguilement will only last for 4-16 turns and cannot subsequently be repeated on 
  the same targets. Charges 1-25. Usable by Magic-Users and Thieves. 
   
  Rod of Cancellation: Upon striking a magical item, the Rod will permanently and 
  irrevocably drain the item of its magic. Usually a successful “to hit” roll will be re-
  quired (as if one were attacking the wielder of the item), though this may be modi-
  fied based on the circumstances. The Rod will only work once, though multiple 
  “misses” are allowed. Usable by all classes. 
   
  Rod of Lordly Might: This amazing mechanical device appears to be an ordinary (and 
  somewhat short) staff, however, at the touch of a button it will extend, retract or other-
  wise conform itself into the wielder’s choice of one of the following magic weapons: 
   
  Axe +2 
  Sword +1 (unlike most magic swords this will be a “sword” as opposed to a long sword) 
  Flaming Sword +1, +2 vs. Trolls, +3 vs. Undead 
  Spear +3 
  Pole Arm +1 
   
  If a hostile party witnesses one of these transformations, he will be paralyzed un-
  less he makes his saving throw. However, if a saving throw is made, he will then 
  flee in fear unless he makes a second saving throw. At the end of hostilities the 
  rod will reconfigure itself back to its normal shape. In addition, another button will 
  cause the rod to extend to 50’, with rungs spaced along its length and multiple 
  pitons or spikes that will penetrate and fasten to even the hardest stone—making 
  the item into a formidable climbing apparatus. Using the weapon function will ex-
  pend a charge, and the rod will have 1-25 of them. However, the climbing mecha-
  nism will continue to operate even after all charges are spent. Fighting-Men only. 
   
  Rod of Resurrection: Touching a deceased person with this horrible item will 
  “resurrect” him as a Zombie. Only the Redeemer can truly give new life. 
   
  Rod of Rulership: This awesomely powerful item will allow the wielder to com-
  mand up to 500 levels worth of creatures within a radius of 100’ for a period of ten 
  turns. Command will be equivalent to an enhanced Charm and only instructions 
  explicitly and completely contrary to the nature and desires of the creature or crea-
  tures concerned will be disobeyed. Charges: 1-10. Usable by all classes. 
  
   
  44 
  Snake Staff: This useful item grants a +1 bonus to hit and to damage. If it hits, then 
  the Magic-User may command it to entwine around the target where it will remain for 
  1-4 additional turns. If the target is man-sized or smaller, it will completely immobilize 
  him, while if he is larger then man-sized, it will simply make him incapable of attacking. 
   
  Staff of the Archimagus: This staff will have the capabilities of a Staff of Power 
  (see below) plus these additional powers: 
   
  +1 to hit in melee. 
   
  Invisibility: As the 2nd level spell. 
   
  Paralysis: May be invoked on a successful hit (saving throw allowed). 
   
  Pass-Wall: As the 5th level spell. 
   
  Summon Elemental: The wielder may summon an 8 hit die Elemental (roll a 
  four-sided die to determine type). 
   
  Wall of Fire: As the 4th level spell. 
   
  Webs: See the entry for Giant Spiders in Vol. 2, p. 56. 
   
  Whirlwind: As a Djinni. See Vol. 2, p. 13. 
   
  Each will use one charge. Charges: 1-200. 
   
  Staff of Commanding: This item gives the wielder the powers of Animal, Plant 
  and Human Control in a manner identical to the relevant potions. Charges: 1-200. 
   
  Staff of Healing: This staff will heal 2-7 hits at a touch, or alternatively will grant a 
  +10% bonus to the adversity check for surgery. It may be used an unlimited num-
  ber of times, but only once per day on a single person. 
   
  Staff of Power: This staff has the following powers: 
   
  Cold: The staff may issue an icy blast in the form of a cone 60’ long with a 30’ 
  outer base. Any creature within the area of affect will take eight dice of dam-
  age (save versus wands for half damage). 
   
  Continual Light: As the 2nd level spell. 
   
  Fire Balls: The staff will hurl fireballs as the spell for eight dice of damage 
  (save for half damage). Area of Effect: 40’ diameter sphere. Range: 240’. 
   
  Lightning Bolts: The staff will spit lightning bolts as the spell for eight dice of 
  damage (save for half damage). Area of effect: 60’ x 8’. Range: 240’. 
   
  Striking: The staff will do two dice of damage if it hits in a melee attack. 
   
  Telekinesis: As the spell cast at the 9th level of ability. 
   
  Final Strike: In extremis the user may choose to break the staff, releasing all 
  of its stored energy in the form of 8 x the number of remaining charges in hits. 
  These will be evenly distributed to all creatures save the wielder within a radi-
  us of 30’ (save for half damage). 
   
  The Staff of Power will have 1-200 charges. Use of any of these powers (except of 
  course Final Strike) will use up one charge. 
  
   
  45 
  Staff of Striking: This does two dice of damage if it hits, and of course counts as 
  a magical weapon, though with no “to hit” bonus. Unlike other staves, however, it 
  is only usable by Magic-Users. Charges: 1-200. 
   
  Staff of Withering: In addition to inflicting standard damage, a successful strike 
  with this staff will age the target by ten years. (Depending on the current age and 
  average lifespan of the creature concerned this may or may not have a meaningful 
  influence on the current battle.) Undead are immune. Charges: 1-200. 
   
  Wand of Cold: This wand emits an icy blast in the form of a cone 60’ long with a 
  30’ outer base. Any creature within the area of affect will take six dice of damage 
  (save versus wands for half damage). Charges: 1-100. 
   
  Wand of Enemy Detection: This wand will reveal the presence (though not nec-
  essarily the exact location) of those who are themselves aware of the user and 
  have hostile intent towards him. Range: 60’. 
   
  Wand of Fear: This wand will cause all within the standard 60’ x 30’ cone to flee in 
  panic unless they make a saving throw versus magic.  
   
  Wand of Fire Balls: This wand will hurl fireballs as the spell for six dice of dam-
  age (save for half damage). Area of Effect: 40’ diameter sphere. Range: 240’. 
  Charges: 1-100. 
   
  Wand of Illusion: This wand operates as the Phantasmal Forces spell. However, 
  the caster may move while concentrating. Area of effect: 40’ x 30’ rectangle. 
  Range: 240’. Charges: 1-100. 
   
  Wand of Lightning Bolts: This wand will hurl lightning bolts as the spell for six 
  dice of damage. Area of effect: 60’ x 8’. Range: 240’. Charges: 1-100. 
   
  Wand of Magic Detection: This wand functions as the spell but with a range of 
  20’. At the referee’s discretion extended concentration may reveal more precise 
  aspects or properties of the enchantment. 
   
  Wand of Metal Detection: This wand will indicate the presence and type of any 
  body of metal, metal item or metal items equal to or greater than 30 lbs. in weight 
  (approximately 1,000 coins). Range: 20’. 
   
  Wand of Negation: If this wand is pointed at another enchanted rod, staff or wand 
  that operates at a distance, it will negate (or almost negate) its effect for one use 
  or melee turn. Rods and staves will still operate at ¼ power. Charges: 1-100. 
   
