the WaR o~ the lance
~~~==~~~~·~~~~~========~~E8~\=====:ij
"H ear tbe sage as his song descends
like heaven 's cain or tears,
and washes the years and dust ofmany stories
£com the High Tale of the DRAGONLANCE."
100
asttnus's ScRoll: the RIV€R 0~ ttm€
$:====~\93~~1==========~~~~~~· ~ ~
hiStORY Krynn, she awakens her evil dragons a4€ o~ 0Ra(jon5
and prepares them for the work she has
The years following the Cataclysm were in mind. She then returns through the 332 Dragons Appear: The savage and war-
filled with horror and despair for several cen- portal to gather her forces on the Abyss· like humans of Sanction , Neraka, and
turies. Battles for lost glories were a token of al Plane. Estwilde are allowed to discover the evil
the age. Yet all races of Krynn managed to dragons. From among the most evil of
find the courage to fight the darkness. 157 Berem Finds the Stone: A young man these men arc recruited the Dragon
and his sister discover the Foundation Highlords and their officers. These
Though the full tale of those days is known Stone. The man pries a gemstone loose, men set about gathering armies under
only to Astinus, the following events lend per- against the advice of his siste.r. They the watchful eyes of the evil dragons.
spective to that time. struggle, and the sister is accidentally
killed. Her spirit, imbued with good- 340 Humanoids Recruited: The ogres and
a4€ o~ OaRkn€55 ness, inhabits the Foundation Stone. hobgoblins are gathered into the evil
The man, Bcrem Everman, is cursed fold and trained as troops in t he Drag-
0 Cataclysm: The wrath of the gods with the stone he has stolen, as it onarmies.
descends upon Krynn. The Thirteen becomes embedded in his chest. He
Warnings strike, one per day, preceding cannot gain the peace ofdeath until his 342 Draconians Created: Takhisis instructs
the end of the year. Trees weep blood, sister's soul is released from imprison- the Highlords in the corrupting process
fires die or rage uncontrolled, and ment in the stone. whereby draconians are created from
cyclones suike the Temple of the the eggs of the good dragons. The gen-
Kingpriest. On t he thirteenth day, 210 Takhisis Returns: The Queen of Dark- eration ofdraconians in the fiery under-
mountains of fire fall from the skies, ness aucmpts again to enter Krynn ground regions around Sanction begins
ravaging the landscape. through the portal opened by the in earnest. The first draconians, Baaz,
!star is immediately destroyed, its stone. To her great frustration, she dis- are created from brass dragon eggs.
remnants sinking far below the surface covers that the portal is closed by the Soon, copper dragon eggs are used to
of the newly formed Bloodsea. Ergoth presence of the sister's spirit. Enraged , create Kapak draconians.
is sundered from the majnland to form she casts about for a solution.
two great islands. Waters pour into cen- 343 to 347 Evil Armies Marshall: Dracon-
tral Ansalon, forming the New Sea and 287 Dragon Eggs Stolen: The evil dragons, ian creation continues, with Bozak
shrinking the formerly vast plains of awakened by Takhisis, keep their pres- (bronze), Sivak (silver) and finally
Ansalon. To the south, the land rises ence in the world a secret. They raid the Aurak (gold) draconians. The dracon-
and the water recedes. The port city of Isle of Dragons, where the good ians are formed into military units and
Tarsis is unscathed, but now lies far dragons lair, and steal the good trained for combat, while the training
from the sea. T he Temple of the dragons' eggs. Fleeing with the eggs to of human, hobgoblin , and ogre forces
Kingpriest is shattered with the the Lords of Doom , the evil dragons continues. Periodic outbreaks of vio-
destruction of !star, its pieces scattered hide their cache in the bowels of the lence occur among the Dragonarmies
throughout the planes of the universe. volcanoes. themselves; the Highlords encourage
this aggressive behavior. Near the end
1 to 100 AC Chaos and Pestilence: The sur· 296 The Oath: Acting upon the orders of of 347, Takhisis judges that her forces
vivors of the Cataclysm struggle desper- their Queen, the evil dragons exact the arc ready. The opening campaign of the
ately to stay alive. Famine spreads Oath of Neutrality from the good war is planned for the following spring.
