perm filename BOOKS[AM,DBL] blob
sn#508782 filedate 1980-05-10 generic text, type C, neo UTF8
COMMENT ⊗ VALID 00005 PAGES
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C00001 00001
C00002 00002 Druids and illusionists have access to all normal spells.
C00006 00003 If you wish to memorize the reverse of a spell (e.g., Cause Lt. Wounds), you must
C00014 00004 Clerical spells: in addition to those which require the presence of the
C00024 00005 ITEM WHERE
C00034 ENDMK
C⊗;
Druids and illusionists have access to all normal spells.
Clerics automatically know all spells except: Augury, Know Alignment, Command,
Detect Lie, Divination, and Commune.
Magic-Users' intelligence determines which spells they know:
LEVEL 1:
Int≥9: Detect Magic, Read Magic, Light
Int≥11: Shield, Ventriloquism, Shocking Grasp
Int≥13: Sleep, Friends, Shocking Grasp, Prot. from Evil
Int≥15: Charm, Hold Portal, Identify, Dancing Lights
Int≥17: Magic missile, Comprehend Languages, Enlarge
Int=18: Tensor's floating disc, Unseen servant, Jump, FeatherFall
LEVEL 2:
Int≥9: Detect Evil, Darkness, Ray of Enfeeblement
Int≥11: Detect Invisible, Locate Object, Audible Glamer
Int≥13: Web, ESP, Rope Trick
Int≥15: Mirror Image, Levitate, Wizard Lock
Int≥17: Knock, Invisibility, Strength
Int=18: Stinking Cloud, Magic Mouth, Continual Light
LEVEL 3:
Int≥9: Fly, Hold Person
Int≥11: Blink, Clairvoy, Clairaud, Infravision
Int≥13: Fireball, Dispel Magic, Prot. from Evil 10' radius
Int≥15: Water breathing, Slow, Prot. from normal missles, Phantas force
Int≥17: Lighteningbolt, Hold Person, Haste, Blink
Int=18: Invisibility 10' radius, Monster Summon I, Tongues
LEVEL 4:
Int≥9: Remove curse, Plant growth
Int≥11: Fear, Extension I, Fire Charm, Remove Curse
Int≥13: Fire shield, Charm Monster, Ice storm, Halluc. terrain
Int≥15: Wall of Ice, Wizard Eye, Confusion
Int≥17: Wall of Fire, Monster Summon II, Dimension Door
Int=18: Polymorph Self, Polymorph Other, Massmorph, Minor Globe
LEVEL 5:
Int=10: Feeblemind, Telekinesis
Int≥11: Airy water, Animal growth, Extension II
Int≥13: Bigby's interposing hand, Cone of cold, Distance distortion
Int≥15: Wall of Stone, Mord. hound, Monster Summon III
Int≥17: Wall of Iron, Teleport, Conjure elemental, Passwall, Hold monster
Int=18: Cloudkill, Magic jar, Wall of force, Transmute rock to mud
If you wish to memorize the reverse of a spell (e.g., Cause Lt. Wounds), you must
inform the DM and write this down explicitly; otherwise, only the normal form will
be assumed to be the one memorized.
Note that Rangers get extra +N against certain giant class creatures.
Note that dwarves (and gnomes) get an extra +4 on AC against similar.
Note that elves get their 90% invulnerability to sleep and charm, +1 with bow,...
etc. We as DMs must remind payers of this at character set-up time.
Character have 35gp, their armor (as specified), one primary weapon of
their choice, and nothing else. If the thief wants a daggar, he'd best
buy one while in town. Note that whether the character has a shield or not
is computable from his armor class (e.g., fighters do).
Mention (& repeat once during the exped.) that the party must equip itself while
in town, preparing for dungeon expedition. They are presumed to return
to (this or a similar) town before setting out on the wilderness expedition,
hence they can buy more provisions then, using their loot from the dungeon.
Strictly enforce the limit of six misc. items besides 1 weapon & armor.
A bow and quiver of 20 arrows counts as 2 items; most others count as one.
Also do not ignore the total weight, and compute the rate of movement.
Finding items desired is not trivial, either; note the shops which sell each
type of thing. Make it clear that the party will enter the dungeon with
whatever they have bought in town previously, and nothing else. If they
want 20 gallons of oil, let them find it somewhere and try to pay for it!
If a spell-caster plans far enough ahead to (i) take a spell which is
permanent, such as contin. light, (ii) state he is casting it on an
object and keeping that object, then he may indeed have use of it
in subsequent modules. If he forgets, there is no inter-module casting
allowed. This applies to Druids' animal friendship, etc.
Note that we don't announce these rulings, until a player asks us, and
even then we only mention it quietly and casually.