  Wand of Paralyzation: All within a cone of 60’ x 30’ will be temporarily paralyzed 
  unless they make a saving throw. Charges: 1-100. 
   
  Polymorph Wand: This wand acts as either of the relevant spells. A “friendly” use 
  will last for a number of turns equal to 6 plus the level of the caster. A “hostile” use 
  will last indefinitely until dispelled. Range: 60’. Charges: 1-100. 
   
  Wand of Secret Doors and Traps Detection: This wand will signal the presence 
  of either within a range of 20’. 
  
   
  46 
   
   
  
   
  47 
  MISCELLANEOUS MAGIC: These items are usable by all classes unless other-
  wise indicated. 
   
  Amulet of Inescapable Locating: This appears to be an Amulet vs. Crystal Balls 
  and ESP but instead works in reverse, rendering the user 100% vulnerable to any 
  and all scrying attempts. 
   
  Amulet vs. Crystal Balls and ESP: Wearing this item will completely protect one 
  against all such devices and spells. 
   
  Animated Broom: This item will slyly position itself to resemble a Witch’s Broom 
  of Flying. But if someone attempts to ride it, it will instead beat the user over the 
  head until he is knocked unconscious or until the broom is destroyed. 
   
  Arrow of Direction: This magical arrow will act as a compass, pointing to the des-
  tination desired—the exit to the dungeon, a source of drinking water, the lair of the 
  monsters that just attacked, etc.—for as long as seven turns. It may be used but 
  seven times every seven days. 
   
  Bag of Devouring: This appears to be a Bag of Holding (see below) but instead is 
  the gaping maw of a hungry extra-dimensional creature. It will devour anything 
  placed inside within 7-12 turns. 
   
  Bag of Holding: This magical bag, the size of a large sack, will hold up to 200 
  items or 1,000 lbs. while never weighing more than the equivalent of 5 items. The 
  opening of the bag may be stretched to a diameter of 3’ and the interior volume will 
  amount to at least 10’ per side. Thus, it may accommodate a ladder or a suit of 
  armor, etc. 
   
  Bag of Transmuting: This also appears to be a Bag of Holding, and will initially 
  function as such, but any gold or silver placed inside it will turn to lead. After this is 
  discovered, the bag will retain this function but cease to perform as a Bag of Holding. 
   
  Bag of Tricks: The owner of this otherwise empty looking bag may reach into it 
  and pull out an animal (determined randomly) that will then fight for him. When 
  combat is finished, the animal will be drawn back into the bag, and the same ani-
  mal will emerge the next time around. Only if the current animal is killed will there 
  be a chance of a different animal later becoming available (though there will of 
  course be a 1 in 6 chance that the same animal that was just killed will be chosen 
  again). 
   
  Die Roll 
   
  Animal 
   
  Hit Dice 
   
  Attacks 
  Armor 
  Class 
   
  Move 
   
   
   
   
   
   
  1 
  Bear 
  5 
  2-12 hits 
  6 
  12 
  2 
  Lion 
  4+2 
  1-6 hits 
  6 
  12 
  3 
  Bull 
  3 
  1-6 hits 
  6 
  15 
  4 
  Ram 
  2 
  1-6 hits 
  7 
  15 
  5 
  Wolf 
  1 
  1-6 hits 
  8 
  18 
  6 
  Jackal 
  ½ 
  1-2 hits 
  8 
  12 
  
   
  48 
  Beaker of Plentiful Potions: This incredibly useful item will fill itself with 2-5 po-
  tions—any standard potions the user requests—once per week. 
   
  Bean Bag: There will usually be six beans in each bag. When planted, each bean 
  will magically bring forth a randomly determined thing, with a greater chance, un-
  fortunately, that it will be a bad thing: 
   
  Die Roll 
  Result 
  Determination Method 
  1-2 
  Curse 
  See Cursed Scroll, above 
  3-4 
  Monster 
  Roll randomly for level and then monster* 
  5-6 
  Treasure 
  Roll randomly for Class and then for type* 
   
  Book of Darkness: This vile tome will only be useful to non-player character Evil 
  Priests and Evil High Priests. These will gain one level upon reading it. Lawful 
  Priests and High Priests who read it will have a 75% chance of going insane. 
  Thieves who read it will take 3-12 hits of damage and Fighting-Men aligned with 
  Law will take 4-24 hits of damage. If the book is read by Fighting-Men aligned with 
  Neutrality or Chaos or by Magic-Users of any alignment, they will be nominally 
  unaffected, though Lawful Magic-Users may be tormented by nightmares for some 
  time. 
   
  Book of Infinite Spells: This book has 24 pages. 3-18 of them will contain one 
  spell, while the remainder will be blank. If the book is currently marked at a particu-
  lar spell that spell may be memorized and cast once per day in addition to the 
  standard number granted by level, even if it is a spell previously unknown or of a 
  higher-level than the reader can normally cast. Once a page is turned it cannot be 
  turned back. There is a 10% chance in between uses that a page will turn of its 
  own accord, and a 5% chance that fumbling, wind, etc., will turn a page while it is 
  being studied. The book may be utilized by high-level Thieves as well as by Magic-
  Users, but all non-Magic-Users will suffer 4-24 points of damage the first time they 
  touch the book. Thereafter they can handle it normally. 
   
  Boots of Dancing: These boots will first function as one of the three benign items 
  of footwear enumerated below. However on the first occasion where the wearer is 
  running for his life, the boots will cause the wearer to stop in place and instead 
  dance a jig, perform the Charleston or execute a Fouetté rond de jambe en tour-
  nant. If the wearer survives, he may then remove the boots. 
   
  Boots of Levitation: These will work as a Levitation spell that can be invoked at 
  any time. 
   
  Boots of Speed: These boots grant a base move of 24. They may be used con-
  tinuously for no longer than a day, and after each use the wearer must rest for at 
  least as long. 
   
  Boots of Traveling and Leaping: These boots increase overland walking speed 
  by ten miles per day. They will also enable the user to effortlessly leap 10’ vertical-
  ly and 30’ horizontally. 
   
  
   
  49 
  Bowl of Commanding Water Elementals: This is a large, fragile bowl made of 
  semi-precious materials (encumbrance: !!!). It will take as many as 10 minutes to 
  unpack, set up and fill with water (encumbrance of required water: !!!). A Water 
  Elemental may then be summoned. Magic-Users only. 
   
  Bowl of Watery Death: This appears to be a Bowl Commanding Water Elemen-
  tals but on the first attempted use the Magic-User will shrink to one-half inch in 
  size and will then be plunged into the bowl (saving throw allowed). He will then 
  drown in 2-5 turns unless a Growth of Animals spell is cast or a Growth potion is 
  immediately administered. 
   
  Bracers of Defense: These arm or wrist guards will subtract the requisite bonus 
  from an opponent’s attack roll for melee and observed missile attacks. They will 
  only function if the user is not wearing or using any form of armor. 
   
  Bracers of Defenselessness: These appear to be Bracers of Defense but will 
  instead add +2 to an opponent’s attack roll. Once their true nature has been dis-
  covered, the bracers will not allow themselves to be taken off unless a Remove 
  Curse spell is cast. Nor will they allow the wearer to don any kind of armor or touch 
  a shield. 
   