across the world and plague follows. dragons. The oath binds the good
1rue clerics are unknown. The Knights dragons to noninvolvement in the com- 348 War of che Lance Begins: With the
of Solamnia are persecuted throughout ing war. In return, the evil dragons melting of the snows in the high passes
the land, as people find them a handy promise to return the eggs, unharmed, around Neraka, the Dragonarmies
target for blame. Many villages and at the conclusion of the war. pour eastward upon the unsuspecting
towns, initially untouched by the Cata· peoples of Krynn. The lands of Nord-
clysm, soon vanish because ofdisease or 300 to 320 Agents of Evil: Takhisis sends maar and Goodlund are swiftly over-
war. Sometime during this period, the her agents through the world , seeking run, while the humans of Khur ally
Foundation Stone of the Temple comes the man with the green gemstone themselves with the evil forces to avoid
to rest in the Abyss, and is discovered embedded in his chest. She knows that conquest. Little resistance is met by the
by Takhisis, the Queen of Darkness. this man is the key to opening her por- massed armies. What few baules are
tal once again. She grows increasingly fought are decided swiftly by the awe-
141 Stone Planted in Neraka: Thkhisis plac- frustrated at Berem's apparent disap- some power of the dragons. By the end
es the Foundation Stone on the barren pearance. Eventually, she decides to of the year, the hold of the evil forces
plain of Neraka, far from any center of put her plans into operation. over their occupied territories is uncon-
population. The stone begins to grow tested.
into a twisted and perverted form of the
Temple. The Datk Queen enters the
world through the portal opened by the
stone. Walking among the creatures of
101
II 12 II
post-~ ansaton
"
•
r
,
,
u
~~
....> -"
~\~l ,~
~ ''ft~ ~6
/{'
~ H
Jj
t
1
'" J
'K
J
., "< 11
~
I ~p
-\ c
)
·-·"'"
---
asttnus's ScRoll: the RtV€R o~ ttme
349 Talchisis Turns to Silvanesti: The Drag- A huge force, spearheaded by the Shortly after the battle, a small band
onarmies commence a three-pronged Blue Army, strikes across the Plains of of heroes penetrates the deepest tem-
attack into Silvanesti, utilizing their Solamnia, overrunning Kalaman, Vin- ples of the Highlords in Sanction and
effective air and land combination. The gaard, and much of Solanthus. Disor- discovers the treachery being wrought
elves, however, resist much more effec- ganized and bickering, the Knights of on the good dragons' eggs. News is
tively than the humans and kender to Solamnia are slow to respond to the swiftly returned to the Isle of Dragons,
the north. Losses are heavy on both threat. Lemish sides with the evil and the good dragons join the war
sides, but the Dragonarmies make little forces , but the dwarves of Kaolyn pro- against evil with savage intensity.
progress into the dense forest. Using
magic, discipline, and intimate knowl- vide a strong linchpin on the right flank With the aid of the good dragons,
edge of the terrain, the elves lure the of the defenders. the Whitestone forces are at last able to
Dragonarmies into a series ofambushes take the offensive. Surging eastward
that seriously deplete the evil forces. Meanwhile, the Red Army leads an with violence and purpose , the armies
Takhisis sends her two remaining amphibious attack across the New Sea of good reclaim the entire northern
Dragonarmies to reinforce the attack, to the Plain of Abanasinia. The barbar- Solamnic Plain during the rest of the
laying waste to the once-beautiful for- ian tribes of the plain are swiftly year. Gunthar Uth Wistan and Laurana
est and slowly advancing toward absorbed by the onslaught, which soon of Qualinesti lead armies ofmen, elves,
Silvanost. Although they fight coura- brings the Dragonarmies to the borders and dwarves against the evil Dragonar-
geously, the elves are decimated by the of Qualinesti. Knowing that they can- mies. Carrying mounted dragonlances
war, and the dragons set about system- not withstand the might arrayed on the backs of the good dragons, the
atically destroying the elven food stock- against them, the elves evacuate their Whitestone forces emerge victorious
piles. In autumn , the capital is homeland, fleeing westward to join from every engagement they fight dur-
evacuated with many refugees. The their cousins on Southern Ergoth . ing the long summer.
