Best of Dragon Magazine - Volume 4.pdf

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    c

    h

    A

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    Bestof

    Vol. IV

    Lake Geneva, W is.

    M ay

    1985

    TSR, Inc . Pu bl ica t ions D ivis ion

    D R A G O N , A D V A M C E D D U N G E O N S

    &

    D R A G O N S , A D & D ,

    and

    F I E N D F O LI O

    a r e

    r e g i s t e r e d t r a d e m a r k sowned

    b y

    T S R , I n c .

    s

    1985T S R ,I n c . A l l R i g h t sReserved .

    R U N E Q G E S T i s a r eg is t e red t rad em ark owned b y C haos iu m I n c .

    IS BN

    0-88038-135-3

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    C o n t e n t s

    P a r t

    I. Itt a k e sa llk i n d s 3

    The

    b a n d i t by TomArmstrongandRogerE.Moore

    4

    T h e b o u n t y

    h u n t e rbyScottBennie

    6

    T he c lo i s t e r e d

    c l e r i c

    by

    Lenard

    Lakofka

    7

    T hed e a t h

    m a s t e r

    by

    Lenard

    Lakofka

    14

    The

    d u e l i s tby Arthur Collins

    18

    T he

    j e s t e rby RogerE.Moore 21

    T h e s cr i b eby EdGreenwood

    23

    The

    s m i t hby EdGreenwood 26

    P a r t

    II .

    P laye rs'

    per spec t ives

    2 9

    Be

    a w a r e ,t a k e c a r e

    by Lew Pulsipher

    30

    It's am a t e r i a l w o r ldby

    MichaelDobson

    35

    F i n i s hf i g h t s

    by

    Roger

    E.

    Moore

    42

    T w o - f i s t e d f i g h t i n g by RogerE.Moore 45

    Thew h o l e

    h a l f -o g r e

    by RogerE.Moore 46

    R i d i n g

    h i g hby RogerE.Moore 48

    P a r t

    I I I .Crea t ive

    c a m p a i g n

    5 1

    F i v ekeys

    tosuccess by

    MikeBeeman 52

    A

    PC and his

    m o n e y

    by Lew

    Pulsipher 55

    The

    c a r e

    of castles by Katharine

    Kerr 58

    S a i n t l y

    s ta n d a r d s

    by

    Scott

    Bennie

    63

    Theseare theb r e a k sbyJohnR.

    Shaw

    65

    R e p a i r

    o r

    b e w a r e by

    Arthur Collins 67

    W o u n d s

    and

    weedsby

    Kevin

    J.

    Anderson

    68

    R u n e sby Phil TaterczynskiandRoger Raupp

    72

    R u n e s t o n e s by EdGreenwood 77

    2

    B E S T

    O F

    D R A G O N

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    Part I. Itta kesa ll kinds

    P l a y e rc h a r a c t e r s

    in the

    A D V A N C E D

    D U N G E O N S

    & D R A G O N S g a m e ar e

    developed asm e m b e rso f s p e c i a l c lasses : f ig h t e r s ,

    c ler ics , rangers , th ieves , mag ic -users , and so

    f o r th .

    Each character

    c l as s

    is s epa ra tea nd d i s t inc t

    from a l l

    o ther s , ha v ing

    d i s t i n c t iv e

    powers

    and s k i l l st ha t g i ve it as pec i a l a ppea l and

    flavor.

    B u t

    w h ys h o u l d p l a y e r c h a r a c t e r s h a v e

    a l l t h e f u n ?

    N o n - p la y e r

    c h a r a c t e rc l assesf or

    t h e A D & D g a m ehave been developed over

    years

    b y th e

    r ea der s

    of

    D R A G O N M a g a z in e .

    These N PC s a r e f l e x i b l e eno ug h to cha l l eng e a nd

    assist p l a y e rcha r a c te r s of any l e v e l , and t h ey o f fe r

    much -needed

    v a r i e t y

    tog a m i n g sessions. Need a

    ne wsu i t o f a r m o r ? See E d Gr eenw oo d ' s sm i th

    character .

    Want

    to

    s e t t l e

    an o ld

    score?

    T a l k

    to

    A r t h u r

    Co l l ins ' s

    du e l is t o rScott

    Bennie 's bounty

    h u n t e r .

    L o o k i n g

    for a

    r e a l l y da ng er o u s o ppo nent

    for

    t h e

    good g u y s

    iny o u r

    g r o u p ? Lena r d La k o f ka ' s d ea th

    master

    f i l l s

    t h e

    b i l l .

    S o m e g a m i n g g r o u p s m a y w a n ttoe x p e r i m e n t /

    w i t h

    these

    c lassesas

    p l a y er cha r a c te r s . Bu t ,

    j

    bo th D ung eo n Ma s te r s a nd p l a y er s sh o u l d b e

    forewarned t h a t these c lasses have notbeen e x t e n - ^

    s i v e l y

    tes ted

    forb a l a nce or p l a y a b i l i t y as PCs ; in

    fact , the y wer e des igned exclusively

    for use as

    N P C s ,and s om eo f t hem ( the

    d e a t h

    m a st e r, s m i t h ,

    c l o i s t e r ed c l e r i c ,

    and

    scr ib e) a re ,

    b y

    t h e i r

    n a t u r e ,

    only

    u s a b l e

    in

    t ha t f a sh io n .

    T h ed u e l i st ,

    b a n d i t , b o u n t y

    h u n t e r ,a n d j e s t e r m i g h t p r o v e m o r e ad a p t a b l e a s

    p l a y e r

    cha r a c te r s , t ho ug hs om ea d j u s t m e n t s

    m ay

    need

    t of

    be made to bet ter

    t h e i r

    p l a y a b i l i t y .

    Howevery o u u s et h e m , these v a r i a n t

    c lasses

    w er e

    des igned to

    en r i ch

    t he g a m ing ca m pa i g ns o f a l l A D & D

    p laye r s . W e

    h o p e

    t h e y w o r k

    w e l l

    for y o u .

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    Thebandit

    A

    shif ty

    non-playercharacter

    byTomArmstrongandRogerE.

    Moore

    Fro m

    issue

    #63,

    July

    1982

    T he

    b a n d i t

    is a

    non-player

    ch a r a c t e r c l a ss con t a i n i ng a s p ec t s o f

    both

    th e

    l i gh t e r

    an d t he

    t h i e fclasses. B a nd i t s p r a c t i c e th e i rprofes -

    sion

    of t h i ev e r y by force , r a thert h a n by s t ea l th a s do norma l th ieves .

    Ban d i t s opera te in the

    open

    c o u n t r y s i d e , m a k i n g t h e m

    s i m i l a r

    i n

    some

    w a y s to r a nge r s. B a n d i t sd eve l opw i l d e r nes s s u r v i va l

    ski l ls

    a nd

    ce r ta in th ie f - l ik e ab i l i t i es to enable them to

    fur the r

    t h e i rends . B a n -

    d i t s

    a r t

    t yp i c a l l y involved

    in

    h i gh w a y r obbe r y , r a i d s

    on

    s m a l l v i l la g e s

    or i so la t ed ha bi t a t ion s , k idna pping fo r r ansom, and s i m i l a r

    sorts

    of

    ac t iv i t ie s .

    Humans , ha l f -ores , a nd h a l f - e l v e sm a y b e c o m e b a n d i t s . H u m a n s

    a re

    u n l i m i t e d

    in l eve l

    a dva ncemen t . H a l f -o r e s

    m a y

    a d v a n c e

    to

    1 0 t h

    l eve l .

    H a l f - e lv es may ach ieve 8th l eve l i f they have a s t r en gth of 18 ,

    7 t h l eve l w i t h a s t r ength of 17 or l es s , and 6th l eve l w i t h a ny lesser

    s t r e n g th .

    A

    b a n d i t m u s t h a v e m i n i m u m a b i l i t y scores

    in

    f ou ra reas :

    s t reng th

    12 ,

    in te l l i g ence

    10 , d ex t e r i t y 12 , and c o n s t i t u t i o n 12 . B a n -

    d i t s w i t h scoresof 16 or

    h i g h e r

    in s t r eng t h ,

    in t e l l i g e n c e ,

    a nd

    d ex t e r -

    ity

    g a i n

    a 10%

    bonus

    to al l

    exper ience p ointse a r n e d .

    Ban d i t s m ay b e o f anyn eu t r a lo r

    ev i l

    a l i g n m e n t . O n r a r eocca-

    s ions and in specia l c i r cumstances , neut ra l good b a nd i t s ma y be

    f ound{ in the t r ad i t ion o f Robin H o o d ) , e i t h e r a s i n d i v i du a l s o r i n

    s ma l l groups .

    A l i g n m e n t i s a ma jor factor in de term ining how a par t i cu la r ban-

    d i t

    o r

    g r oup

    o f b a n d i t s

    opera tes .

    T h o s e

    o f n e u t r a l

    a l i g n m e n t

    (w i t h

    respect togood and evi l ) a re m os t

    l ik e ly

    to a l low t h e i r robbery or

    k idn a p v i c t im s

    to

    l ive ,

    preferr ing to col lect their possess ions (or a

    ransom) and th en r e lease the v ict ims , avoid ing a pos s ib le d ea th

    pena l ty

    for murder and , a t thes a m e t i me , l e a v i n g open the p oss ib i l-

    i t y o f

    v i c t i m i z i n g

    th es a me

    peop le

    a ll

    over

    a g a i n .

    Ev i l b a n d i t s h a v e no such reserva t ions ahoul

    k i l l i n g .Genera l ly ,

    they w i l l t a k e few er c a p t i v e s

    t h a n

    n eu t r a l b a n d i t s , un l e s s t h ey a r e

    sure

    tha t a

    v ic t im

    is

    w o r t henough

    ( in

    r a n s om)

    to

    m a k e

    th e

    t r oub l e

    a n d

    r i s k

    o i ' k i d n a p p i n g w o r t h w h i l e . In such

    cases,

    t h ey w i l l

    u s u a l l y

    wait

    u n t i l a f t e rt h eransom h a s been paid before k i l l i n g t h e i r v i c t i m .

    W h e n

    n e u t r a l

    good

    b a n d i t s

    a r e f ound , t h i s isf r e q u e n t l y in the

    t er r i to r i es

    o f ev i l

    k i n g s

    or

    d i c ta tor s , where

    th e

    b a nd i t s a t t a ck ev i l

    per sons and d ona te the

    " ea rn ing s"

    to the

    poor

    and needy of the

    a rea , or to cha r i ty ( but never to a p layer character ) .

    L a w fu l b a n d i t s l en d t o opera te in

    l a rge

    groups ; chaot i c ones w i l l

    e i t h e r f o r m s ma l l b a nd s

    o r

    opera te s ing ly .

    N o

    ma t t e r w h a t si z e

    a

    group

    o f

    b a n d i t s

    is , the

    r u l e

    i s

    " leader sh ip

    by the

    s trongest ,"

    B a n d i t s r o l l

    d i f f e r en t h i t

    d i ce t h a n

    d o

    l i g h t e r s

    or

    t h i eve s ,

    re f l e c t ing

    t h e fact

    t h a t ,

    w h i l e not asgood in close com ba t a s r e gu l a r f i gh t e r s ,

    th ey

    a r e

    b e t t e rt h a n t h i eve s

    in

    such respects . T h ey

    use an

    e i gh t - s ided

    d ie p lus one

    point

    per l eve l up to the 9th leve l . The

    h i t - p o in t aver a ge

    fo r a bandit is very close to

    t h a t

    of a f ighter of equal

    l e v e l ,

    bu t a b a n -

    d i t' s m a x i m u m n u m b e r of hi l po i n t si sl o w e rt h a n af i gh t e r ' s .