  Brazier of Commanding Fire Elementals: It will take as many as 10 minutes to 
  unpack, prepare and kindle this item (encumbrance, including required charcoal: 
  !!!!). A Fire Elemental may then be summoned. Magic-Users only. 
   
  Brazier of Sleep Smoke: This will be indistinguishable from the Brazier Com-
  manding Fire Elementals but upon use its smoke will cause the summoner and 
  anyone else within a radius of 10’ to fall into an enchanted slumber. Only Dispel 
  Magic will awaken them. 
   
  Broom of Flying: This is a Witch’s item and can only be used by such. If utilized 
  by a Witch, it will have a base move of 40. If any other person attempts to ride a 
  Broom, it will zoom straight up at exponential speed, gaining 10’ the first melee 
  turn, an additional 20’ the second melee turn, an additional 40’ the third melee 
  turn, and so on. Within minutes the rider will find himself in the upper atmosphere 
  and soon in lower earth orbit. He may jump from the broom at any time, suffering 
  1-6 hits of damage for each 10’ of height attained.  
   
  Censer of Controlling Air Elementals: It will take as many as 10 minutes to un-
  pack and prepare this item (encumbrance including required incense: !!). An Air 
  Elemental may then be summoned. Magic-Users only. 
   
  Censer of Summoning Hostile Air Elementals: This appears to be the Censer 
  Controlling Air Elementals, but it will summon a hostile Elemental that will immedi-
  ately attack. 
   
  
   
  50 
  Chime of Opening: This ornate and beautiful instrument will instantly open any 
  stuck, locked or magically held door. The gems, jewels and detailed metal work 
  alone are worth 30,000 Silver Pieces. 
   
  Cloak of Protection: This item will subtract the requisite number from an oppo-
  nent’s attack roll, but only if the wearer has an armor class of 9. Magic-Users and 
  Thieves only. 
   
  Crystal Ball: This wondrous (though morally problematic) device enables the user 
  to “zoom in” on the current activities of a chosen subject at a distance. A Crystal 
  Ball will be most effective if the user knows the subject well or when, say, he has a 
  piece of the subject’s clothing in his possession. Its operation will be hindered by 
  great distances, or may be completely foiled by lead or certain protective spells. 
  Each day, up to three viewing attempts only may be made (more than that may 
  drive the user mad). Long or multiple uses may mandate at least an equal amount 
  of rest. Each time a Crystal Ball is used that there is at least a small chance that 
  the subject will know or at least suspect that he is being watched. Magic-Users 
  only. 
   
  Crystal Ball with Clairaudience: As above but the user can hear conversations 
  and the like. Magic-Users only. 
   
  Crystal Ball with ESP: As above but the user can read the thoughts of the sub-
  ject. Magic-Users only. 
   
  Crystal Hypnosis Ball: This appears to be a normal Crystal Ball, but at best it will 
  perform no positive function and will merely leave the user catatonic for 3-24 turns. 
  If combined with a previously placed Magic Mouth spell, it might hypnotize the user 
  with a Suggestion. 
   
  Cube of Force: Pressing one facet of this small trinket (1” to a side) will generate 
  a powerful force field around the user. Nothing can immediately pass through it, 
  though large-scale fires and Fire Ball, Lightning Bolt, Phase Door, Disintegrate and 
  Pass-Wall spells, as well as four blasts from a Horn of Blasting will at least destroy 
  the field. It is usable three times a day and may be lowered by the user at any 
  time. 
   
  Decanter of Endless Water: True to its name, this nifty container will pour out 
  water continuously and unceasingly (or at least until the stopper is put back) at the 
  rate of ten gallons per turn. 
   
  Deck of Many Things: This item will immediately be recognized for what it is—a 
  magical deck of cards with awesome and ominous powers to affect one’s fortunes 
  for good or ill. One and only one person may decide to make use of it, and he may 
  draw at least one card. The effects are applied immediately, and another card may 
  then be drawn (up to four in all, or more if a Joker or Jokers are chosen). After 
  deciding to stop, or upon drawing the maximum number of cards, the remainder of 
  the deck will vanish. 
   
  
   
  51 
  Card 
  Effect 
   
   
  Jack of Hearts 
  Gain help from a Vindicator with +3 magic armor, shield 
  and sword for up to one hour at a chosen time 
  Queen of Hearts 
  Gain 1-3 wishes 
  King of Hearts 
  Gain one beneficial miscellaneous magic item (randomly 
  determined) 
  Ace of Hearts 
  Gain 50,000 experience points 
  Jack of Spades 
  A 5th or 6th level monster attacks by surprise 
  Queen of Spades 
  Death (no saving throw) 
  King of Spades 
  An Evil Lord with +4 magic armor, shield and sword im-
  mediately attacks (these magic items vanish at the end of 
  combat) 
  Ace of Spades 
  Lose one level 
  Jack of Diamonds 
  Add one point to any chosen ability score 
  Queen of Diamonds 
  Gain scroll of seven spells (2nd, 3rd, 4th, 5th or 6th level) 
  King of Diamonds 
  Gain 5-30 pieces of jewelry 
  Ace of Diamonds 
  Gain map to the richest treasure in the dungeon 
  Jack of Clubs 
  Lose one point from prime requisite ability 
  Queen of Clubs 
  Turn to stone (no saving throw) 
  King of Clubs 
  Lose most valuable magic item, even if not carried 
  Ace of Clubs 
  Lose all owned coins, gems and jewelry, even if not car-
  ried (gold and silver turn to lead, gems and jewelry turn to 
  glass and tin) 
  Joker 
  Must select two additional cards 
  Joker 
  Must select two additional cards 
   
  Disappearance Dust: Sprinkling this powder in the air will cause all within a radi-
  us of 10’ to become invisible for 5-30 turns. 
   
  Drums of Deafness: These resemble the Drums of Panic, below, but upon first 
  use all within 60’ will be all but permanently deafened. Only a Remove Curse will 
  reverse this. 
   
  Drums of Panic: Each of these large kettledrums has an encumbrance of !!!! 
  !!!! !!!! and thus, a set of two may only be carried comfortably by a horse or 
  the equivalent. When struck, all creatures of fewer than 5 hit dice, and all non-
  carnivorous animals within a range of 120’ will flee in panic. More powerful crea-
  tures may also flee but are entitled to a saving throw versus magic. 
   
   
  
   
  52 
  Dust of Appearance: When a pinch of this enchanted substance is thrown into 
  the air, all invisible, displaced, ethereal or other similar entities within a radius of 
  10’ will become fully solid and visible for 12 turns. A typical quantity will be suffi-
  cient for 25 uses. 
   
  Dust of Sneezing and Choking: This appears to be either Disappearance Dust or 
  Dust of Appearance, but when thrown into the air, all within a radius of 10’ will die 
  (saving throw permitted). 
   
  Efreet Bottle: An imprisoned Efreet will reluctantly serve the finder for a thousand 
  and one days. 
   