elven fleet sets out on the dangerous Finally, the Dragonarmy rolls against
journey to Southern Ergoth , while the dwarven fortress of Thorbardin . As The recapture of Kalaman spells the
many fighters remain behind . winter sets in, the army is still laying beginning of the end for the Dragonar-
On the last day of the year, the Drag- siege to the dwarven stronghold. mies, but the Queen of Darkness is
onarmies close upon Silvanost, and the determined to pass through the portal
elves realize that the war is lost . In a Additional evil troops strike across of the Foundation Swne, with the
desperate effort to turn the tide, King the Tarsian Plain from Silvanesti. They
Lorac attempts to use an Orb of Dca- legions of the Abyss behind her. Des-
gonkind to work the destruction of the reach and occupy Tarsis by rhe end of
evil armies. The perfidious orb seizes perately, her minions seek the man with
control of Lorac instead, plunging the the year. All of Ansalon, except for the the green gemstone.
land into a living nightmare and dis- western coastline and western islands,
persing the remaining elven fighters in now lies under the heels of the Yet the armies of Whitestone close
chaos. Highlords. upon Neraka, and the Queen is foiled
350 Rearming Evil: Seriously weakened by 352 Whitestone Council: Early in the year, in her attempt. Evil turns upon itself,
the costly invasion of Silvanesti, the representatives of the surviving good and the Dragonarmy alliance collapses.
Dragonarmies spend a year rebuilding nations meet at the Whitestone, on The War of the Lance Ends.
and retraining. Takhisis's troops now Sancrist Isle, for the Council of White-
control all of eastern Ansalon . stone. Here an uneasy alliance is forged
The minotaurs of Mithas and Kothas between the elves and humans, and
are recruited to the evil cause and belat- they agree to save their fighting for the
edly attempt to intercept the elven fleet forces of evil. The council is decided by
sailing to the west. Although a series of the arrival of Theros Ironfeld , who
sharp skirmishes cost each side some wears the Silver Ann of Ergoth and
ships, the fleet sails through, reaching bears a dcagonlance.
Southern Ergoth near the end of the With the coming of spring, the Blue
year. Dragonarmy hurls itself against the
High Clerist Tower that blocks the
351 Evil Turns West: Again starting the mountain pass leading into Palanthus.
campaign with the coming of spring, Rallying at last, the Knights of Solam-
the Dragonarmies surge westward in a nia make a heroic stand and, for the
massive offensive. The scope of these first time, a Dragonarmy retreats from a
attacks is far beyond anything that field of battle. The battle marks the
Takhisis's forces have yet attempted. first modern use of dcagonlanccs.
104
ansalon at=teR the waR
(r~==~/83~~========~~~~~~·~~~~~~~
neutral territory currently contested by several toward each other are continuously patrolled,
factions. The factions are listed below. and intruders are accosted for questioning, or
worse. Members of all factions worry about
The map of postwar Krynn displays the areas Faction Align . Allies spi~ and do not hesitate to use persuasive
that are controlled by the various factions left at Red Dragonarmy CE Black Army methods to determine whether a traveler is
the conclusion ofthe War ofthe Lance. The areas Blue Dragonarmy LE Green Army who he claims to be.