    Specia l ab i l i t i es

    B a n d i t s

    h a v e

    n o

    spe l l

    ab i l i t i e s

    o r

    spe l l - l ike

    pow ers ,

    bu t

    t h e y

    d o

    have

    a

    c om b in a t i on

    o f

    seven other sorts

    of

    specia l ab i l i t i es :

    1 . B a n d i t s

    c a n

    c l i m b w a l l s

    a s a t h i e f o f

    equa l l eve l . Bonuses

    fo r

    h i g h

    d e x t e r i t y

    a p p l y .

    4

    B A N D I T E X P E R I E N C E

    LEVELT A B L E

    H it

    E x p e r i e n c e

    po in t s

    01,800

    1,8013,600

    3,601 7,500

    7,50115,000

    15,00130,000

    30,00160,000

    60 ,001110 ,000

    n o ,

    o o i

    2 0 0 , 0 0 0

    200 ,001300,000

    300 ,001450 ,000

    450 ,001650 ,000

    650,001-900,000

    l ev e l

    I

    2

    3

    *

    5

    6

    7

    8

    9

    10

    1 1

    1 2

    dice

    (dS)

    1 + 1

    2 + 2

    3

    + 3

    4+ 4

    5 + 5

    6 + 6

    7 + 7

    8 + 8

    9 + 9

    9+ U

    9 + 1 3

    9 + 1 5

    Cover

    t r a ck s

    50%

    53%

    56%

    Level t i t l e

    Loo t e r

    Ra i der

    M a r a u d e r

    H i g h w a y m a n

    Out law

    D espe ra do

    R ea ver

    B r i g a nd

    R o b b e r

    B a n d i t

    B a n d i t Lord

    B a n d i t L or d

    ( 1 2 t h )

    250,000 exper ience p o i n t sp er l eve lf or each add i t iona l l eve l

    above th e1 2 t h .

    B and i t s ga in 2 h i t points per leve l a f t er the 9th .

    Cover tracks percentage

    increases 3% per

    l eve l

    to a

    m a x i m u m

    of 98% at 17 t h l eve l .

    62%

    65%

    68%

    71 %

    74%

    77 %

    2 . T h ey ca n h i d e in na tura l t er ra in us ing camouf lage t echniques

    and

    concea lmen t

    a s

    w e l l

    a s a t h i e fof thes ame

    l eve l

    ca n

    hidei n

    shadows. B onus es fo rh igh de xter i ty a nd race a lso app ly here . (For

    i n s t an c e , a

    ha l f -e l fb a n d i t

    w i t h

    d ex t e r i t y

    of 17 has a 20%

    chance

    of

    h i d i n g in

    n a t u r a l t e r ra i n

    at 1st

    l eve l . ) T h i s

    ab i l i t y is not

    usable

    indoors or in s u b t e r r a n e a n e n v i r o n m e n t s ,

    3 . P i t s , snares , a nd other traps se t outdoors m a y b e detected and

    r emoved

    b y b a n d i t sw i t h th esame chance for success as a t h i e fo f

    equa l l eve lhas to

    f i nd andremove

    traps. Aga in , r ac ia l a n dd ex t e r i t y

    bonus es a pp l y

    to

    t h i s a b i l i t y .

    A

    b a nd i t

    m a y

    on ly a t t e m p t

    t o

    f i n d

    a nd

    r emove a ny g iven t r aponce . T h i s a b i l i t y cannot be used indoors o r

    underground , and does not app ly to t r aps on ches t s , doors , e t c .

    4 .

    B a n d i t s

    a readept a t

    cover ing thei r t r acks wh en pas sing through

    th e coun t r y s i d e . In

    s ome

    w a y s , t h i s ab i l i t y iss i m i l i a rto th e d r u i d

    spel lpass without trace, however , th esourceo f theb a nd i t ' s

    ab i l i t y

    is

    n ot

    ma g i ca l .

    W h e n t h i s

    a b i l i t y

    is used successfully ,th e b a nd i t ca n pass through

    a ny sort o ft e r r a i n

    (grass,

    snow, a sh , dus t ,

    s a nd )

    w i t h o u t l e a v i ngany

    f oo tp r in t s or other

    v is ib l e

    ev idence of thepassage. To make the

    a b i l i t y w or k , th e

    b a n d i t

    mus tf i rs t r educe h ismovem en t r a t e to one-

    h a l f o f h i s cur rent nor m a l r a t e . (He i s presumed to be t ak ing the

    t i m e toconcea l o r obscure h ist r acks as hegoes.)T h e n a success ful

    d i ce

    roll ( equa l to or l ess tha n the r equi red percenta ge) enables the

    band i t t o

    keep cover ing

    h is

    t r a ck s

    i n

    t h i s m a n n e r

    for a

    m a x i m u m

    dur a t i on

    of 1

    t u r n

    per

    l eve l

    o f

    exper ience

    per

    d a y .

    A s

    m a n y a t t e m p t s

    a sd e s i red can be m a d e each day , a s l ong as thetota l e lapsed t imeo f

    al l

    the succes s fu l a t t empts does not exceed th e d a i l ym a x i m u m . T o

    d i scon t inue thecove r i n g of his t r a ck s , al l a b a n d i t

    needs

    to do is

    r e sum e h is f u l l

    no rm a l m ovem en t

    rate.

    B E S T O F

    D R A G O N

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    E a c h

    ind iv idual band i t can on ly e m p l o y th i s ab i l i ty on hi s own

    behal f ;

    in o ther words , one cannot cover the t racks o f many, and one

    b a n d i t

    m ay be be trayed by another one 's f a i lu r e t o coverh i s o w n

    t r a cks i f the two are

    t ravel in g close together.

    Al th ou g h

    m ost o r a l l o f the v i s ib l e ev idence o f h i spassage c an b e

    covered ,

    th e

    band i t

    wi l l

    l eave

    a

    scent

    th a t can be

    fo l lowed

    by

    such

    creatures a sb loodhounds or minotaurs .

    Rangers,

    bounty hunters , o r

    other

    b an d i t s t r a c k i n g

    a

    b a n d i t

    w h o h a s

    successful ly

    covered h is

    t ra i l

    m u s t t ak e a -50% pen al t y when ro l l ing to see i f they can a ccura t e ly

    follow

    a

    covered t rai l ,

    A charac t eror c reature w i th n o p a r t i c u l a r

    s k i l l

    a t t r a c k i n gor w i t h

    no acute ol factory sense h a s a 10% chance o f c o r r e c tl y f o l l o w i n ga

    covered

    t rai l

    ( than ks to b l ind luck ) in the f i rs t round . I f

    t h a t

    a t t e m p t

    succeeds,

    th es a m e 10%

    c han c e m u s t

    berolled in e a c ha nd every

    ro u nd d u r i n g w h i c h

    th e

    t r a c k e r

    is

    a t t e m p t i n g

    to fol low th e

    t r a i l .

    O t he rw i s e , th e

    t r a i l

    is

    lost

    a n d c a n

    o n l y

    b e

    relocated

    by

    r e m a i n i n g

    in

    th e same spo t ( search ing) fo r one round and then ro l l in g the 10%

    c h a n c e a l l over aga in ,

    5 . Band i t s surpr i se o thers on a ro l lof 1-4 on a

    six-sided

    d i e , and

    are themselves surprised only on a ro l l oi 1.

    6. B a n d i t sc a n t r a c k persons or c reatures in the ou tdoors a s a

    r an g e r c an , bu t t he y hav e a

    base

    75 % chance to

    succeed .

    This per-

    centage increasesb y 2 % p e r c reature in theg r o u p be ing fo llowed ,

    decreases by 10% for

    every 24 -hour per iod s ince

    th e

    t ra i l

    w a smade,

    and decreases b y 25 % fo r

    each h our that p rec ip i t a t ion ( ra in , snow,

    etc.)

    h a s fal len on the t r a i l .

    B an d i t s c an no t t r a c k c ha r ac t e r s

    or c r e a -

    tures indoors o r u n d e r g r o u n d .

    7.

    When a band i t i s evad ing pursu i t in an

    o u t do o r

    e n v i r o n m e n t

    (see th eDungeon M as t e r sG u i d e , p . 69), 10% i sadded to the b an -

    d i t ' s chance

    o f

    e scape . T h i sdocs

    not

    a p p l y

    to any

    n o n - b an d i t s

    in the

    evading party, so i t i s possible for the D u n g e o n M a s t e r to d e t e r m i n e

    t h a t , w h i l e th e

    par t y

    th e

    b a n d i t

    i s

    w i t h cannot

    avo id th eposse, th e

    band i t (who i s assumed to have dodged

    in to

    t he u n d e rb ru sh a t t h e

    last

    m o m e n t ) h a sescaped. T h i s a b i l i t y i s u sab l e on ly wh en the ban -

    dit is not a l ready cover ing h i s t r a i l .

    Combat and

    other

    characteristics

    A b an d i t a t t a c k sa nd s av e s a s a f i ght er o f equal l eve l . Band i t s g et

    one

    a t t a c k

    p e r

    round u n t i l a t t a i n i n g

    8th

    l e v e l , w he n t he y

    c a n

    a t t ack

    three t imesin two rounds . They ga in tw oa t t a c k sp e r round a t1 5 t h

    l eve l a n d

    h i g h e r . W h e n

    in

    c o m b a t w i t h 0 - le v e l h u m a n s

    o r

    h a l f l i n g s ,

    or

    w i t h c r e a t u r e s

    o f

    less t h a n

    one hi t

    d i e ,

    a

    b a n d i t

    ca n

    at t ack once

    p er round fo r each level o f exper i ence h e h a s a t t a ine d .

    B a n d i t s w i l l

    use a l l

    sorts

    o f

    miss i l e weapons

    ( l i k e

    bow s , s l ings ,

    a nd

    crossbows) , b u t

    w i l l

    o n l y u s e han d - he l d w e ap o n s u n d e r 5 ' i n

    l ength

    tha t w i l l n o t e n c u m b e r t he m o r b e aw k w ard t o u s e i n c o m b a t . T h i s

    exc ludes

    a ll

    p o l e a rm s ,

    a s

    w e l l

    a s

    su c h w e ap o n s

    a s

    t w o - han d e d sw o rd s

    a n d h a l b e r d s . P e r m i s s i b l e h a n d - t o -h a n d w e a p o ns i n cl u d e h a n d a n d

    batt le

    axes,

    c l u b s ,

    d a g g e r s ,

    h a m m e r s , maces, m o r n i n g stars , m i l i -

    t ary p i cks , sc imi t ars , a n d l o n g , sho r t ,a ndbroad swords . B and i t s

    w i l l

    u s e m a g i c a l f o rm s o f th e w e ap o ns p e rm i t t e d t o t he m . T he y c an

    e m p l o y

    oi l as a

    w e a p o n ,

    bu t t h e i r use o f

    poison

    is up to the

    Dungeon

    M a s t e r

    a n d t h e ch a r a c te r ' s a l i g n m e n t .