  Elven Boots: These boots allow completely silent movement through or over vir-
  tually any sort of surface, including crunchy ice, a creaking floor, etc. Of course 
  especially noisy armor may negate some of the effect. 
   
  Elven Cloak: This garment gives the wearer the near invisibility of an Elf. 
   
  Eyes of Charming: The wearer of these lenses may Charm persons as a Vampire 
  (-2 on saving throws against it). 
   
  Eyes of Petrification: Donning these cusps will instantly turn the wearer into 
  stone (saving throw permitted). 
   
  Figurines of Wondrous Power: These are small figurines, carvings or statuettes 
  that upon command will grow into a life-size (or larger) version of the creature rep-
  resented. If they are slain in this form, their magical powers will cease. 
   
  Onyx Dog: The dog can sense most invisible, hidden and otherwise undetecta-
  ble creatures and objects within 240’. If cornered or commanded, it will fight as a 
  Wolf. It may be used twelve times. Hit Dice: 1. Armor Class: 7. Move: 18. 
   
  Marble Elephant: This war elephant will serve as a beast of burden or fighting 
  animal for up to one week, once per month. Hit Dice: 8. Attacks: 2-12 hits. Armor 
  Class: 4. Move: 12. 
   
  Ebony Fly: The fly is large enough for one man to ride. It may be used for up to 
  a day’s time, once per week. Hit Dice: 4. Armor Class: 5. Move: 6/24. 
   
  3 Ivory Goats: Each of these giant-sized goats may be used but once. The 
  Goat of Fleeing can accommodate two riders and will gallop untiringly to the 
  commanded location or for one full day. Hit Dice: 4. Armor Class: 6. Move: 48. 
  The Goat of Fighting and Goat of Slaying will be powerful and ferocious com-
  panions in melee. Goat of Fighting: Hit Dice: 10. Attacks: 4-24 hits—double if 
  charging. Armor Class: 2. Move: 12. Goat of Slaying: Hit Dice: 5+1. Attacks: 6-
  36 hits. Armor Class: 5. Move: 18. 
   
  2 Golden Lions: These may be used once per week and only in melee. Hit 
  Dice: 5. Attacks: two dice. Armor Class: 6. Move: 15. 
   
  Flask of Curses: When the stopper is removed from this innocuous looking con-
  tainer a horrible curse will be released. 
   
  
   
  53 
  Flying Carpet: A flying carpet 
  may carry up to three persons 
  at a move rate of 18, or one 
  person at a move rate of 30. 
  When not in use, it can be 
  caused to hover and may be 
  summoned at a distance of up 
  to 240’. Knowledge of the 
  proper command word is re-
  quired. 
   
  Gauntlets of Dexterity: While worn, these will add 2-8 points to one’s dexterity. 
   
  Gauntlets of Fumbling: These appear to be useful gauntlets such as those above 
  and below. But at the first instance of combat or a similarly important or dangerous 
  situation their true nature will be revealed, with consequent effects determined by 
  the referee. After that point they will only be able to be removed by a Remove 
  Curse spell. 
   
  Gauntlets of Ogre Power: These will greatly enhance the strength of one’s hands 
  and arms and will increase melee damage by +2. Fighting-Men and Thieves only. 
   
  Gauntlets of Swimming and Climbing: These will allow the user to swim at a 
  move rate of 18 (the standard for an unarmored man is 3) or climb virtually sheer 
  surfaces even while encumbered. Fighting-Men and Thieves only. 
   
  Gem of Brightness: This enchanted diamond (which usually comes housed in a 
  small hinged box) has an unearthly glittering to it that will fascinate those in close 
  proximity. Anyone looking directly into the stone will be half-blinded and from then 
  on suffer a -4 penalty on all attacks. (This may only be reversed with a Cure Serious 
  Wounds spell.) The stone may be used offensively by opening the box and focusing 
  it towards the eyes of the target. Unless the target is aware of its powers and thus 
  intentionally avoids looking at it, there is a 90% chance that he will be affected by it if 
  he is within 10’, an 85% chance if he is within 20’, an 80% chance if he is within 30’, 
  and so on up to a 45% chance at 100’. A Darkness spell will prevent it from working 
  for 1-4 turns, and a Continual Darkness spell will darken it for 1-4 days. 
   
  Gem of Seeing: Looking through this stone will allow the user to see hidden, in-
  visible, ethereal or any other otherwise difficult or impossible to detect creatures, 
  entities or objects. A 10’ x 10’ area may be inspected in one full turn within a range 
  of 30’. 
   
  Girdle of Femininity or Masculinity: This item will increase the masculinity of 
  male characters or the femininity of female characters in a manner equivalent to 
  adding +4 to their charisma score. 
   
  Girdle of Giant Strength: This item bestows on the wearer the strength of a Hill 
  Giant, including giving the wearer a +6 attack bonus. The bonus is not cumulative 
  with the normal attack bonus potentially granted by level. Thus, a 10th Level Lord 
  with an attack bonus of +7 would not be helped and would even be slightly hindered 
  by the item (it would make him more clumsy). The girdle does not increase damage. 
  
   
  54 
  Helm of Brilliance: This incredibly rich looking fiery and bejeweled helm is capa-
  ble of conveying to its wearer a number of special protections and powers: 
   
  1 
  Protection against all normal fires, a +4 bonus to saving throws against Fire 
  Balls, Dragon breath and the like, and -2 to each die of damage from similar. 
  2 
  The power to create a Wall of Fire around the user upon command. 
  3 
  The power to transform the wearer’s ordinary or magical sword into a Flaming 
  Sword (see above), though the sword will retain any additional magical proper-
  ties it already possesses (Fighting-Men only) 
  4 
  Enhancement of all Fire Ball spells cast, by +1 hit per die, the granting of one 
  additional Light or Continual Light spell for each one memorized and the power 
  to cause flammable objects within 30’ to burst into flame upon command (Mag-
  ic-Users only). 
  5 
  The granting of a +2 bonus to all reaction rolls when dealing with fire-dwelling 
  or fire-using creatures. 
  6 
  All cold-dwelling or using creatures will be quite hostile. 
   
  Helm of Chaos: If a Fighting-Man dons this helm, an ancient force—a Chaotic 
  demi-god or extremely evil high-level historical personage—will come to posses the 
  character and cause him to attempt to advance the side of Chaos. Once the charac-
  ter is possessed it will not be necessary for him to always wear the helm but he will 
  keep it near him at all times, as it is the source of his power. What precisely has 
  happened will not be immediately obvious to others. On the other hand, the increas-
  ingly “erratic” and “odd” behavior of the victim will be more and more apparent. The 
  possession will end only if the helm is utterly destroyed or cast off, for example, by 
  being tossed into deep ocean or into a bottomless crevice, etc. A Dispel Magic or 
  Remove Curse spell will merely cause the victim to briefly return to normal, perhaps 
  allowing a few seconds of conversation before the evil force regains control. 
   
  Helm of Reading Magic and Languages: Donning this helmet allows the wearer 
  to read any otherwise foreign or indecipherable writings, including magical ones. If 
  worn into combat, there is a 10% chance per successful attack that it will be 
  cleaved or smashed. 
   