shown as controlled by a faction are contrOlled White Dragonarmy CE None
solidly. There are no wars in these areas, unless Black Dragonarmy CE Red Army, Many of the cities of Ansalon have been
your campaign considerations dictate otherwise. Minotaurs devastated by the war. Only Palanthus, of all
Isolated guerilla or bandit activity is possible, Green Dragonarmy LE Blue Army the great cities, escaped damage. Because of
but these occur only rarely. Minotaurs LE Black Army this good fortune, Palanthus is now the center
Knights of Solamnia LG Elves, Dwarves of civilization upon Krynn. The Knights of
Each of the factions includes a veteran force Elves CG Knights Solamnia have set up their central headquar-
of troops. These troops quickly quash any Dwarves ters there, and the Port of Palanthus still
uprisings and maintain order. They may be LG Knights receives ships from all corners of Ansalon.
occupied in fighting border wars or in garrison
duties throughout the controlled territory. In Wherever factions of good and evil align- Cl1mat€
areas where no controlling power is shown, ments control adjacent areas, border skirmishes
the area is in a dangerous state of anarchy. Some information on climate is necessary if
Bandits are common there, and small cities are frequent. 'froop movements and battles are you intend to run an extended campaign in
are struggling to gain control of their immedi- also common here. No trade occurs through the world of Krynn. The information given
ate environs. Armed forces from nearby areas these areas. here should be considered a rough guideline;
of control are often encountered here, as each DMs who want a more exact procedure for
faction attempts to expand its influence and Wherever factions of the same alignment determining weather are referred to the Wil-
combat the influence of its rivals. that are not allies control adjacent areas, bor- derness Survival Guide hardback.
der guards are common. There is a 10%
If your campaign has created conditions chance per month that the border erupts into Ansalon is a continent in the southern hemi-
that are not consistent with the setting pre- skirmishing, although such fighting usually sphere of Krynn. Consequently, its coldest
sented here, by all means change the informa- stays well below the level of all-out war. region lies to the south. Icewall Glacier is a
tion to create the reality of your campaign. region of constantly freezing temperatures and
For example, ifyou played the Battle ofNera- Allies actively cooperate with each other in frequent snowfall. During winter, the sun illu-
ka in the campaign and the Blue Dragonarmy the pursuit of their objectives. If two allies minates this area for only a few short hours every
was completely destroyed and Kitiara killed, share a border with a common enemy, troops day, and blizzards roar across the ice fields.
the area of Blue Army control does not exist. of those allies fight side by side against that
Instead , the regions controlled by the Red and enemy. Even among allies, however, troops of The region ranging from Qualinesti to
Green Armies and the Knights of Solamnia one faction are never commanded by a leader Silvanesti (including 'Thesis) suffers severe winters
expand to fill the void. Very possibly, much of from another faction. that begin early in autumn and continue far into
the area is under no faction's control. spring. The elven forests receive plenty of rain
Cj€n€Qal Conb1t1ons during spring and summer, while the 'Thrsian
All of the factions have achieved some degree Plain is relatively dry most of the year.
of law and order within their !borders. Entry into As with any world that has just emerged from
towns and cities, and perhaps even villages, is an all-consuming war, conditions on Krynn are The western islands of Sancrist, Southern
observed by guards of the appropriate faction. far from idyllic. The remnants of the evil forces Ergoth, and Northern Ergoth, are treated to rel-
Strangers are viewed suspiciously. still control much of the landscape. These forces atively mild winters because of warm ocean cur-
fight each other as readily as they battle the rents that keep the temperatures not too far
Conversely, war heroes are recognized read- forces of good. With the defeat of the Dark below freezing. These areas receive much snow
ily by comrades in arms. Characters who have Queen, most of the troops in the Whitestone in winter and suffer very rainy springs. They are
led units in combat are almost always recog- armies returned home to plant crops or tend subject to flooding several times a year.
nized by troops from the same army, and their shops and stores. Thus there is no concen-
heroes of note stand a 50% chance of being tration ofgood forces to systematically regain the The lands of Solamnia, as well as the Lun-
recognized by troops of their alignment. lands held by the Dragonarmies. Wars fought in dian peninsula of Eastern Ansalon, are the
this period are small-scale, but may be very vio- most pleasantly temperate on the continent.