Rememorization of spells can be done, at the usual cost of 15 minutes of studying
per level of spell changed. All spells (including clerical ones) return
precisely 24hrs after they are cast.
Material components count!! MUs and illusionists and Clerics must acquire
them somehow, in town or enroute to/from the dungeon. Druids will auto.
find abundant lesser mistletoe outdoors, even growing right outside of town,
if they ask for it. Holy water and holy
symbols are 100% for sale in the abbey (no discount). In most cases,
material components will be so light and small that the whole sack of them
will count as just 1 misc. carried item. Of course, finding the right
component in a hurry is not guaranteed (unless the spellcaster outlines an
unambiguous location for it (e.g., on his belt, on the left side); in such
a case, the D.M. should ask for such a list, which the spellcaster can see
anytime EXCEPT after an encounter has begun; then he must hunt around for
the item if he can't recall where he put it (2 locations/m.r., 1d4 m.r.,
whichever turns out to be less). If in a container with N other objects,
then once the container is located, it will take an additional N/2 (round
down) rounds (max. of 1d4) to locate the item. This is rolled by us,
not by the player. He may of course abort at any time, in which case the
right location/container will be recalled (hopfully!) but its contents
must again be rummaged through if the spellcaster changes his mind BACK to
casting that spell. In any round in which he fails to find the right item
in a container, read to him the names of two items he DOES see in there.
Players should be reminded once during
the town adventure, and at the start of each other module, that material
components for spells must be obtained.
Herbs: out of town, ten minutes (real time) walk in each cardinal direction
are well-known (40%/resident queried) patches of herbs, flowers, mistletoe,...
For each patch, for each plant sought, there will be sufficent quantity
present to do 1d8-3 castings (except mistletoe, which is infinite in quantity).
Get a list from spellcaster beforehand of what
specifically they are seeking. In town, one can shop at the bazaar;
see the attached sheet on material components and where they may be found.
If for sale, the quantity available is limitless,
but sell for 2d20
s.p. (originally ask an extra 2d20 s.p.)
Small material items: fur, frog, candles, crosses, etc.: unless priced on
accomp. sheet, these misc. items may be bought at
reasonable stores (see att. sheet) or bazaar booths.
Price is 1d20 sp, asking price is extra 1d20 roll. Dirt, sand, dust,
etc. may be gathered, with a 25% chance of arousing (minor) attention if the
character is too open about it. Items with set values (100gp pearl) are
readily available for 10% over the true value.
Clerical spells: in addition to those which require the presence of the
holy symbol:
Bless [Holy Water]
Curse [UnHoly Water]
Create water 1 drop of water
Destroy water pinch of dust
Protec. from Evil [Holy Water] or Incense
Protec. from Good blood or dung
Resist Cold pinch of sulphur
Sanctuary [silver mirror]
Hold person [small straight piece of iron]
Resist fire drop of mercury
Slow poison garlic bud
Spiritual hammer normal war hammer
Animate dead human flesh and bone
Feign death pinch of graveyard dirt
Locate object [lodestone]
Glyph of warding if huge: powdered diamond
Prayer [silver holy symbol or prayer beads]
Speak with dead incense
Exorcise [Holy water]
Lower water pinch of dust
PFE 10' raidus See PFE above
Speak with plants drop of water,pinch of dung, flame
Sticks to snakes piece of bark and 3 snake scales
Dispel evil [Holy water]
Flame strike pinch of sulphur
Insect plague bit of fat and sugar, 3 corn kernels
Plane shift [forked metal rod]
True seeing mushroom powder & saffron
Druid spells requiring more than just mistletoe, holly, and oak leaves:
Animal friendship food for the animal to eat
Shillelagh oaken club and shamrock
Barkskin handful of oak bark
Fire trap stick of charcoal
Snare snakeskin and sinew of strong beast
Summon insects flower petal and bit of mud
Tree twig from any tree
Call woodland beings pinecone
Repel insects marigold or leek or camphor
Magic user spells requiring material components:
Comprehend languages pinch of soot and of salt
Dancing lights phosphorus, wytchwood, or glowworm
Enlarge pinch of powdered iron
Feather fall [feather and down] (can wear it)
Find familiar 100 g.p. worth of incense
Friends flour, soot, and vermillion
Identify 100gp pearl, owlfeather, wine, live carp
Light hind leg of a grasshopper