  Helm of Telepathy: This piece of non-protective headgear allows the wearer to 
  read the thoughts of any creature within 90’. In addition the wearer may attempt to 
  telepathically implant a Suggestion to the target in a manner similar to the spell. 
  However, if a saving throw is made, not only will the Suggestion fail, but in addition 
  the target will become aware of the attempt and probably aware of where it ema-
  nated from. All classes may use this item. 
   
  Helm of Teleportation: This item will allow a Magic-User to Teleport himself at 
  any time and as many times as he wishes as long as he simultaneously has a 
  Teleport spell in one of his memorized spell “slots”. In addition, using this form of 
  teleportation eliminates the possibility of “Low” results, while preserving the possi-
  bility of “High” and other off-target results. 
   
  Horn of Blasting: Use of this intimidating instrument will create a blast cone out 
  from the user, 100’ long with a 20’ base. All within the cone will suffer two dice of 
  damage and be deafened for one full turn with no saving throw. (Since they are 
  deafened, they will then be immune to the effects of further uses of the Horn for 
  
   
  55 
  that time.)  In addition any door, gate or normal wall within the area of effect will be 
  crushed or smashed. 
   
  Horn of Bubbles: This resembles one of the Horns of Valhalla, below. But instead 
  of summoning Berserkers, the Horn will create a cloud of bubbles that will cling 
  around the user for 4-12 turns. The bubbles themselves will be transparent but 
  there will be so many of them that the cloud itself will be effectively opaque. 
   
  Horn of Collapsing: This cursed item appears to be a Horn of Blasting, but if 
  used indoors, will instead bring the ceiling down on the user, causing 7-42 points 
  of damage. If used out-of-doors, it will cause 4-24 rocks to fall out of the sky at the 
  user, each doing 1-3 points of damage. In either case the user’s companions, if 
  any, will be surprised but unharmed. 
   
  Horn of Valhalla, Bronze: Use of this item will summon 2-8 friendly Berserkers of 
  3rd level who will fight to the death, if necessary. Fighting-Men only. 
   
  Horn of Valhalla, Iron: As above but with Berserkers of 4th level. Fighting-Men only. 
   
  Horn of Valhalla, Silver: As above but with Berserkers of 2nd level. All classes 
  may use it. 
   
  Horseshoes of Speed: These will double the base move of any horse. 
   
  Jewel of Attacks upon the Owner: This unusually beautiful stone doubles the 
  chances of wandering monsters and increases the chances of pursuit by 50%. 
   
  Jug of Alchemy: This jug may be used to pour out one chosen “ordinary” liquid up 
  to seven times in in a day (a different liquid may be chosen each day). Maximum 
  amounts per pouring are as follows: 
   
  Liquid 
  Volume #/Containers 
  Encumbrance 
   
   
   
   
  Water 
  10 Gallons 
  10 Skins 
  !!!!! !!!!! 
  Beer 
  10 Gallons 
  10 Skins 
  !!!!! !!!!! 
  Wine 
  5 Gallons 
  5 Skins 
  !!!!! 
  Oil 
  2 Gallons 
  18 Flasks 
  !! 
  Acid 
  1 Gallon 
  9 Flasks 
  ! 
  Hot Tea 
  1 Quart 
  3 Flasks 
  — 
  Poison 
  1 Quart 
  3 Flasks 
  — 
   
  Obviously, a great deal of liquid may be created in this manner. The “catch”, how-
  ever is that unless it is ingested, whatever is magically poured will only remain 
  “real” until midnight of the day it was created—before evaporating or going bad, 
  etc.—making accumulating it impossible and selling it problematic, to say the least. 
   
  Libram of Chaos: Magic-Users aligned with Chaos will gain one level upon care-
  fully studying this volume. Neutral Magic-Users will not receive this benefit but will 
  be otherwise unaffected. Magic-Users aligned with Law will take 2-24 hits of dam-
  age. All others will take 3-12 hits. 
   
  Libram of Gainful Conjurations: Neutral Magic-users who read this book will 
  gain one level. Magic-Users not so aligned will take 4-16 hits of damage. All others 
  will be unaffected. 
  
   
  56 
  Libram of Silver Magic: The reverse (fortunately) of the Libram of Chaos. 
   
  Loadstone: This will appear to be a benign largish stone (encumbrance: !!!) 
  such as that for controlling Earth Elementals or a Luck Stone. However, if the per-
  son carrying it finds himself being pursued by an enemy or monster, he will dis-
  cover that his movement is suddenly slowed by 50%. Thereafter, the stone will 
  resist being discarded—touching the stone or the pack containing it will deliver an 
  electric shock, etc.—unless or until a Remove Curse is cast. 
   
  Luck Stone: This incredibly helpful largish stone (encumbrance: !!!) will increase 
  the possessor’s “take” from treasure—in terms of either finding or division—by 5% 
  to 20%. Fine-tuned referee discretion will be paramount here. 
   
  Lyre of Building: When strummed, this instrument will increase the productivity of 
  a construction project in a manner equivalent to one hundred men working for a 
  week. Alternatively, playing it will negate a Horn of Blasting. It is usable twice per 
  week in the first capacity and once per day in the second. 
   
  Manual of Bodily Health: The first person that carefully reads this useful tome 
  and carries out its exercises will gain 1 point in their constitution score. The volume 
  will then crumble into dust. 
   
  Manual of Gainful Exercise: As above, but applied to one’s strength score. 
   
  Manual of the Gods of Law: This tome will only be useful to non-player character 
  Priests or High Priests aligned with Law. Upon studying it, these will immediately 
  go up one level. Evil Priests or Evil High Priests who read it will lose two levels. 
  Thieves reading it will take 4-28 hits of damage, while Magic-Users reading it will 
  take 1-20 hits of damage and lose 10,000 experience points. Fighting-Men will be 
  unaffected. 
   
  Manual of Golems: This book of instructions will enable a Magic-User to construct 
  a particular type of Golem. There is a 40% chance it will be for a Flesh Golem, a 
  30% chance it will be for a Clay Golem, a 20% chance it will be for a Stone Golem 
  and a 10% chance it will be for an Iron Golem. Creating a Golem will take from 1-3 
  months and cost 1,000 Silvers per hit point. Non-Magic-Users that handle this vol-
  ume will take from 4-24 hits of damage. 
   
  Manual of Puissant Skill at Arms: Upon careful reading, Fighting-Men will gain 
  one level. Magic-Users will lose 10,000 experience points or be reduced to zero. 
  Thieves will be unaffected. After a Fighting-Man reads it, the book will vanish. 
   
  Manual of Quickness of Action: The first person that carefully contemplates this 
  book’s recommendations and follows its regimen will gain one point of dexterity. 
  The text will then transform itself into an attractive but useless self-help manual. 
   
  Manual of Stealthy Pilfering: After reading this book, Thieves will gain one level. 
  Fighting-Men will lose 2,000 experience points and Magic-Users will lose 5,000 
  experience points. Subsequent to benefitting a Thief the volume will self-combust 
  and be devoured by flames. 
   