    Because

    b a n d i t s m u s t

    b e

    ab l e

    to m o v e

    q u i c k l y ,t h e y

    w i l l

    avo id

    w e a r i n g a n y a r m o rh e a v i e r t h a nc h a i n m a i l . A c c e p t ab le a rm o r t yp e s

    a r e :

    padded,

    l eather , s tudded l eather , r ing , a n d

    c h a i n m a i l .

    M a g i c a l

    a rm o r s o f t h e s e

    sorts

    m ay b e u s ed a s w e l l , b u t b an d i t s

    w i l l

    n o w e a r

    o ther t ypes o fm a g i ca l

    a rmo r .

    T h e m i n i m u m m o v e m e n t r a tea ban -

    d it

    w i l l accept

    i s 9 , and hi s

    a r m o r

    shou ld wei gh 30 pounds or l e ss .

    B a n d i t s w i l l n o t w e a r g r ea t h e l m sor use

    large

    sh i e l d s , p r e f e r r i n g

    s k u l l c a p s

    ( o r n o he l m ) an d sm a l l sh i e l d s .

    Some

    hav e b e e n k n o w n t o

    use m e d i u m - s iz e d sh i e ld s .

    A ny

    m ag i c i t e m n o t p ro h i b i t e d to

    f i gh ter s

    may be used by ban -

    d i t s , w i t h i n

    th e r e s t r i c t i o n son a r m o r a n d weapons not ed above .

    H o w e v e r , m u c h a s a

    ranger

    l i m i t s h i s personal be long ings t o those

    h is steed can carry, so w i l l a b a n d i t l i m i t h isgoods t o those he and

    hi s horse c a n carry w i t h them. Excess t reasure a ndgoods m u s tb e

    go t ten r id o f a s soon a s possibleso as n ot to

    slow

    h im

    d o w n . Ban d i t s

    w i l lnever

    load the i r m o u n t s

    over th e

    u n e n c u m b e re d l o ad l i m i t

    (3,000

    g p

    w e i g h t

    fo r a

    l i g h t w a r h o r s e , w h i c h

    is the

    f av o r i t e m o u n t

    o f

    ba n d i t s ) .

    A

    b an d i t

    wi l l not

    bu i l d

    a

    cast le ,

    b u t m ay es t ab l i sh a

    s t ro n g ho l d

    in

    a n

    isolated

    area. In

    su c h

    acase, th e

    b a n d i t

    m a y

    retain suf f ic ient

    t r e a su r e to f inancec o n s t ru c t i o na n d u p k e e p . H e w i l l s t i l lres t r i c tt h e

    n u m b e r o f p e r so n a l i t e m s r e t a i n e d .

    A b a n d i t m a y g a i nh i r e l i n g sa n d h e n c h m e n a t a n y l e v e l .The s e

    wi l l never be o fgood a l i gn m en t , excep t fo r an occas ional neu t ra l

    good N PC f o u n din thec a m p o f a non -ev i l l eader . Band i t sw h o

    e s tab l i sh

    a s t ro n g ho l d

    w i l l

    n o t au t o m a t i c a l l y a t t r a c t a b o d y o f m e n -

    a t - a rm s

    a s do normal f i ght ers , bu t t he y a re free to h i r e m e n - a t - a rm s

    o n t h e i r o w n a s de s i r e d . B and i t s do not rece ive a revenue f rom the

    i n h a b i t a n t s s u r r o u n d i n g t h e i r s tr o n g h o l d , e i t h e r , t h o u g h t h i s

    does

    no t p r e c l u d e t he pos s ib i l i t y o f r a i d i n g o r e x t o r t i n g f r om l o ca l people .

    H e n c h m e n a n d h i r e l i n g s o f a b a n d i t who are a l so b a n d i t sa d d + 5 %

    to a l l mo ra l e c he c k s . B an d i t s t e nd to w o r sh i p d e i t ie sw h o a r e

    invo lved

    w i t h

    th eo u t do o r s , th i eves , luck ,

    d e a t h ,

    w a r , orw e a t he r .

    IN

    'O \

  • 7/25/2019 Best of Dragon Magazine - Volume 4.pdf

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    Thebounty hunter

    N otavery n iceguy

    by Scott B e n n ie

    Fromissue#52, August 1981

    The w izard Hcrck s a t in the corner , d r in k i ng h i s

    ale.

    He

    l a pped

    nervous ly

    on hiss ta f f as he s ipped th eb r ew , as if he sensed some

    unseen menace lurk ing nearby .

    H is

    companion , Pa l l a r , s cof fed

    at his

    concerns . Mag ic ians , he c la ime d , w ere per petu a l ly uneasy ; in t ruth ,

    hew a s b ecomi ng a pp r eh en s i ve a s w e l l.

    Sudden l y ,

    t h e pungen t

    odo r

    o f ac id s tabbe d into the warr ior' s

    nostr i ls . Pa l l a r

    rose

    and drew h is b lade in one mot ion , but i t was

    a l r eady

    to o

    la t e , Herek

    let out a

    shor t s cream,

    t h e n

    s lumped

    to the

    floor

    w i t h

    an

    a r row

    l odged

    in his

    b a c k .

    A

    h o l e

    w as

    bu r ned t h r ough

    th e w a l l beh ind h im the ac id had done t h a t a nd t h r ough i t ,

    Pal l ar

    g l i mps ed a f i gure

    escaping

    on al i g h t horse . H e cursed loud ly

    at thed e p a r t i n g

    k i l ler , then

    turned to the b o d y o f h i s f r i end .

    A

    note

    w as

    t ied

    to the sha f t of the

    a r r ow :

    " R e v e n g en ow

    belongs

    to the

    L o r d s

    o f theDragon, th rou gh the e f for ts o f the M as ter o f the

    B o u n t i fu l Hunt ."

    T h e r e

    were

    a few

    other words ,

    but

    t h ey

    wer e

    a l r eady unreadable , smeared by w i z a r d ' s b l ood .

    A boun t yh u n t e r

    is an N P C w ho

    specia l i zes

    in the

    k i l l ing

    o f

    o t h e r

    character s or c r ea t u r e s for

    prof i t .

    A b o u n t y h u n t e rwho f i ght s

    on ly

    non-humanoid , ev i l , or neut ra l cr ea tures mus t be neut ra l in a l i gn -

    m e n t ,

    wh i le

    those w h o s la y h u m a n s an d t he

    l ik e

    m u s t ben eu t r a l

    evil .

    H u m a n s a n dha l f -ore character s m a y b e b o u n t y h u n t e r s ,as l ong

    a s th ey

    possess

    th e f o l l ow in g

    m i n i m u m

    a b i l i t y scores :

    s t r ength

    15 ,

    inte l l igence ]3 , dexter i ty 14 , and cons t i tut ion 14 . I f s t r ength , dexter -

    i t y ,

    and

    cons t i tu t ion

    are a l l 16 or

    h igher ,

    th e

    character get s

    a 10%

    bonus onea rned exper ience .

    A

    bo un t y h un t e r i s a co m b i na t i on o f r a nge r and assass in. The

    character

    is notc a pa b l e o f h a v i n g

    ex cep t i ona l s t r eng t h ,

    but he

    uses

    th e combat an d s a vin g throw tab les for f i gh ter s and can use a l l

    m a g i-

    ca li t ems not prohibited to fighters. A bounty hunter a l so has the

    b ac k s t ab b i n g

    ab i l i ty of a t h i e fo fe q u a l l eve l , and i streated a s a

    ranger

    for

    d e t e r m i n a t io n

    of

    i n i t i a l n u m b e r

    o f

    w ea pons

    and

    w e a p o n

    prof ic iency.

    B oun t y h u n t e r s w h o do n o t s la y h um a ns a nd h um a no i d s ca n on l y

    risea s h igh as the 9th l eve l o f exper ience ,

    w h i l e

    o t h e r h un t e r s c a n

    aspire to 13th l eve l , th eGrea t Hunter , a posit ion held by on l y on e

    person. W hen a hu nte r ga ins enough expe r ience to r each 13 th l eve l ,

    he mus t t r ack down and k i l l w h o m e v e r c u r r e n tl yholds th e

    t it le

    o f

    G r ea t H un t e r so

    th a t

    h e m a y

    become

    the new

    Grea t

    H un t e r , A n

    asp i ran t who i gnores

    th is

    r equi rement or

    d em ons tr a t e s

    coward ice

    h as sham ed the other mem bers o f h i sp rofess ion , a nd w i l l be m a rk ed

    fo rd e a t hby his pee r s. K i l l i n g a"coward" br ings a lmos t a s m u c h

    pres t i ge to a bou nty hunte r a s

    k i l l i n g

    th e

    Great

    H un t e r h i ms e l f . A t

    no

    other t ime

    w i l l a

    bounty h unt er r a i s e

    a

    weapon against another ,

    except byaccident or ifnecessary tocom p l e t eajob.

    B o u n t y

    h un t e r srece ive exper ience points fo rk i l l in g creatures and

    characters , and they ga in exper ience f rom th e accumula t ion of

    E x p e r i e n c e

    l e v e l

    1

    2

    3

    4

    5

    6

    7

    8

    9

    10

    1 1

    12

    13

    8-Sided

    dice

    fo r

    a c c u m u l a t e d

    h it points

    1

    2

    3

    4

    5

    6

    7

    8

    9

    10

    10+ 3

    10

    + 6

    10 + 9

    Level t i t le

    Seeker

    Sh a dow

    Trophy

    m an

    H u n t e r

    Col lector

    E x t e rm i n a t o r

    M a s t e r Co l l e c t o r

    B o u n t y H u n t e r

    B .H . , 9 t h l eve l

    B .H . , 10th l eve l

    M a s t e r H u n t e r

    Dea t h H un t e r

    G r ea t H un t e r

    b o u n t y m onies . However , t r easure or ma gica l i t ems w i l lnever count

    t ow a r d e a rned expe r i enceunless received

    a s

    p a y m e n t

    for a

    job.

    E x p e r ie nc e

    p o int s

    02,500

    2 , 5015,000

    5,001

    12,500

    12 ,5012 5 ,000

    25 ,00150,000

    50,001100,000

    100,001 175,000

    175,001300,000

    300,001450,000

    450,001600,000

    600,001750,000

    750,001900,000

    900,001

    +

    Speciala b i l i t i e s

    A

    boun t y h un t e rof 3rd l eve l or h igher ga ins th e

    ab i l i ty

    to perform

    assas s ina t ions

    w i th

    th e

    s a m e

    chance of success as an assass in two

    level s lower . At 5th l eve l , a bou nty hu nter ga ins

    some

    t h i ev i n g

    ab i l i -

    t i es . Opening locks ,

    f ind ing / r e mo v ing

    t r aps , moving

    s i lently ,

    h id ing

    in sh a dow s , h ea r i n g no i se , c l i m b i ng w a l l s ,

    a nd

    r ea d i ng l a ngua ge s

    a re

    p e r f o rm ed

    a s a

    t h i e f

    f ou r l eve l s l ow erin

    exper ience,

    an d

    con-

    t inue to improve f rom there on ,

    A

    boun t y h un t e r

    of 7th

    l eve l

    o r

    h i g h e r

    c a n

    t r a ck

    a s a

    r anger

    a nd

    will gain th e d isguise

    abi l i t ies

    of an assassin. A ll

    boun t y h un t e r s

    of

    9t h l eve l orh i gh e r ma k e t h r ee a tt a ck s pe r two rounds w i th h a nd -

    held th rus t in g or s t r ik in g weapons , but do no t ga in mul t ip le a t t acks

    ag a i n s t

    0 - l eve l opponents .