Mending [2 small magnets] or 2 burrs
Message 2" piece of copper wire
Nystul's magic aura [3x3" piece of silk]
Protection from evil powdered iron
Protection from good powdered silver
Push powdered brass
Read Magic pinch of dirt and drop of water
Sleep sand or rose petal or live cricket
Spider climb bit of bitumen and a live spider
Tensor's disk drop of mercury
Unseen servant 1" string and piece of wood
Ventriloquism tiny parchment megaphone
Write 200 g.p. worth of ink
Audible glamer bit of wool and wax
Darkness bat fur and coal
Detect invisible pinch of talc and powdered silver
ESP one copper piece
Fools's gold if desired: powdered gems help
Invisibility eyelash in gum arabic
Leomund's trap [piece of iron pyrite]
Levitate small leather loop
Magic mouth honeycomb
Rope trick twisted parchment loop and corn extract
Scare bit of bone from any corporeal undead
Shatter mica chip
Stinking cloud rotten egg or 2 skunk cabbage leaves
Strength dung or 3 hairs of strong animal
Web a web
Clairaudience tiny silver horn worth 100gp
Clairvoyance pinch of powdered humanoid's pineal gland
Flame arrow oil and flint
Fly feather from wing of any bird
Gust of wind legume seed
Haste a shaving of a licorice root
Infravision a bitof dried carrot
Invisibility 10' rad eyelash in gum arabic
Leomund's tiny hut tiny crystal bead
Lighteningbolt bit of fur, rod of amber or glass
Monster summon I tiny bag, candle
Phantasmal force bit of fleece
Prot/evil 10' rad powdered iron
Prot/good 10' rad powdered silver
Prot/normal missles bit of tortoise or turtle shell
Slow drop of treacle
Suggestion snake's tongue and honeycomb or sweet oil
Tongues clay model of a ziggurat
Water breathing piece of straw or reed
Confusion [3 nut shells]
Dig [miniature shovel and bucket]
Enchanted weapon powdered lime and carbon
Fear Hen heart or a white feather
Fire charm 3x3" multicolored silk
Fire shield (hot) phosphorus
Fire shield (cold) firefly or gloworm (or 4 dead ones)
Fire trap sulphur or saltpeter
Fumble dab of solidifed milk fat
Hallucinatory terrain stone, twig, bit of a plant
Ice storm pinch of dust and 3 drops of water
Massmorph handful of bark chips
Minor globe of invul. glass or crystal bead
Monster summon II tiny bag, candle
Polymorph other caterpillar coccoon
Mnemonic enhancer 100gp ivory plaque, 100gp ink
Wall of fire phosphorus
Wall of ice quartz or similar rock crystal
Wizard eye bit of bat fur
Airy water alkaline or bromine salts
Animate dead human flesh and bone
Bigby's interpos. hand a glove
Conjure elemental element itself, plus incense for air, sand for water,
clay for earth, phosphorus and sulphur for fire
Cone of cold glass or crystal miniature cone
Distance distortion lump of soft clay
Feeblemind 10 tiny spheres of clay, glass, or mineral
Hold monster tiny metal bar or rod for each monster
Leomund's chest fine chest and a tiny replica
Magic jar crystal or gem which is the magic jar
Monster summon III tiny bag, candle
Mord. faithful hound tinysilver whistle, piece of bone, 3" thread
Passwall 3 sesame seeds
Stone shape soft clay shaped to desired form of object
Wall of force pinch of powdered diamond (at least 100gp)
Wall of Iron 2x2" sheet of iron
Wall of stone 1x1x1" granite cube
Illusionist spells:
Color spray pinches of red, yellow, and blue powder or sand
Dancing lights phosphorus, wytchwood, or glowworm
Detect illusion yellow tinted glass or mica
Detect invisible pinch of talc and powdered silver
Phantasmal force bit of fleece
Wall of fog 5 split dried peas
Deafness beeswax
Hypnotic pattern incense
Improved phantas force bit of fleece
Magic mouth honeycomb
Ventriloquism tiny parchment megaphone
Contin darkness bat fur and coal
Hallucinatory terrain stone, twig, bit of a plant
Illusionary script 100gp lead-based ink
Nondetection pinch of 50gp worth of diamond dust
Rope trick twisted parchment loop and corn extract
Spectral force bit of fleece
Suggestion snake's tongue and honeycomb or sweet oil
Confusion [3 nut shells]
Minor creation tiny bit of the type of matter ot be created
ITEM WHERE
Holy water: Abbey 25gp/container
Holy symbol: Abbey. Wood (1d20sp) or silver (1d20gp)
Prayer beads: Abbey.
Unholy water:
Water: Any inn, tavern, etc.
Dust: Street (free); for sale in 38.
Incense: Triple price in 38; also in 18 and 29.
Blood: sale in 38; free in 17, or kitchen of inn or tavern.
Dung: sale in 38; free in 25, horsedealer outside E. gate
Sulphur Triple in 38; double in 7; free on floor in 36.
Mirrors (see guide) 24
Small piece of iron 21 (from bridle), 24 (nail or spike), 36 (armor piece)
Mercury Double in 38 and 7, PER DROP.