  Mattock of the Titans: This gigantic wooden hammer will destroy a normal door 
  in 1 turn or a locked or magically held door, heavy gate or portcullis in 1-3 turns. It 
  
   
  57 
  is too large and unwieldy to be used in combat. It has !!!! encumbrance. 
  Fighting-Men only. 
   
  Medallion of ESP, 30’ Range: This works just like an ESP spell but with the ca-
  veat that it will malfunction on a roll of 6—giving either no information or false in-
  formation. 
   
  Medallion of ESP, 60’ Range: As above. 
   
  Medallion of Thought Projection: The first time this item is used it will function 
  as a Medallion of ESP. However, on subsequent attempts it will generally work in 
  reverse, projecting one’s thoughts to any creatures currently hidden behind doors 
  or walls. To confuse things even more, on all following uses it will temporarily re-
  vert to reading the thoughts of others on a roll of 6. 
   
  Mirror of Life Trapping: This will “trap” up to 20 creatures (including Undead and 
  other unusual types) within the mirror where they will remain until the Magic-User 
  possessing it calls them forth, or the mirror is broken. The possessor may con-
  verse with those inside but they themselves will be powerless and will be unable to 
  converse or interact with others so held (lucky for some of them). If the mirror is 
  openly displayed, someone unaware and unsuspecting of its properties will have a 
  90% chance of looking into the mirror if he comes within 10’, thus becoming 
  trapped. However, if he is aware or suspicious, there will be less than a 10% 
  chance. 50% of the time a newly discovered mirror will already contain 1-6 trapped 
  creatures (determine randomly using the tables in Vol. 4). 
   
  Mirror Of Mental Prowess: This mirror functions as a Crystal Ball with Clairaudi-
  ence, Clairvoyance and ESP. In addition it will answer one question a week re-
  garding what is viewed. Usable by all classes. 
   
   
  
   
  58 
  Mirror of Opposition: This small but ornate mirror comes with a fine embroidered 
  covering. If a person looks into the mirror, an exact duplicate will spring out and 
  attack him. 
   
  Necklace of Missiles: This pendant contains from five to nine large beads. Each 
  may be hurled up to 120’ where it will burst as a Fire Ball doing 3, 4, 5, 6, 7, 8, 9, 
  10 or 11 dice of damage. Typical distribution of beads will be as follows: 
   
  Number 
  of Beads 
  Beads/Number of Hit Dice Damage 
   
  11 
  10 
  9 
  8 
  7 
  6 
  5 
  4 
  3 
   
   
   
   
   
   
   
   
   
   
  5 
   
   
  1 
   
  2 
   
  2 
   
   
  7 
   
  1 
   
  2 
   
  2 
   
  2 
   
  9 
  1 
   
  2 
   
  2 
   
  2 
   
  2 
   
  Necklace of Strangulation: This piece looks like a Necklace of Missiles but when 
  placed around the neck will strangle the user in 2-5 turns. Only a Wish will stop the 
  process. 
   
  Phase Cloak: This garment, knit from the hairs of a Phase Spider, makes the user 
  appear to be 1-10’ from his actual location. It will thus subtract -2 from the attack 
  rolls of opponents as well as adding +2 to saving throws against wands and the like. 
   
  Pipes of the Sewers: When played, these pipes will summon 10-60 Giant Rats in 
  1-4 turns. Each turn there is a 95% chance that they will obey the summoner, the 
  chance dropping cumulatively by 15% a turn if the summoner becomes otherwise 
  distracted. Note that the Pipes will not function in an area or type of terrain where 
  there is absolutely no chance of Rats (e.g., a desert). 
   
  Poisonous Cloak: This horrible covering appears to be a benign magical cloak, 
  but when donned it will kill the wearer (no saving throw). 
   
  Portable Hole: The hole will be 6’ in diameter and up to 10’ deep. One or more 
  persons may hide in it (pulling it up after them), though there will be no oxygen in 
  that extra-dimensional space. 
   
  Robe of the Archimagus: A Lawful Magic-User wearing this pure white robe will 
  have a 95% chance of success when casting the following spells: Charm, Hold 
  and Polymorph. There is a similar gray garment for neutral Magic-Users, and a 
  fulgin Robe of the Wizard for those aligned with Chaos. The chances for each 
  color are 60%, 30% and 10% respectively. 
   
  Robe of Blending: This garment allows the wearer to blend in, chameleon-like 
  with his surroundings in a manner tantamount to invisibility, though the robe will in 
  addition affect sound, smell and touch in a dynamic manner. Thus, if the wearer 
  walks amidst a horde of Goblins, he will sound, smell and (if a Goblin puts his 
  horny hand on him) feel like a Goblin. Characters of 11th or higher level or mon-
  sters of 11 or more hit dice have a 10% chance per level or hit die above 10 of 
  detecting the wearer. The wearer will always be completely visible to fellow party 
  members—they will see him exactly as he actually is. 
   
  
   
  59 
  Robe of Eyes: A Magic-User wearing this super-powerful garment will be able to 
  see 240’ in all directions as if Dust of Appearance covered all in the area. In addi-
  tion, he will be aware of hidden enemies, making ambush or surprise effectively 
  impossible. Finally, he may successfully track any creature that has passed by 
  within one day’s time. 
   
  Robe of Powerlessness: This garment resembles other magic robes in majesty. 
  However, when it is donned, the wearer’s strength score will immediately be re-
  duced to 3, and he will suffer a -2 penalty on attacks and defense and a -1 penalty 
  on melee damage. In addition all spells will be forgotten and no new spells may be 
  memorized. The robe may only be removed with a Remove Curse. 
   
  Rope of Climbing: This 50’ long magical rope will fasten itself to or unfasten itself 
  from any surface or inanimate object upon command. It may then be climbed at 
  rapid speed. The rope may be thrown or it can itself climb like a snake. 
   
  Rope of Constriction: This cursed hemp entity resembles the items above and 
  below, but if an attempt is made to use it, it will entangle the user and from 1-5 
  others within 10’. All will perish from constriction in 2-5 turns unless a Dispel Magic 
  spell is cast. 
   
  Rope of Entanglement: If this magical rope is thrown at a group of man-sized 
  opponents, it will entangle 2-8 of them upon command, holding them fast (greater 
  or lesser numbers of smaller or larger creatures will also be affected). Others may 
  try to free their comrades by attempting to cut the rope, but it can only be hit on a 
  natural roll of 20, and will take 20 points of damage. Range: 20’. 
   
  Rug of Smothering: This resembles a Flying Carpet but on the first attempt to 
  use it the Rug will instantly enfold itself around the eager rider or riders and 
  smother him or them in 2-5 turns unless an Animate Objects spell is cast. 
   
  Saw of Mighty Cutting: This magical tool will cut through a normal-sized tree or 
  the equivalent in but 6 turns. Fighting-Men only. 
   
  Scarab of Death: After approximately one full turn of being worn or carried, this 
  scarab will transform into a horrible monster that will burrow into the heart of he 
  who possesses it, killing him unless a saving throw is made. 
   
  Scarab of Enraging Enemies: When this item is uncovered, all intelligent crea-
  tures within 60’ will have a 50% chance of becoming completely enraged, attack-
  ing and continuing to attack whomever is nearest to them, foe or friend, for 6 turns. 
  The Scarab will have 1-20 charges. 
   