    B ou n t y h un t e r s ma y ca p t u r e , r a th e r t h a n k i l l , opponents . Asuc-

    cessful

    a s sas s ina t ion ro ll by theh u n t e rca n mea n th a t th e

    v ic t im

    w a s

    knocked unconscious for 2-16 turns, i f the hunter so chooses. This

    usua l ly

    a l l o w s t i m e

    t o

    b i n d

    and g a g t he

    quar ry .

    On any

    knockout

    a t t emp t , a 20 % chance exists o fk i l l i n gth ev i c t i m b y acc ident . T h i s

    chance

    d e c r ea s e s

    b y 2% fo r

    each level

    of the

    hun ter over

    7t h

    l eve l ,

    d ow n

    to 8% at

    1 3th l eve l .

    T h e

    boun t y h u n t e r mus t emp loy

    a b lu n t

    weapon inorder for ak nock ou t a t temp t to be successful .

    B oun t y h un t e r s

    do no t

    a t t r a ct fo l lowers ,

    a nd

    t h eyon ly bui ld

    s trongholds and keepsupon t h e i r r et i r ement . They are byn a t u r e

    m e a n and s e l f -con f i d en t . In pu b l i c , w h en not on an "as s i gnment ,"

    t h ey

    a r e l i ab le to

    d isp l ay

    incred ib le

    a r r ogance .

    O n ah un t , h ow ever,

    they

    b e c o m e

    w i thdraw n and app arent ly pas s ive . I t i s a t

    th is

    t ime

    when bounty hu nter s a re mos t dange rous .

    BEST O F

    DRAGON

  • 7/25/2019 Best of Dragon Magazine - Volume 4.pdf

    8/82

    Thecloisteredcleric

    An

    NPC

    who'dratherpray t h an

    prey

    by

    L e n a r d L a k o f k a

    From

    issue # 6 8 ,

    December

    1 9 8 2

    A regu lar c l e r i c , accord ing to the

    AD&Dgame r u l e s ,

    m u s t h a v e

    th e

    fo l low ing s t a t i s t ic s : s t reng th in a

    range

    o f 6 to 18 ; cha r i sma , 6 to

    18 ;andw i s d o m ,9 to 18.(Half-elf c le r i cs m ust have aw i s d o m of at

    l east J3; itm i g h t b e

    e x t r ap o l a te d t ha t o t he r d e m i - hu m an c l e r i c s a l s o

    m u s th a v ea m i n i m u m wi sdom o f 13 , though ha l f - o res , s ince t h e i r

    m a x i m u m w i sd o m is 14,m i g h t h a v e t h e i r m i n i m u m lo w e re d say,

    t o 1 1 . ) I f the c l e r i c is no t hum an , h i s a b i l i t y scores must a l so be in

    accordance

    w i t h the

    l i m i t s

    f o r t ha t

    race.

    H o w e v e r , o n e w o n d e r s i f n o n - p l ay e r c ha r ac t e r s m u s t m e e t a l l t h e

    s am e r e q u i r e m e n t s , e sp e c ia l ly wi th regard t o th e m i n i m u m scores

    necessary

    t o be a c l e r i c and , i ft h e y a r c a ll ow e d v a r i a t i o n , ho w

    they m i g h t

    b e

    "balanced"

    to

    r e t a in

    some

    a d v a n t a ge

    fo r

    charac t ers

    w h o

    do m e e t

    all the

    r e g u la r r e q u i r e m e n t s .

    T h e A D & D gamem o d e l s i t s c l e r i ca f t e r th e

    medieval

    f i g h t e r -

    cleric ,

    a la

    Tem p lar o r H osp i t l ar . Yet we are a l l aw are

    t h a t

    al l c lerics,

    th enand

    n o w ,

    do not

    m e e t t h a t s t an d a rd .

    The

    A D & D game

    does

    n ot t ake in to account sch o lar ly ( somet imes

    called

    c lo i s t e red) c l e r i cs

    or

    b ro t he r s

    w ho a r e n o t

    o rd a i n e d

    bu t

    hav e

    some

    c l e r i ca l funct ions .

    I

    w o u l d

    l iket o

    f i l l

    in

    those

    t w o

    gaps

    and a l low for

    regularclerics,

    a s

    n o n - p l ay e r c ha r ac t e r s, w h o d o n o tm e e t th ea b i l it y - sc o r e m i n i m u m s

    for p l ayer charac t er c l e r i cs .

    The eas i est g roup to ru l e on i s those c l e r i cs wh o do not meet the

    r e q u i r e d m i n i m u m s

    in

    s t r e n g t h , i n te l l i g e n c e ,

    d e x t e r i ty

    (for non-

    humans) , const i tu t ion ,or

    charisma

    the m i n i m u m wisdomscore

    m u s t be

    k ep t

    a t 9 . I f the c le r i c has a low s t ren gth , d ex t er i t y , o r con -

    s i t i tut ion ( l e ss than

    6), he or she wi l l be at a

    g r e a t d i s ad v an t ag e

    i n

    m e l e e : t h e c ha r ac t e r

    w i l l

    be -1 (o r

    worse)

    " to h i t " o r t odamage, + 1

    ( or

    m o r e )

    on

    d e f e n s i v e ad j u s t m e n t , an d / o r

    -1 (or

    w o r s e )

    on h i t

    p o i n t

    ad j u s t m e n t . T h e w a y t o l i m i t such a cleric i s to say t h a t if e i ther

    strength o r

    d e x t e r i ty

    is

    less

    t h a n 6, th en he or she

    c a n n o t

    w i e l d a ll

    th e weapons p erm i t t ed to the c l ass . Such a c l e r i c cou ld use a c l u b ,

    h a m m e r , h o rs e m a n ' smace, a n d staf f only. T h e f l a i l ise i t h e rt oo

    d i f f i cu l t t o m a n e u v e r o r to o he a v y ; t h e f o ot m an ' s

    mace

    i s t oo heavy .

    If s t r ength is less t han 6, theh a m m e r c an be w i e ld e d but not

    t h r o w n . Ifbo th s t rengthand d e x t e r i t yare

    less

    than6, the

    character

    wi l l

    f i gh t as . a f i rs t - l eve l c l e r i c fo rever no mat t er how many l eve l s

    he or she might ga in in the

    f u t u r e .

    N o n - p l a y e r c ha r ac t e r c l er i cs w i t h c o n s t i t u t i o n s o f 6 o r l o w e r wi l l

    t i reeasi ly in me lee so t h a t a f t e r

    some

    n u m b e rof r o u n d s

    th ey w i l l

    b e

    -1

    "to

    hi t"

    regardless of

    s t rength

    or

    dexteri ty.

    That

    n u m b e r

    of

    r o u n d s w o u l d

    b e d e t e rm i n e d b y ro l l i n g d 6 an d ad d i n g i t t o a

    base

    n u m b e r :

    4

    ro u n d s

    for a

    c o n s t i t u t i o n

    of 6 , 3

    r o u n d s

    for a

    c o n s t i t u t i o n

    of 5 , 1 round for a const i tu t ion o f 4 , and 0 round s (use the d 6 ro l l

    on l y )

    fo r a

    cons t i tu t ion

    o f 3 .

    S u c h n o n - p l ay e r c l e r i c s m i g h t

    b e

    encountered by a par t y bu t

    t h e y

    w i l l u s u a l l y be par t o f a l oca l c l e r i -

    ca l e s t ab l i shm ent (abbey , m onast ery , t emp le , e t c . )or p e rhap s p a r tof

    a p i l g r i m ag e . T he y w o u l d not

    appear

    ass i m p l e

    "random

    monst ers ,"

    n or

    w o u l d they ever

    b e

    f o u n d

    a s

    h u m a n o i d s h a m a n s . S u ch n o n-

    c o m b a t an t

    c ler i cs , w h o

    h a v e

    full

    spe l l ab i l i t y

    a n d

    o ther c l e r i ca l

    powers , wou ld

    l ik e ly

    never r i seabove the l eve l o f Pat r i arch (8 th) .

    A

    n ew term: c lois tered c ler ic

    W e

    cannot ca l l these char ac t ers "monks"

    in the

    AD&Dgame,

    V O L .I V

    t h o u g h

    t h a t t e rm w o u l d

    b e

    most app l i cab l e

    i f we

    w e r e

    u s i n g

    E u ro p e

    a s a

    model

    fo rth i s t yp e o f c l e r k . The c lo i s t e red c l e r i c ( l e t 's

    ca l l

    h im

    o r he r a f r i a r ) w i l l be apart f rom the ou t s i de w or ld in a monast ery ,

    abbey , o r o ther such s t ructure . Some se lec t f r i a rs w i l l b ea l l o w e d to

    greet a n d t a l k t o those who m i g h t v isi t the monast ery . The o ther

    f r iars

    m i g h t

    not be

    a l l ow e d c o n t ac t

    w i t h th e

    o u t s i d e w o r l d

    a n d

    m i g h t

    b e u n d e r v o w s o f s i l e n c e a s w e l l . ( T h e y m a y o n l y s p e ak d u r i n g

    services,

    in emergenc i es , and to

    conveynecessary

    i n f o rm a t i o n . )

    T h e

    m a j o r i t y

    (85%) o fc lo i s te red c l e r i cs

    w i l l

    h a v e la r g e

    l i b r a r i e s

    o f

    from 100 to 10,000

    books,

    m a n u s c r i p t s , a n d sc ro l l s . Cloistered

    c l e r ic s o f a t

    l eas t

    9 th

    l ev e l wi th w i s d o m

    a nd

    in t e l l i gence scores

    o f a t

    l e as t 13 and 15 ,

    r e sp e c t i v e l y ,

    a n d w h o

    h a v e

    a

    l i b r a ry

    of a t leas t

    5,000

    i t e m s

    w i l l

    h av e t he ab i li t ie s o f a m i n o r

    sage.

    T h e y w i l l h a v esage

    a b i l i t y in one

    m a j o r

    f i e ld a n d on e

    m i n o r

    f ie ld on ly , a n d n o

    o t h e r

    su p p o r t i n g k n o w l e d g e w ha t so e v e r. T he i r p e r c e n t ag e c ha n c e s t o

    k n o w

    the answer to a ques t ion are as

    fo l lows :

    I n m i n o r f i e l d

    In

    major f i e l d

    General

    36-47%

    ( d 2 + 3 5 )

    51-70%

    ( d 2 0 + 50)

    Specific

    21-28%

    ( d8 + 20)

    35-46%

    ( d 2 + 34 )

    Exacting

    09-14%

    ( d8 + 6)

    16-25%

    ( d lO + 1 5)

    Such

    acloisteredcleric/sage

    w i l l

    expect and

    demand

    a

    l i bera l

    c on t r i bu t i on t o t h e abbey (church, e t c . ) o f notl e ss

    t h a n l . O O O g p

    f o r

    general

    i n f o r m a t i o n ,

    2,000

    gp forspec i f i ci n f o r m a t i o n ,and3 ,500 gp

    fo r

    e x a c t i n g i n f o rm a t i o n . T he r e

    is no fee if the

    c lo i s te red c l e r i c/ sage

    does

    n o t k n o w t he an sw e r t o a q u e s t i o n .