Garlic 18, kitchen of any inn
War hammer 36 [3-8]
Human blood sold in 38 (but it's fake!), Triple in 7.
Human flesh sold in 38 (but it's fake).
Graveyard dirt 38; free in cemetaries (near 9 and S. of abbey)
Lodestone [20-34]sp in 24 and nowhere else
Diamond dust 38 (fake); triple in 37.
Bark 38; free all over town and outside it as well.
Snake scales 38; 7; Bartmann of 52 has 2 pet snakes.
Fat free in any kitchen, larder; 17; etc.
Sugar 18
Corn 19
Forked metal rod made to order in 36 for 1d10g.p.
Mushroom, saffron 20
Shamrock 38
Furs of any type 33 (normal price for tiny snippet)
Charcoal free in 25,26,27,36, etc; else buy in 7,38.
Sinew of beast 17 (free if pressed, but will try to sell it)
Flowers, Trees grow here and there throughout the town (incl. pinetrees)
Marigolds these grow only in the garden of 46
Leeks 20
Camphor
Soot see charcoal, above
Salt 18; probably bummed from any tavern or inn.
Wytchwood Triple in 7
Glow worms Dead: 38; live: boys will catch them 10/s.p.
Powdered iron 36, 25.
Feathers 17; birds abound, even owls, but none are tame
Down 30; triple in 38, 7.
Flour 16, 18
Vermillion 18
Pearls 37
Live carp owner of 17 tells of daily buy of fish (1 hr. later)
Grasshopper, other insects abound free; for sale in 38
Burrs Owner of 18 and 34 can direct to W. gate brush.
Copper wire 36 (double price and many questions)
Silk 30, 32
Powdered silver 26
Powdered brass 36, 27 (well, no all are solid!)
Sand free on riverbank; for sale in 38.
Rose petals 29
Bitumen (coal) see charcoal and soot, above
Live spider 38 (but will die in 1 hr.); boys catch them 20/s.p.
String 15, 30, 31
Parchment 40
Ink (incl. special ones) 40
Wool everyone will point to 30; snippets are free there.
Tar, pitch free from roof of 15; sale in 38
Talc 29
Copper pieces most bazaar stands, inns, taverns, shops, etc.
Gum arabic 18; triple price in 38
Eyelashes everybody has plenty; for sale in 38.
Iron pyrite 37, where a piece sells for [2-15]gp
Leather 32
Honeycomb 18
Bone from undead fakes on sale for [1-5]gp at 38.
Mica chips 37, sell for [4-20]s.p.
Eggs 16
Skunk cabbage everyone points you to 20, but he's out of it today.
Hairs of strong animal Directed to horsetrader at E. gate.
Spiderwebs Sale in 38; gatherable, e.g. by boys 30/sp
Tiny silver horn 26; he has two, for sale at [50-300]gp; a bargain!!
Humanoid pineal gland 7 for [10-15]sp; of course, there are the orcs...
Flint, Oil, see guide
Legume seed pile between 19 and 20; also, inside 11.
Licorice root 38, 7, 18.
Carrot 20
Crystal beads, rods,... 22
Amber rod 7 [1-3]gp; 38 [2-3]gp; 37 [3-10]gp
Glass rod 22 [5-9]sp
Tiny bags 24, 37, 31
Candles 24
Fleece 30, 31, 15 (but not for sale there)
Turtle shell
Treacle 29 (but called lotion); 18
Sweet oil 29
Clay Lines the riverbank; queries bring only stares at you.
Straw horsedealer at E. gate; all warehouses
Reeds
Nuts Pile of shells in corner of 27; he buys from 19.
Tiny shovel & bucket laughed at most places; sale at 49 [1-3]gp
Powdered lime 38; 36, 40 (used in their work)
Hen heart 17; creates negative vibes in anyone else
Saltpeter
Solidifed Milk fat free from 16, but she will delay party as long as possible
Stones, plants,... Abound everywhere
Caterpillar coccoon This is harder to find: 10r, or 1sp from boys
Ivory plaque
Quartz 37 [4-5]sp for a chip.
Alkaline, bromine,... See Lime above
Glove 32
Tiny metal bars 24,25,26,27; free in 36
Fine chest and tiny replica Wizard 49 has one; will sell for [20-120]gp
Gem suitable for magic jar Cheapest in 37 is 10gp
Tiny silver whistle 26 [5-9]gp
Bone (nonhuman) 17; kitchen of inns
Seame seeds 18; inside 11.
Granite cubes Will be cut out of local rocks at 37 for 1gp
Colored powder 7 (charge separately for each)
Split dried Peas 19 and 20 point to 24, who sells these for 10/sp.
Beeswax see Honeycomb above