  Scarab of Insanity: When this item is displayed, all intelligent creatures within 30’ 
  will become afflicted with insanity for 12 turns. Creatures of 10 or more hit dice will 
  have a 25% chance of resisting. This device will contain 1-12 charges. 
   
  Scarab of Protection from Evil High Priests: This item will absorb and negate 
  the Finger of Death or Touch of Death up to a dozen times before crumbling into 
  dust. 
  
   
  60 
  Spade of Colossal Excavation: This tool will excavate a hole of 81 cubic feet (1 
  cubic yard or meter) in but one turn. However, it cannot by itself break through 
  stone. Fighting-Men only. 
   
  Sphere of Annihilation: This 2’ diameter sphere of utter blackness will completely 
  and irreversibly destroy anything it comes in contact with. Its normal state is to 
  hover in one place. However, any Magic-User within 60’ may attempt to induce it to 
  move in a desired direction or towards a particular target. There is a chance based 
  on the level and intelligence score of the Magic-User that he will be successful. 
  Check each turn. Failure indicates that the Sphere will instead move in the Magic-
  User’s direction. If two or more Magic-Users attempt to control the Sphere at the 
  same time, check at a 10% penalty for the stronger one first, and then the weaker. 
  Failure for both means the sphere will move towards the weaker party. The Sphere 
  has a move rate of 3. 
   
   
  Intelligence Score 
  Level 
  1-12 
  13 
  14 
  15 
  16 
  17 
  18 
   
   
   
   
   
   
   
   
  1-7 
  25% 
  27% 
  29% 
  31% 
  33% 
  35% 
  37% 
  8 
  30% 
  32% 
  34% 
  36% 
  38% 
  40% 
  42% 
  9 
  35% 
  37% 
  39% 
  41% 
  43% 
  45% 
  47% 
  10-11 
  45% 
  47% 
  49% 
  51% 
  53% 
  55% 
  57% 
  12-13 
  55% 
  57% 
  59% 
  61% 
  63% 
  65% 
  67% 
  14-16 
  65% 
  67% 
  69% 
  71% 
  73% 
  75% 
  77% 
  17 
  70% 
  72% 
  74% 
  76% 
  78% 
  80% 
  82% 
  18+ 
  75% 
  77% 
  79% 
  81% 
  83% 
  85% 
  87% 
   
  Stone of Controlling Earth Elementals: It will take as many as ten minutes to 
  unpack and prepare this item (encumbrance: !!!). An Earth Elemental may then 
  be summoned. Magic-Users only. 
   
  Talisman of Chaos: This horrific item will slay High Priests aligned with Law (no 
  saving throw) and thus will be greatly sought after by many. Lawful characters that 
  touch with it will instantly take 6-36 hits of damage. It may be used six times. 
   
  Talisman of Lawfulness: This unique and helpful item will, upon command, im-
  mediately sink an Evil High Priest into the center of the Earth (no saving throw). It 
  may be used up to seven times. It will not function for Neutral characters or 
  Thieves. Chaotic creatures that touch it will suffer 6-36 points of damage. 
   
  Talisman of the Sphere: This device will give the wearer a bonus of 20% to con-
  trol a Sphere of Annihilation. If touched by a non-Magic-User, it will inflict 2-24 
  points of damage. 
   
  Tome of Clear Thought: Upon completing this volume, 1 point will be added to 
  the reader’s intelligence score. 
   
  Tome of Leadership and Influence: When opened and carefully perused, 1 point 
  of charisma will be conferred. 
   
  Tome of Understanding: Anyone who carefully and thoroughly reads this work 
  will immediately gain 1 point of wisdom. 
  
   
  61 
  Trident of Commanding Water Creatures: This item acts as a Staff of Com-
  manding against water dwelling creatures (Charm for 12 turns—saving throw al-
  lowed). Creatures within 60’ may be affected up to these maximum numbers: 
   
  Hit Dice of 
  Creatures 
  Number of 
  Creatures 
   
   
  1-3 
  1-12 
  4-6 
  2-8 
  7-9 
  1-4 
  10+ 
  1 
   
  Trident of Submission: Any creature struck by this super-powerful item will im-
  mediately surrender to the wielder (saving throw vs. magic allowed). However, the 
  victim will “snap out of it” in 3-12 turns. Fighting-Men only. 
   
  Trident of Warning: This magical weapon allows the user to know the location, 
  type and number of any hostile sea creatures within 240’. Fighting-Men and 
  Thieves only. 
   
  Trident of Yearning: This cursed item causes the holder to desire to move as 
  efficaciously as possible to a large body of water and completely and permanently 
  immerse himself in it. It may only be countered with a Dispel Magic spell. 
   
  Wings of Flying: These allow one to fly at a rate of 15. However, after one hour 
  the user must rest for at least an equivalent time. 
   
   
   
   
   
  
   
  62 
  FABRICATING MAGIC ITEMS:  
   
  Archimagi and Wizards may manufacture magic items for personal use or for 
  sale. Typical minimum costs and fabrication times are given below. Many items will 
  often require special or rare ingredients or materials over and above standard 
  costs. For example, potion recipes may call for appropriate parts from particular 
  plants or monsters, armor construction may require the necessary quantities of 
  mithril or adamantite, and so on. If an item other than a potion has effects that du-
  plicate or are strongly similar to a particular spell, knowledge of that spell will usu-
  ally be required. For each level above 11th of the Magic-User, time required will be 
  reduced by -10%. Created rods, staves and wands will come with maximum 
  charges. If recharging such items is allowed, it is suggested that such may be 
  done at half the usual cost and time, prorated according to the number of charges 
  desired. Assuming a willing buyer exists and may be found, sale price for any 
  manufactured item will be on the order of a 1%-20% markup over standard cost 
  plus 100-600 Silver Pieces per week of work required for an 11th level Magic-User 
  (those of higher levels will finish in fewer weeks and thus potentially make more 
  profit per week). 
  Of course, creative players may propose that their characters design or fabricate 
  items not listed below. Such attempts should be allowed, but as always will be 
  subject to the discretion of the referee. 
   