    C lo i s t ered c l e r i cs w i l l h a v e th e f o l l o w i n gs t a t i s t i c s : s t r e n g t h , 3 - 1 8

    (3d6); i n t e l l i g en ce ,

    6 -18 (4d 4 + 2 ) ; wi sdom , 9 -18 (d lO + 8) ;

    d ex t e r i ty ,

    3 -18

    (3d6);

    c o n s t i t u t i o n , 3 -18 (3d6) ,

    a n d

    c ha r i sm a , 3 - 1 8 ( 3 d 6) .

    Cloistered c l e r i cs f ight as mag i c -users , and ar e a l lowe d the use o f

    th e f o o t m an ' s

    mace, th e

    h a m m e r ,

    th e

    c l u b ,

    a n d t h eq u a r t e r s t a f f

    only.

    T he y g a i n o n ly o n e n e w w e ap o n , t h a t a t 9 th l eve l . They do not wear

    armor

    or use a shi e l d , but t he yarea l l o w e d rings

    of

    protection,

    cloaks

    of

    protection,and bracers

    ofdefense.

    T h e i r c h a n c e ofo w n i n g

    s u c h

    a p ro t ec t ion dev i ce i s 15% p er l eve l , as i s the i r chance o f ow n-

    in g

    a m a g i c w e a p o n . T h e y a r ea l l o w e d t o u s e a n y w r i t t e n

    i t em

    a l l o w e d t o a c l e r i c o r a mag i c -user , excep t fo r those i t ems w h i c h

    w o u l d g r an t t h e m l e v e ls

    of

    experience.

    T he y

    may

    emp loy po t ions

    a l l owe d t o

    c l e r i cs

    o r

    m ag i c - u s e r s

    (or to a l l

    c l asses)

    a s w e l l as any

    m a g i c

    ring.

    T h e y

    may use norods,

    s t aves ,

    or

    w a n d , e x c ep t

    a rodof

    cancellation,

    a

    rod of

    resurrection,

    a

    staff ofcuring,

    and

    w a n d s

    of

    enemy detection,

    fear, illumination,and negation.

    Clo i s t ered c l e r i csu se f o u r - s i d e d d i c e f o r a c c u m u l a t e d h i t po in t s .

    T h e y m a k e t h e i r s av i n g t h ro w s a s c l e r i cs , but a t -2 in a l lcases.

    They are usual l y (50%) l a w f u l , bu t m i g h t be ne u t ra l (35%) or

    c h a o t i c(15%).

    T he y can e i therbe

    good

    (40%) , neu t ra l

    (35%),

    or

    ev i l

    ( 1 5 % )

    as

    we l l .

    C lo i s t e red c l e r i c sa r e a l m o s t a l w a y sh u m a n ,b u t on occas ion a

    hal f - o re o r ha l f - e l f might be found in the i r number .

    Cloistered c ler i cs

    have no e f f ec t upon

    undead.

    T he i r p o s s i b l e e v e n t u a l l e v e li s s trong ly t i ed to

    t h e i r

    w i s d o m a n d

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    in t e l l i g ence

    s c or e s . E x p e r i e n c e -p o in t ranges a r e n o t g i v e n f o r t h e m ,

    since t h e y

    a re

    a l w a y s n o n - p l a y e r c h a r a c t e r s .

    CLOISTEREDCLERICS T A B L E

    Experience

    level

    1

    2

    3

    4

    7

    8

    9

    1

    11

    Min

    Int

    8

    8

    8

    8

    10

    1 1

    1 2

    12

    13

    1 4

    Min

    Wis

    9

    9

    9

    1 1

    1 1

    1 3

    1 4

    15

    15

    16

    1 7

    4-sideddice

    for

    accumulated

    hitpoints

    1

    2

    3

    4

    5

    6

    7

    8

    8 + 1

    8 + 2

    8 + 3

    Level

    title

    Novice

    Ostiary

    B r o t h e r

    F a th e r

    Padre

    C h a p l a i n

    S u b d e a n

    Dean

    P r io r o r Abbo t

    F a t h e r

    Superior

    A r c h i m a n d r i t e

    Spe l l s

    u s a b l e b y class a n d l e v e l c l o i s t e r e dcle r ics

    Cleric

    level

    1

    2

    3

    4

    5

    6

    7

    8

    9

    10

    1 1

    S p e l l l e v e l

    2

    3

    4

    4

    4

    4

    4

    4

    4

    1

    2

    3

    3

    4

    4

    4

    4

    4

    N ote : C lo is te red c l e r ic s

    d o n o t

    g a in bonus spe l l s

    fo r

    h i g h w i sd o m .

    Spe l l

    list

    fo r

    c l o i s t e r e d

    cle r ics

    N ote : Spe l ls pr in ted in

    italic

    type a re f rom the AD&.D P l aye rs

    H a n d b o o k .

    T h os e m a r k e d " 1" we r e o r i g in a l l y d e s c r i be d in t h e

    Leomund's

    Tiny

    Hut c o l u m n of

    DRAGON

    issue #58; those

    d e s c r i p t i o n s

    are

    repea ted he re .

    (Editor's

    note:Someof the suggested

    new clericspells

    from

    issue#58 are

    included,

    in

    slightly different

    form,

    as official

    rule

    additionsin the

    U n e a r t h e d A r c a n a

    book.)

    Thosem a r k e d "2" are new

    spe l l s

    devised e spec ia l l yfor cloistered

    c ler i cs , and a r e

    a l s o d e s c r ib e d

    in th e

    f o l l ow in g t e x t.

    Those m a r k e d

    "3" are

    reve rs ib l e

    s p e l l s ,but the

    reve rse

    of the

    g iven spe l lis not a l l owe d t o l a w f u l goodc l e r ic s ; l i k e w i s e , it is 70%

    u n l i k e l y

    t h a t a chaot icgood c l e r icw i l l h a v e th e reve rse . Those s p e l l s

    co n t a i n i n gt h e wor d"evil" c a n be r e ver s ed t o e i t h e r f o r m by

    l aw fu l

    neu t ra l

    or chao t ic neutra l c l e r ic s .

    1s t

    level

    Bless'

    Ce r e m on y ( bu r i a l ) '

    C e r e m o n y { c o m i n gof age)'

    Create water

    C o m b i n e '

    Cure

    light

    wounds'

    Detect evil

    Detect

    magic

    H a n d f i r e

    1

    M a g i c a l

    v e s t m e n t '

    Protection from evil

    Purify food &drink

    Remove fear

    1

    Sanctuary

    Scr ibe '

    8

    2nd level

    Augury

    Ceremony

    ( ded ica t ion)

    1

    C e r e m o n y

    ( i n v e s t i t u r e ) '

    Ceremony ( consec ra te i t em) '

    Ce r e m on y ( b l e s s n e wbor n )

    5

    Chant

    D e a t h p r a y e r

    1

    Detectcharm

    Detec t

    l i fe

    1

    H o l y sy m b o l

    1

    Know

    alignment

    Light

    Slow

    poison

    Speak

    with animals

    Translate '

    4 th l evel

    Ce r e m on y ( c on s e c r a t e '

    or

    desecrate

    1

    g r ou n d)

    Continual light

    Detect lit?

    Exorcise

    Neutralize

    poison

    3

    Protection

    from evil

    W r.

    Speak

    with

    plants

    Sc r o l l

    1

    Tongues

    Ward, m i n o r

    3

    3 rd l e v e l

    Ce r e m on y ( s p e c i a l vows ) '

    Createfood& water

    Cure

    blindness*

    Cure

    disease*

    Detect curse"

    Dispelmagic

    E n t h r a l l

    1

    Glyph of warding (paralysis)

    Hold person

    Locate object

    Prayer

    Removecurse

    Remove

    paralysis

    Speak

    with

    dead

    D is m i s s

    undead"

    5 th l e v e l 6thl e v e l

    Atonement C o m m u n i c a t e

    5

    Commune

    Heal*

    Curecritical

    wounds

    Stone

    tell

    Dispel

    evil

    Wordof recall

    Quest

    Raise

    dead

    '

    True seeing

    Ward, major

    3

    NEW

    SPELL

    EXPLANATIONS

    Ceremony ( C o n j u r a t i o n / S u m m o n i n g )

    Level: 1, 2, 3, or 4 Components: V, S, M

    Range: Touch Casting Time: 1

    hour

    D u r a t i o n : Seebelow S a v i n g T h r o w :Seebelow

    Area ofE f f e c t : One creature, one

    item,

    or

    area (see

    below)

    Explanation/Description:

    The ceremony spel lhas a n u m b e rof

    a p p l i c a t i o n s i n t h e

    c l e r ic ' s o r g a n i z a t i on , d e p e n d in g

    on the level o f

    th e

    c l e r ic . Each ceremonyisu s e das a p a r t i c u l a r b l e s s in g / cu r s eof

    th e o r g a n i z a t i o n .T h e spe l l isused to put the h o l y / u n h o l yseal on the

    e v e n t

    a n d

    does

    n o t p r od u c e a n a u r a o f m a g i c ,

    t h o u g h

    in some case s

    anaura

    of

    good

    or

    e v i l m i g h t

    be

    pre sent .

    The

    types

    of ceremony

    spe l ls ava i l ab l e to c lo is te red c l e r ic s c an vary from o r g a n i z a t i on to

    organization,but usual ly encompass the se :

    2 n d - l e v e l

    c l o is te red c l e r ic :burial, coming

    of

    age.

    3rd-level cloistered cleric: dedication, investiture,consecrate item,

    blessnewborn.

    4th-level c loistered c leric : special

    vows.

    6th - l eve l

    c l o is te red c l e r ic : consecrate

    or

    desecrateground.

    E a c h

    o f the se b l e s s ings require s a c l o is te red c l e r ic o f the i n d i c a t e d

    l e v e l o r

    h i g h e r .

    T h e

    d u r a t i o n

    o f a n y

    ceremonyspel l

    is

    p e r m a n e n t ,

    e x c e p t f o rblessnewborn, w h i c hh a s a du r a t i on o f s i xm o n t h s. A

    s a v in g t h r ow v s . s p e l l i s a l l owe d t o a n y

    u n w i l l i n g

    re c ip ient o f a

    ceremony s p e l l ,w h i c h

    u s u a l l y o n l y

    a p p l i e s

    w h e n

    th e

    ef fect

    o f th e

    spel l is bane fu l ( suchas fordesecrateground). Br ie f l y ,the ceremony

    spe l l s l i s t ed d o the se t h i n g s :

    Burial

    \n

    no way

    protec ts

    the

    corpse,

    but

    gives

    the

    b l e s s ing

    of the

    o r g a n i z a t i o n ,

    a n d is

    sa i d

    t o h a ve a 50% c h a n c e t o in vok e r e t r ibu t i on

    of

    some

    typeif thebody's

    grave

    is dug up wi th inone

    w e e k

    of

    bu r i a l

    ( i . e . , a n a g e n t o f th ed e i t yw i l lcome to p r o t e c tt h e g r a ve ) .

    Coming of age

    b l e s se s

    a

    y o u n g

    man

    ( and

    in

    some cu l ture s

    a

    y o u n g w o m a n ) a t

    somep o i n t

    in t im e , o f t e n t h e a g e o f 32 .Coming of

    a ge

    m a y o r m a y n o t a l low th e

    pe rson

    w h o h a scomeo f a g e an y

    p a r -

    t i c u l a r r igh ts .

    Dedication

    is

    necessary

    to

    pe r form spec i fic ac ts , such

    a s

    b e c o m i n g

    a

    m e m b e r

    of an

    o r g a n i z a t i o n .

    Investiture i s r equired f or an asp ir ing c l e r ic (o fe i t h e r the c lois -

    tered or thea dve n tu r in g type) tobecome 1stl eve l .

    Consecrate

    item

    i s r equired f or eve ry i t em p l aced on an a l ta r and

    at

    otherplaces

    in a

    re l ig ious edif ice ,

    as

    required

    by the

    par t icu l ar

    B E S T

    O FDRAGON

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    organ i zat ion . Ho ly symbo l s and ves tment s are han d J e d

    separately

    (see

    magical

    vestment

    and

    holysymbolspe l ls h ereaf t e r) .

    Holy or

    u n h o l y w at er o r o i l must be kep t inconsecrated con ta iners .

    Blessnewbornis used to

    protect

    a n e w b o r n(up to 14

    days

    old)

    i n f an t from possession a n d o t h e r il le f f e c t s t h a t m i g h t b e f a l lh i m o r

    her . S u c h a protected in f an t

    gains

    a sav ing throw of

    +

    2 from any

    t y p e

    o f possession. Further, he or she i su n d e r th e e f f ec to f a ha l f -

    s t r ength

    resist fire

    a ndresistcold spel l for the fu l l s i x - m o n t h spe l l

    d u ra t i o n . T he ef fect o f b less ing the new born has no e f f ect upon

    i n f an t s

    older t h a n

    tw o

    w e e k s

    o f

    age.

    Specialvowsp e r t a i n to p a l a d i n s , k n i g h t h o o d , a nd s o l e m n o a t h s .

    Consecrategroundsho u l d b e cas t when a nyho l y / u n ho l y s t ru c tu r e

    is bui l t . A

    c h u r c h ,

    abbey , sanctuary , monast ery , t emp le , e t c . , bu i l t

    on

    unconsecrat ed g round has a 1 % c han c e p e r y e a r ( c u m u l a t iv e )o f

    ac tua l l y

    col lapsing from lack

    o f

    such p ro t ec t ion Once

    a

    s t ruc ture

    is

    bu i l t ,consecrat ion cannotbe an a f t e r thoug ht ; thu s ,a cloistered

    cleric

    of 6th orh i g h e r l e v e l m u s t b e s o u g h t w he n aclerical structure

    is

    to be

    b u i l t ,

    or

    else Consecrate ground

    canalsobe

    usedupon

    a

    graveyard,

    in w h i c hcase th e

    ground

    i t se l f g a i n s th e a b i l i t y to t u rn

    u n d e ad

    as if it

    w e r e

    a

    3rd-levelc l e r i c .

    Desecrate

    ground,

    thereverseof

    consecrateground,

    may beused

    by

    ac ler i cof anya l i g n m e n t v e r sus a b u i l d i n gor area ofground

    represent ing an

    opposing

    a l i g n m e n t . For a bu i l d ing {genera l ly a

    c h u r c h o r o ther c le r i c -o r i en t ed ed i f i ce) to be

    desecrated,

    th e

    altar

    in s ide m ust

    b e

    covered

    w i t h ho l y

    o r

    unh o ly wat er , manure , e t c . ,

    w h i l e th ecastingo f theceremony(desecrateground)is inprogress.

    A

    desecrated

    b u i l d i n g i s 1 %

    l i k e l y

    pe r year t o co l l ap se ; th i s chance i s

    not

    c u m u l a t i v e . R ol l

    at the end of

    each

    year

    of

    desecration

    to see if

    th e s t ruc ture co l lap ses . A desecratedb u i l d i n g c a n be

    consecrated

    at

    a

    l a t e r t i m e

    b y

    app l i cat ion

    o f the

    u n re v e r s e d f o rm

    o f

    th i s s p e l l .

    I f an

    area

    o f g round ( such as a

    graveyard)

    is the object of the spe l l , i t i s

    necessary

    to

    k n o w

    if the

    ground

    w a sconsecratedin the f i rs t

    place.

    Desecrateground

    w i l l

    only

    remove

    th e consecration i f on e is in

    e f fec t .

    A

    second, su b s e q u e n t desecration

    has no

    e f f ec t .

    The areacan

    be

    reconsecrated.

    A graveyard th a t h a s

    n e v e r b e en consecrated

    is

    more

    l i k e l y to h a v ei ts g raves y i e l d l e sser

    undead.

    I f thespe l l

    ani-

    mate

    deadi scast in

    such

    a

    graveyard,

    on ee x t ra ske l e ton o r z o m b i e

    wi l l rise from th egraveyard. F u r t h e r ,a n y a t t e m p t to t u rn u n d e ad in

    an

    unconsecrat ed

    graveyard

    ( i f and on ly i f the

    undeadcome

    from

    thesegraves)

    w i l l

    be as i f the c l e r i c

    were

    two l eve l s l ower tha n he o r

    sh e actual ly is .

    Combine

    (A l te r a t i o n )

    Level: 1

    R a n g e : Touch

    Durat ion : Seebelow

    A re a

    of

    E f f e c t:

    Circleof

    clerics

    1

    Components: V, S

    Casting

    Time:

    /

    round

    S av i n g T hro w : None

    Explanation/Description: V ia th i s spel l , f ivec l e r i cs o f the

    same

    a l i gnment c a n a dd t he i r

    powers

    to p e r f o rm a spec i f i c funct ion . T h e

    cleric o fh i gh e s t l eve l , or one selected by thegroup i f a l l are of e q u a l

    level , stands

    in the

    cen ter

    o f a

    c i rc l e fo rmed

    b y t he

    other four,

    w h o

    ho l d han d s an d k n e e laround the cen t ra l f i gure .

    This process

    takes

    on e f u l l r o u n d , a n d a l l c l e r i c s m u s tb e c h a n t i n gth ew o r d s to the

    combine spell

    a t the

    s a m e t i m e .

    I f one o f

    t he m s to p s

    for any

    r e a so n ,

    the spell iswast ed for a l l f ive clerics.

    T h e c l e r i cin the cen t er c a n t h e n ,on t h e round a f t e r th e cas t ing o f

    th e combine spe l l , a t t e m pt to cas t a spe l l o r t u r n u n d e a d a s i f h e o r

    sh e

    w e r e h i g h e rt h a n a c t u a l l e v e l ,

    f or the

    d e t e r m i n a t i o n

    o f

    r an g e ,

    d u r a t i o n ,

    a nd

    area

    o f e f f ec t as ap p l i cab l e . Th e spe l l (o r e f f ec t )

    gener-

    ated in

    th is

    w a y

    w i l l

    func t ion as if the cen t er c l e r i c is as m u c h a s 4

    l e v e l s

    h i g h e rt h a n

    h e o r s h e

    a c t u a l l y

    is , as

    o u t l i n e d b e l o w .

    On ly the c l e r i c in the cen terneed k n o w an d hav e

    prayed

    fo r the

    spe l l

    to be c a s t by t h e c o m b i n a t i o n . O n l y i n f o rm a t i o n a l , p ro t e c t io n

    ( in c l u d in g

    dispel

    magic),

    an d c u ra t i v e s p e l l s c an b ecombined in

    t h i s

    wa y .

    T h ec l e r i c sm a y also

    create

    food &

    water

    o r t u r n u n d e a d . T h e

    four c l e r ics comp ri s ing the c i rc le are in adeep t rance that wi l l

    requ i re one

    fu l l

    round to

    recover

    f rom. D uring the t rance , surpr i se

    i s au t o m a t i c an d a l l " to h i t "

    rolls

    f o r han d - t o - han d

    combat

    a g a i n s t

    th e

    en t ranced c l e r i cs are

    made

    a t + 4 , N atura l l y , the en t ranced

    c l er i cs cannot use shi e l d s o r dex t er i t y bonuses in the ca l cu lat ion o f

    t h e i r a r m o r classes.

    Thus,

    i f the combina t ion o f c l e r ics i s ph ys i ca l l y

    a t t a c k e d , o n l y th e c e n t e rc l e r i c c a n m u s t e r a n yde f ense on the f i r s t

    ro u n d . If he selects a n a t t ack spe l l o f any t yp e to serve a s a counter

    fo r

    th eenemy's

    a t t a c k ,

    th e

    c o m b i n a t i o n

    is

    b ro k e n

    a n d t h e

    c e n t e r

    c l e r i c revert s t o h i s o r her o r i g ina l

    l e v e l

    a t

    once.

    T h e c o m b i n a t i o n ca n o t he rw i s e r e m a i n t o g e t he r f or thec a s t i n go f

    one spe l l

    o r o n e

    a t t e m p t

    a t

    t u r n i n g

    undead.

    T he n

    th e

    spel l breaks,

    and the four c l e r i cs compri s ing the c i rc l e must

    recover

    fo r a f u l l

    round before t he y

    c a n d o

    a n y t h i n g el se .

    If a

    c l e r i c

    dies

    t h e

    c o m b i n a -

    t ion i s

    b ro k e n ,

    but not i f one i s

    on ly

    h i t f ordamage

    once

    th e com-

    bine spe l l has been cas t and the combinat ion i s in e f f ec t .

    T h e

    center

    cleric

    w i l l

    be ra i sed in e f f ec t ivenes s by 1 , 2 , 3 , o r 4

    levels, depending on how m any o f the combined c l e r i cs are four or

    f ewer l eve l s be low the ac tua l l eve l o f the cen te r c l e r i c . On ly those

    c l e r ic swi th in four l eve l s o f the h i ghes t - leve l c l e r i c can co n t r ib u t e t o

    t h i s b e n e f i t . E x a m p l e s : F i v e 2n d - l e v e l c lo i st e r e d c l e r i c sw a n t to

    combineso as tobe t t e r copew i t h some m e n ac e . T he y t ak ea round

    to combine, a nd t h en for thepurposeo f c a s t in g an o t he r spe l l , th e

    center cleric acts

    a s a

    6 th- l eve l c lo i s te red c l e r i c , ga in in g

    on e

    "bonus"

    l eve l fo r each o f the o ther four par t i c ipa n t s . N ot e t h a t the cen ter

    clericcould

    no t

    cast

    a

    spe l l

    o f

    second l e v e l

    o r

    h i g h e r

    in any

    e v e n t ,

    s ince the charac t er i s ac tu a l l y on ly a 2n d - l eve l c lo i s t e red c l e r i c and

    cannot know

    a ny

    spe l l h i gher than

    the 1s t

    l eve l

    o f

    power.

    If a

    7 t h -

    l e v e l , a 5 th - l e v e l , an d t h r e e 2n d - l e v e l

    c ler i cscombine,

    th e cen ter

    cleric

    could operateas an

    B th- leve l charac t er .

    The

    2nd - l eve l c l e r i cs

    are f i ve l eve l s l ower than the 7 th- l eve l

    c ler i c

    and so cannot con t r ib -

    ute to

    boosting

    h i s e f f ec t ive l eve l , bu t ar e

    st i l l

    va luab le as par t i c i -

    p an t s tocompletethenecessary circleofc l e r i cs .