  Potions:  
   
  Item 
  Cost 
   Item 
  Cost 
   
   
   
   
   
  Growth 
  200 + 1 week 
   Speed 
  300 + 2 weeks 
  Plant Control 
  200 + 1 week 
   Flying 
  500 + 2 weeks 
  Polymorph 
  200 + 1 week 
   Oil/Slipperiness 
  500 + 2 weeks 
  Animal Control 
  300 + 1 week 
   Super-heroism 
  500 + 2 weeks 
  Clairaudience 
  300 + 1 week 
   ESP 
  500 + 3 weeks 
  Fire Resistance 
  300 + 1 week 
   Extra-healing 
  500 + 3 weeks 
  Gaseous Form 
  300 + 1 week 
   Human Control 
  500 + 3 weeks 
  Healing 
  300 + 1 week 
   Giant Strength 
  1,000 + 3 weeks 
  Levitation 
  300 + 1 week 
   Longevity 
  1,000 + 3 weeks 
  Clairvoyance 
  300 + 2 weeks 
   Oil/Etherealness 
  1,000 + 4 weeks 
  Diminution 
  300 + 2 weeks 
   Treasure Finding 
  2,000 + 4 weeks 
  Heroism 
  300 + 2 weeks 
   Undead Control 
  2,000 + 2 months 
  Invisibility 
  300 + 2 weeks 
   Giant Control 
  3,000 + 2 months 
  Invulnerability 
  300 + 2 weeks 
   Dragon Control 
  5,000 + 6 months 
   
  Scrolls: 
   
  These cost 100 Silver Pieces per spell level and will require 1 week per spell level 
  to inscribe. In addition, Protection scrolls will have these costs and times: 
   
  Item 
  Cost 
   Item 
  Cost 
   
   
   
   
   
  Lycanthropes 
  2,000 + 4 weeks 
   Magic 
  3,000 + 2 months 
  Elementals 
  3,000 + 2 months 
   Undead 
  3,000 + 2 months 
  
   
  63 
   
   
  Armor: 
   
  Item 
  Cost 
   Item 
  Cost 
   
   
   
   
   
  Magic Shield 
  1,000 + 4 weeks 
   Mail +4 
  10,000 + 9 months 
  Buckler +1 
  2,000 + 4 weeks 
   Mail & Shield +5 
  15,000 + 1 year 
  Plate Armor +1 
  2,000 + 2 months 
   Plate Armor +3 
  20,000 + 15 months 
  Mail +3 
  3,000 + 3 months 
   Mail +5 
  25,000 + 18 months 
  Mail & Shield +4 5,000 + 4 months 
   Mail & Shield +6 
  30,000 + 21 months 
  Plate Armor +2 
  7,500 + 6 months 
   Armor of Etherealness 50,000 + 2 years 
   
  Miscellaneous Weapons: 
   
  Item 
  Cost 
   Item 
  Cost 
   
   
   
   
   
  12 Arrows +1 
  500 + 3 weeks 
   Hammer +2 
  5,000 + 4 months 
  Dagger +1, +2 
  1,000 + 3 weeks 
   Mace +2 
  5,000 + 4 months 
  Axe +1 
  2,000 + 4 weeks 
   Axe +3 
  7,500 + 6 months 
  12 Arrows +2 
  2,000 + 2 months 
   Spear +2 
  7,500 + 6 months 
  Dagger +1, +3 
  2,000 + 2 months 
   Crossbow of Distance 7,500 + 6 months 
  Javelin of Lightning 2,000 + 2 months 
   Crossbow of Speed 7,500 + 6 months 
  Hammer +1 
  2,000 + 3 months 
   Crossbow of Accuracy 15,000 + 1 year 
  12 Arrows +3 
  3,000 + 3 months 
   Spear +3 
  15,000 + 1 year 
  Spear +1 
  3,000 + 3 months 
   Mace of Disruption 
  20,000 + 2 years 
  Axe +2 
  3,000 + 4 months 
   Arrow of Slaying 
  25,000 + 2 years 
  Magic Bow 
  3,000 + 4 months 
    
   
   
  Rings: 
   
  Item 
  Cost 
   Item 
  Cost 
   
   
   
   
   
  Fire Resistance 
  7,500 + 2 months 
   Human Control 
  30,000 + 6 months 
  Invisibility 
  10,000 + 3 months  Spell Storing 
  35,000 + 6 months 
  Telekinesis 
  15,000 + 3 months  Protection +2 
  50,000 + 6 months 
  Mammal Control 15,000 + 4 months  X-Ray Vision 
  50,000 + 1 year 
  Protection +1 
  15,000 + 6 months  Regeneration 
  60,000 + 1 year 
  Shooting Stars 
  20,000 + 6 months  Protection +3 
  100,000 + 1 year 
  Spell Turning 
  25,000 + 6 months   
   
   
  Rods & Staves: 
   
  Item 
  Cost 
   Item 
  Cost 
   
   
   
   
   
  Lordly Might 
  5,000 + 2 months 
   Rulership 
  35,000 + 1 year 
  Cancellation 
  5,000 + 3 months 
   Commanding 
  50,000 + 2 years 
  Beguiling 
  10,000 + 6 months  Healing 
  50,000 + 2 years 
  Absorption 
  15,000 + 1 year 
   Staff of Power 
  100,000 + 5 years 
  Snake Staff 
  20,000 + 1 year 
   Withering 
  125,000 + 6 years 
  Striking 
  25,000 + 1 year 
   Staff of the A.M. 
  200,000 + 10 years 
   
  
   
  64 
  Wands: 
   
  Item 
  Cost 
   Item 
  Cost 
   
   
   
   
   
  Metal Detection 
  5,000 + 3 months 
   Paralyzation 
  10,000 + 6 months 
  Enemy Detection 7,500 + 4 months 
   Polymorphing 
  10,000 + 6 months 
  Fear 
  7,500 + 4 months 
   Cold 
  10,000 + 6 months 
  Negation 
  7,500 + 4 months 
   Lightning Bolts 
  10,000 + 6 months 
  Illusion 
  10,000 + 4 months  Magic Detection 
  15,000 + 9 months 
  Fire Balls 
  10,000 + 6 months  Doors/Traps Detection 25,000 + 1 year 
   
  Miscellaneous Magic: 
   
  5,000 + 6 months 
  25,000 + 1 year 
   
   
  Bracers of Defense +3 
  Amulet vs. Crystal Balls and ESP 
  Cloak of Protection +1 
  Arrow of Direction 
  Crystal Ball 
  Boots of Speed 
  Decanter of Endless Water 
  Boots of Traveling and Leaping 
  Disappearance Dust 
  Displacer Cloak 
  Dust of Appearance 
  Gauntlets of Ogre Power 
  Wings of Flying 
  Stone Controlling Earth Elementals 
   
   
  10,000 + 6 months 
  50,000 + 1 year 
   
   
  Crystal Ball with Clairaudience 
  Bag of Holding 
  Gauntlets of Dexterity 
  Bowl Commanding Water Elementals 
  Gauntlets of Swimming and Climbing 
  Bracers of Defense +7 
  Horseshoes of Speed 
  Brazier Commanding Fire Elementals 
  Medallion of ESP, 30' Range 
  Censor Controlling Air Elementals 
  Rope of Climbing 
  Cloak of Protection +3 
  Trident of Warning 
  Gem of Seeing 
   
   
  25,000 + 6 months 
  100,000 + 1 year 
   
   
  Boots of Levitation 
  Flying Carpet 
  Bracers of Defense +5 
  Helm of Telepathy 
  Cloak of Protection +2 
  Helm of Teleportation 
  Crystal Ball with ESP 
  Medallion of ESP, 90' Range 
  Helm of Reading Magic and Languages 
  Portable Hole 
  Rope of Entanglement 
  Robe of Blending 
  Trident of Submission 
  Robe of Eyes 
   
  Referee Notes: 
  
   
   
   
   
   
   
   
   
   
   
   
   
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/3rd Party/Original D&D/Seven Voyages of Zylarthen/Seven Voyages of Zylarthen - Vol. 3, Book of Magic.pdf