    Hand

    Fire(A l t e r a t io n )

    Level: 1

    Range: 0

    D u r a t i o n :

    Special

    Area

    of

    E f f e c t:

    Cleric's

    hand

    C o m p o n e n t s : V]S

    C as t i n g Time: 1

    segment

    S a v i n g T h r o w : None

    Explanation/Description: T hi s spe l l a ll ows the c l e r i c , by t u r n i n g

    h is

    cupped

    h a n d u p w a r d a n d s a y i n g a c o m m a n d w o r d , to

    produce

    a

    cold f l am e t ha t c a s ts th e e q u i v a l e n to f t o rch l i g h t . T h e

    hand

    f i r e

    w i l l

    remain l i ght e d un t i l the c le r i c cas ts any o th er s p e l lo r un t i l he or she

    uses h i s o r her hand to per form

    some

    o t he r

    f u n c t i o n .

    T h e

    fire

    is non-

    h a r m f u l

    a n d

    w i l l

    n o t

    i g n i t e

    a n y

    c o m b u s t i b l e m a t e r i a l s , e v e n o i l.

    I t

    cannot

    b e

    b l o w n o u t,

    bu t

    m ag i c a i darkness w i l l d i spe l

    it

    in s t an t l y .

    Magical

    Vestment (C o n j u ra t i o n / A l t e r a t i o n )

    L e v e l : /

    Range:

    Touch

    D u ra t i o n : 6rounds/level

    A r e a

    of

    E f f e c t :Spellcaster

    Components: V, S, M

    Casting

    t i m e : /

    round

    S av i n g

    t h r o w :

    None

    Explanation/Description:

    W i t h

    th i s

    spel l , th e c ler i c c a n

    turn

    h is

    v e s t m e n t s in tomagical

    armor

    e q u a l

    to

    c h a i n m a i l

    {A C 5 ) . T he

    vest -

    m e n t c an n o t b e w o rn w i t h a n y o t h e r a rm o r , bracers of defense, o r

    any t y pe o f p ro t ec t ion i tem or sp e l l . Thus , i f the c l e r i c i s unde r a

    bless spe l l , wear ing (not ju s t possess ing) a ring ofprotection, u n d e ra

    scrollofprotection from

    lycanthropes,

    e t c . ,

    he or she

    c an n o t

    use a

    magicalvestments p e l l ; n o t h i n gw i l l h a p p e n w h e n th espe l l is

    cast.

    However,

    i f the v e s t m e n ti s be ing worn a lone , itw i l l become + 1 fo r

    a ll

    purposes (armor

    c l a s s , s av i n g - t h ro w b o n u s , e t c . ) f o r e v e ry f o u r

    l eve l s o f the

    c l e r i c ,

    up to a

    m a x i m u m

    o f + 4 , and i t

    also

    a l l o w s

    i m m u n i t y

    to

    magic missile

    spe l l s f or thed u r a t i ono f the spe l l

    e f fec t .

    T hi s s p e l l c a n only b e cast in the cleric 's ow n t e m p l e or in the

    c l e r ic ' s p r i v a t e q u a r t e r s

    w i t h i n

    a t emp le , ch ur ch , abbey , e t c . , p ro -

    v i d e d t h a t he o r she ha s a sm a l l , ap p ro p r i a t e l y consecrateda l t a r in

    t ho s e q u a r t e r s . T h e

    c ler i c

    m u s t b e c o n sc i o u s fo r t he v e s t m e n t t o

    r e t a in i t s ma g i ca l p ropert i es . I f the c l e r i c isblessed

    or

    cursetl

    \ r\

    a ny

    w ay o r p u t s o n an y o t he r s or t o f m ag i c a l p ro t e c t i o n , t h e d w e o m e r o f

    th e magical

    vestment

    is

    lo s t im m e d i a t e l y .

    T h e

    v e s t m e n tw i l l also lose

    I V

    9

  • 7/25/2019 Best of Dragon Magazine - Volume 4.pdf

    11/82

    it s magical protect ion i f the cleric sets foot

    outside

    the t e m p l e o r

    area

    in

    w h i c h

    th e

    spe l l

    w a s

    c a s t . N o t e : W he n

    in a

    t emp le

    o r

    c h u r c h ,

    it is

    u n c o m m o n

    for a c l e r i cto be w e a r i n g

    armor

    or sh i e l dof any k ind

    a n d

    this

    s t r i c tu re

    e sp e c i a l l y ap p l i e s

    to

    c l oi st e r ed ( n o n - a d v e n t u r i n g )

    clerics .

    Scribe(A l t e r a t i o n )

    Level: /

    R a n g e : Touch

    D u r a t i o n : Permanent

    Ar e a of

    E f f e c t : Variable

    C o m p o n e n t s : V, S, M

    C a s t i n g t i m e : /

    round

    Saving t h ro w : None

    Explanation/Description:

    V ia

    t h i s spe l l ,

    th e

    c le r ic ' s h a n d w r i t i n g ,

    if

    i thappens to be poor, is g r e a t l yenhanced. F u r t h e r m o r e , he or she

    ca n

    w r i t e

    t w i c e a s rap id ly a sn o r m a l a n d st i l lproduceh i g h - q u a l i t y

    c o p y i n g o f a t ex t o r m a p . T h e scribespe l l c a n beusedw h e n w r i t i n g

    d o w n th e

    t ex t

    o f m ag i c a l s c ro l l s. It f u r t he rdecreases th e c h a n c e o f

    error by 25% in the copying o f any and a l l t ex t . The scribespel l w i l l

    stay in

    ef fect

    a s

    l o n g

    a s the

    c l e r i c c o n t i n u e s

    tocopy orcomposea

    text, w i t h a

    l i m i t

    o fe i g h t ho u r s o f such w r i t i n g in a n y case. A n y

    in ter rup t ion o f th e c o p y i n gw i l l ru i n th e spe l l f rom t h a t po in t fo r -

    w a r d .

    T h e

    m a t e r i a l c o m p o n e n t s

    a re

    i n k , q u i l l ,

    a n d

    p a r c h m e n t {book

    o r

    scrol l)

    a n d

    p e r h a p s t h a t w h i c h

    is

    b e i n g copied. Note:Magical

    scro l ls cannot

    be

    copied

    o r

    composed

    b y an y

    cleric below

    the 7th

    l eve l o f exper i ence .

    Death

    Prayer (Invocation)

    L e v e l :

    2

    R an g e :

    Touch

    D u r a t i o n : Permanent

    Ar e aof

    E f f e c t: One

    corpse

    C o m p o n e n t s : V, S, M

    C a s t i n g t i m e : J turn

    SavingThrow: Neg.

    Explanation/Description: B y s p r i n k l i n g h o l y w a t e r o r u n h o i y

    w a t e r

    ( i f thecleric is e v i l )o v e r a

    corpse

    k i l l e d by u n d e ad w h i l e

    c h a n t i n g

    t h i s

    spe l l ,

    th e

    c ler i c reduces

    th e

    p r o b a b i l i tyt h a t

    th e

    corpse

    w i l l r ise as an u n d e a d a tsomel a t e r ti m e . F u r t h e r ,i tprotects th e

    body f rom the

    spe l l animate

    deadt ha t m i g h t b e c a s t o n t he r e m a i n s

    a t

    some

    l a t e r

    t i m e . T h e

    corpse

    i s a l l o w e d a s a v i n g t h ro w based on i ts

    l eve l

    or h i td i c e in

    l i f e ,

    but no b e t t e r t han 12 in any

    case.

    A

    corpse

    t h a t fa i l s th e ap p ro p r i a t e s av i n g t h ro w w i l l rise a s an u n d e ad in th e

    n o r m a l m an n e r .

    I f the

    s av i n g t h ro w

    i s

    made,

    th ecorpse

    w i l l

    b e

    foreve r use less fo r any purpose o f undea d p rocrea t ion . Th i s app l i es

    t o the v i c t im s o f g ho u l s , g ha s t s , w i g h t s , w ra i t h s ,

    spectres, vampires,

    or

    a n yo the r form o fu n d e ad tha t isab l e to p ro d u c e o t he r s o f i t s ow n

    k i n d .

    W h i l e und er the p ro t ec t ion o f a

    death prayer,

    t h e v i c t i m ' s

    sp i r i t

    c a n n o t

    be con tac t ed byspeak

    with dead

    un less the cas t er o f th e l a t t e r

    spe l l

    is of a

    h i g he r

    l e v e l

    t h a n

    th e c ler i c w h o

    cast

    th edeath prayer. If

    a

    speak

    with

    dead

    spe l l cas t und er these cond i t ions

    is

    succes s fu l ,

    th e

    death prayer

    p ro t ec t ion

    is

    cance l l ed

    a nd

    c an n o t

    b ereplaced.

    W h i l e

    under th ep r o t ec t ion o f adeath prayer, th e r e c i p i en t su f f e rsa -25%

    p en a l t y

    t o the chan ce o f be ing success fu l l y a f f ec t ed by a

    raisedead

    o r

    resurrection s p e l l .Dispelmagic w i l l

    n o t

    remove

    th e

    p ro t ec t ion ,

    bu t a

    wish

    o r

    limited

    wish

    w i l l

    do so. In

    f ac t ,

    a

    wish or

    limited

    wish

    is

    needed to d e t e ct w h e t he r th e spel l is in ef fect upon a n y p a r t i c u l a r

    body .

    Detec t

    Life

    ( D i v i n a t i o n )

    L e v e l : 2

    Range: 10 feet/level

    D u ra t i o n :

    5

    rounds

    A re aof E f f e c t : One

    creature

    Components: V^ S, M

    C a s t i n g t i m e : 1round

    S a v i n g T h r o w : None

    Explanation/Description: B y u s i n gt h i s

    s p e l l ,

    a c l e r i c c a n t e l l if a

    creature isdeado r a l i v e . T hu s , i tw i l l r e v e a l th e subject o f a feign

    death spel l

    o r

    p rove t h a t s o m e o n e

    is in a

    coma, d e a t h - l i k e tr an c e ,

    o r

    10

    astate

    o f

    suspendeda n i m a t i on .

    It

    w i l lsho w t ha t

    a

    figureengaged

    in

    astral t r av e l is a c t u a l l y a l iv e , a n d i tw i l l w o rk on p l an t so ra n i m a l s .

    N ote , however , that

    it

    wi l l

    n o t

    i d ent i f y

    th e

    speci f ic ef fect that

    a

    l i v i n g

    subjec t i su n d e r , o n l y th e fact t h a t th e sub jec t is

    alive.

    L i k e w i s e , th e

    spe l l

    c an n o t

    determine cause

    ofdeath.

    T h e range f i g u r e g i v e n

    above

    i s a m a x i m u m w h i c h app l i es under

    ideal c i rcumstances , i . e . when no subst ance i si n t e r v e n i n g be tween

    caster

    a n d

    su b j e c t .

    T h e

    spe l l r an g e wi l l

    b e

    reduced

    i f as

    l i t t le

    a s a

    one - inch th i ckness

    o f

    wood

    or

    stone comes b e t w e e n

    th e

    c l e r i c

    an d t he

    sub jec t . In suchcases, range is only 1 foot per level of the caster for

    each i n c h

    o r

    f rac t ion

    o f an

    inch t h i ck n e s s

    o f the

    wood

    or

    s tone bar -

    rier. (See example be low fo r c l ar i f i cat ion . )A m e t a l b a r r i e ro f any

    t y p e o r a n y t h i c k n e s sw i l l total ly block th espe l l , a sw i l l a n y fo rm o f

    menta l p ro t ec t ion , e i ther p s ion ic

    or

    m ag i c a l

    in

    n a t u r e .

    E xam p le : a 5 th- l eve l c lo is t e red c l e r i c is 20 f ee t away f rom a two-

    i n c h - t h i c k

    wooden door. He want s t o know i f there i s

    l i fe

    b e h i n d t he

    door.

    H is

    m a x i m u m

    range

    fo r

    c a s t i n gdetect

    life is 50

    f e e t ,

    bu t the

    doorreduces th e

    range

    to 32f ee t : the 20feet to thedoor, 2feet

    beyond it (u s i n g 1foo t / l eve l fo r each o f the two i n c he so fth i ckness) ,

    a n d 10more

    feet

    beyond

    t h a t .

    A f igure

    m u s t then

    be

    w i t h i n

    12

    feet

    of the o ther

    side

    o f thedooran d i n a s t r a i g h t " l ine o f s i ght" f rom the

    cleric

    ( as i f the

    door

    w e r e

    open

    and the c l e r i c cou ld

    a c t u a l l y

    see the

    s u b j e c t ) .

    A f i gure locat ed o f f t o the

    side

    o f the door , an d

    thus

    p ro -

    tected

    b y t he ad j a c en t

    stone

    wal l , wou ld not be de t ec t ab l e by the

    spe l l . T h e c l e r i c must chan t th e

    spe l l

    a loud

    w h i l e

    ho l d i n g h is body

    and hi s ho ly symbo l so as t o f ace t oward the exac t d i rec t ion o f de t ec -

    t i o n , an d m ay n o t

    t u rn

    d u r i n g t he f i v e - ro u n d d u ra t i o n t o fa c e an y

    o t h e rd i r e c t i o n .

    Holy

    Symbol

    (C o n j u ra t i o n / S u m m o n i n g )

    Level: 2

    Range:

    Touch

    D u r a t i o n : Permanent

    A r e aof E f f e c t : Item touched

    Components:

    V, S, M

    C a s t i n g t i m e :

    /

    turn

    S av i n g T hro w : None

    Explanation/Description: T h i s

    spe l l

    blessesa n e w ho l y s ym b o l t o

    rep lace

    a

    cleric 's lost

    o r

    damaged s y m b o l .

    T h e n e w

    s y m b o l , w h i c h

    i s

    th e spe l l ' s mat er i a l component (and , obv ious ly , i s nordestroyedi n

    th e c a s t in g ) , m u s t

    b e

    craf t ed

    o f

    ap p ro p r i a te m a t e r i a l s ( d e p e n d i n g

    upon

    th e

    rel igion

    or

    de i t y

    in

    q u e s t i o n )

    an d

    m u s t

    be o f the

    proper

    s h a p e a n d

    design;

    a

    cleric

    c an n o t

    just

    pick u p an y i tem a n d m a k eit

    i n t o

    a

    h o l y s y m b o l ,

    A c l e r i c may possess two

    h o l y

    s y m b o l s a t o n e t i m e , i n t e n d i n g t o

    have one as aspare, bu t th i s spe l l wi l l s i m p l y fa i l i f i t i s ca st by a

    c l e r ic w h o a l r e ad y

    possesses

    t w o ho l y s ym b o l s .

    T h e

    magic

    o f

    t h i s spe l l cannot

    be

    used

    to

    bless

    th e

    s ym b o l

    o f an y

    other de i t y ,even another de i t y

    o f the

    s a m e p a n t h e o n

    a s t he

    c l e r i c ' s

    de i t y .

    I f a sym bo l c reat ed by t h i s spel l i s to be given to another cleric

    o f t h esame re l i g ion a n d a l i g n m e n t ,t h e n th e b e n e f i c i a r y m u s t b e

    presen t a t the t ime o f cas t ing o f the spe l l and m u s t

    h o l d

    t he s ym b o l -

    t o - b e t h ro u g ho u tt h e cas t ing p rocess . T h e h o l y s y m b o l o f a c l e r i c w i l l

    r ad i a t e a d i m au ra o f

    good

    o r ev i l , bu t i t is no t a

    magic

    i t em

    per-

    se .

    T he ho l y s ym b o l s o f c le r i c s w h o a r e n e u t r a l

    (w i t h

    respect to

    good

    an d e v i l)w i l l hav e n oaura.

    Translate

    ( A l t e r a t i o n)

    L e v e l : 2

    Range: Self

    D u r a t i o n : 3 turns/level

    A r e a

    of

    E f f e ct :

    One text or

    scroll

    Components:

    V, S, M

    C a s t i n g t i m e : 1

    round

    Saving

    Throw:

    None

    Explanation/Description: T h i s s p e ll

    a l l o w s

    the cleric to

    read

    t ex t s

    (scrol ls ,

    maps) wr i t t en

    i n a f o r e i g n o r a l i g n m e n t l an g u ag e ( i n c l u d i n g

    t h i e ve s ' can t ) .

    It

    does

    n ot

    a l low

    th e

    r e ad i n g

    o f

    m a g i c

    or thedeci-

    p h e r i n g o fsome coded

    m e s s a g e .

    T h e

    spel l

    c a n be

    used

    in

    con junc -

    t ion

    w i t h ascribe

    spe l l

    (see foregoing)i f the t ran s l a t ion is t o be

    wr i t t e n

    dow n . A ny scro l l con ta in ing a spe l l o r rec ipe fo r a po tion or

    p o w d e r c an n o t

    be translated.

    B E S T

    O F

    D R A G O N

  • 7/25/2019 Best of Dragon Magazine - Volume 4.pdf

    12/82

    Detect Curse ( D i v i n a t i o n )

    Level:

    3

    Range: Touch

    Duration:

    Permanent

    AreaofE f f e c t: One item

    Components: V, S

    Casting

    time:

    6rounds

    Saving throw:

    Neg.

    Explanation/Description: Via t h i sspell the cleric can t e l lwhether

    an i t emis

    cursed,

    if the

    item

    fai lsa

    saving

    t h r o w

    allowed

    to it. The

    suspect item

    m u s t be

    touched

    by the

    cleric,

    and insome

    cases,

    t h i s

    m i g h trelease the curse e f fec t upon the cleric.

    Cursed

    scrolls must be

    opened, but not

    read,

    for the s p e l lto have an effect. A r t i f a c t s

    w i l l

    not answer to this spell in any

    case.

    The basic saving

    t h r o w

    allowed

    to anitemis 13, though very powerful cursed items

    w i l l

    havea

    saving t h r o was low as 5 (the DM must decide the appropriatesav-

    in g

    t h row

    on an

    item-by-item basis). This spell cannot detect

    charms;

    it can

    detect curses

    on persons,

    though

    theperson is

    allowed

    a

    normal saving

    t h r o w

    versus magic. Casting

    of

    t h i s spell

    w i l l

    affect

    the

    cleric so strongly

    t h a t

    he or she cannot cast any other spells

    whatsoever for four hours after

    t h i s

    casting, though spells already

    prayed for are not lost from memory.

    Enthrall (Enchantment/Charm)

    Level:

    3

    Range:

    3"

    Duration:

    Special

    Components:

    V^

    S

    Casting time: Special

    Saving

    Throw:

    Neg,

    AreaofE f f e ct : 90-foot radius

    around

    caster

    Explanation/Description: A

    cleric using

    t h i s

    spell

    cangraband

    hold the attention of an audience t h a t can

    f u l l y

    understand his or her

    language. Those of the cleric's race save at -4 against the power of

    th e

    spell, those races

    t h a t

    have

    bad r e l a t i o n sw i t hthe

    cleric's

    race

    save at + 2, and members of all other races receive no saving -throw

    adjustment. The enthrall spe l l w i l lnot

    work

    on

    figures

    who are 4th

    l e v e lor

    higher,

    who

    have more

    t h a n4 hit

    dice,

    or

    those

    w i t h

    wisdom

    of 16 or

    greater;

    t h u s ,

    most clerics and shamans are immun e to

    a n o t h e r

    cleric's

    enthral

    spell.

    The

    casting time

    and

    duration

    are

    variable; the spe l l

    lasts

    for as

    long

    as the

    cleric

    can

    keep speaking,

    plus 1-4

    rounds thereafter. However,

    no

    e f fec t from

    the s p e l l

    will

    be

    realized u n t i l th eclerich a s spokenw i t h o u t i n t e r ru p t i o n f o r o n e

    fu l l

    round. {Thus, it could be

    dangerous

    to try to employ

    t h i s

    s p e l l

    when

    th ecleric is among a group of creatures who are already hosti le and

    w o n ' t

    s it s t i l l fo r the f i r s t

    round

    o f

    speaking.)

    Members

    of the

    audience

    who fa i l

    their saving throws

    (vs.

    spell)

    w i l l

    treat

    the

    cleric

    as if he or she had a

    charisma

    of 21 ( jus t as a

    m i n o r

    deity). They

    w i l l

    remain stationary

    a n d l i s t en to th ecleric's

    words,

    but t h e y

    w i l l

    not act on

    them

    as if asuggestion

    spe l l were

    being

    cast.

    A t t h e en d o f 1 - 4

    rounds

    a f t e r th e

    cleric stopst a l k i n g

    ( r o l l

    th isseparately

    fo r

    each casting

    o f th e

    spell),

    th e

    spell

    is

    broken

    a n d

    th e

    members of the audience again are in control of their own

    minds. A n y form o f a t t a c k o n t h e c l e r i c

    w i l l i n s t a n t l ynegate

    th e

    s p e l l ,

    as w i l l any

    attempt

    by the

    cleric

    to

    castanother spell while

    the

    enthrallis ineffect.

    Thosewhomake t h e i rsaving t h r o w s

    w i l l

    not be affectedby the

    cleric's w o r d s , and w i l l v i ew the caster as having a charisma of 3.

    They

    may

    hoot

    andjeer,or

    pick

    up

    small

    objectsand throw

    them

    at

    th e

    caster w h i c h might(50%chance) cause the spell to bebro-

    k e n . Any

    negat ive action

    of t h i s

    sort against

    the

    cleric

    w i l lcause

    those who fa i led

    t h e i r

    first saving t h r o wto earn another chance to

    Dismiss

    Undead

    ( A b j u r a t i o n )

    Level: 3 Components: V, S, M

    Range:

    6"

    Casting

    Time: 2segments

    Duration: 3-12rounds Saving Throw:Special

    Area

    ofE f f e c t :

    6 iongcone,

    2*diam.atbase

    Explanation/Description:By the

    casting

    of t h i s

    spell,

    a

    cloistered

    VOL,

    IV

    clericcan

    temporarily gain

    the a b i l i t yto

    possibly

    t u rn

    undead

    or

    command

    i t / t h e m

    into service. For purposes of determining success

    o r

    f a i l u r e

    o f the

    turning/commanding attempt

    w h i le th e s p e l l is in

    effect, the level of the cloistered cleric

    w i l l

    be t h a tof an adventurer-

    c l e r i c

    m i n u s

    four

    l e v e l s .

    Thus,

    a

    7 t h - l c v e l cloistered cleric

    w o u l d

    t u r n undead

    as a

    3rd-level adventurer-cleric. Undead

    can be

    com-

    mandedto service by e v i l cloisteredclerics.Neutral cloistered clerics

    can o n l y

    t u rn

    (not command) the undead.

    Scroll

    (Alteration)

    Level: 4

    Range:

    Touch

    Duration:

    Permanent

    Area ofEffect: One scroll

    Components:

    V, S, M

    Casting time:

    /hour

    Saving Throw:

    Special

    Explanation/Description: Via

    t h i s

    spell, the cleric can compose a

    magica