ractJons lent. Mercenaries are readily available to work for Winters are snowy, but not very long. Plenti-
anyone who can pay. Many have spent most of ful rainfall allows for a long growing season ,
Control of Ansalon following the War of their adult lives waging war and have no other and these regions consequently produce most
the Lance has fallen to nine powerful factions , skills or interests. of Ansalon's food.
each of which controls one or more tracts of
territory. Areas outside the control of these Communications between areas ofcontrol are The central plains, including Estwilde ,
factions are either independent city-states or primitive to nonexistent. Factions that are Neraka, Kern, and the surrounding areas, is a
friendly to each other may send occasional (heav- dry and desolate region. Severe winter storms
ily guarded) caravans back and forth. Roads are sweep across the area, yet little rain falls dur-
watched by bandits, however, and accommoda- ing the growing season.
tions for travelers are few and far between.
The borders of factions that are unfriendly
105
ansalon a~teR the waR
The northern tip of the continent is the If your characters desire to travel beyond in this direction that the fabled and much feared
land of Nordmaar, which swelters through the boundaries of the maps. then you need to land of the lrda is said to exist.
long and humid summers and rarely receives a design the lands and locales that await them.
snowfall in winter. Certain crops can be grown Brief introductory descriptions are provided Ease Hes an ocean of unspeakable vastness.
during the long summer season. but the tem- for the start of the journey: Strong winds aid sailors who wish to travel in this
perature is often too hot for more temperate direction, but a voyage of many months is
crops. The islands ofMithas and Kothas share Souch lies the icy vastnessoflcewall Glacier. required before reaching land. The peoples and
this type of climate. The glacier covers the south polar region for crearures of the lands to the east are very differ-
several hundred miles in all directions. ent from those encountered upon Ansalon.
Beyonb the map
Wesr, out to sea, lies a huge region of tem- the lanbs
What lies beyond the horizons shown on the pests and typhoons. Winds blow from the
map? Sooner or later characters in an extended west with steady intensity, carrying one storm o~ ansalon
campaign will begin to wonder about this. after another into the western shores of Ansa-
Ion. Travel by sailing ship in this direction is The racial makeup of each nation's popula-
The answer is up to you. nearly impossible, since it involves moving tion, the primary resources produced by that
The continent ofAnsalon is only one ofsev- into the teeth of these savage winds. nation , and any special notes required to run
eral land masses on the surface of Krynn . As that nation in a campaign comext are present-
the setting for the War of the Lance. Ansalon Nonh lie the tropics. A scattering of pleasant ed on the following table.
was the location for all of the adventures in the
D RAGONLANC.E® saga. islands can be encountered after many weeks of
sailing time. These tropical islands include the
Isle of Dragons, where the good dragons
remained unci! freed from their Oath, as well as
many other idyllic and enchanted setcings. It is
The Nations of Ansalon
N am e Pop. I AI Products Notes
.Abanasinia H /N Fur, Com Many tribes of barbarians, stone buildings
Blode 0/CE Nil Raid caravans and commerce
Caergoth H / LG Ships, Timber Deep pon, Knight Stronghold
Estwilde H / N(E) Goats Barren, dry
Goodlund K/ N(G) Maps, Coral Vast forest, small villages
Hylo Carved wooden objects
Icereach K/N(G) Nil Pon city Hylo, largest kend er community
Kalaman Thanoi(LE), H(LG) Ships, Navigators Iceriggers for travel
Kaolyn H / N(G) Gems, Iron , Steel Ravaged by war
Kern D/LG Nil Very loyal to Knights
Khur OICE Horses Mercenaries and bandits
Kothas H /N(E) Ships Warlike nomads
Lcmish MILE Timber, Small ships Pirates, stone castles
Mithas H /N(E) Ships Hunters and sailors
Neraka MI LE Sheep, Wool Pirates, Stone castles
Nordmar H/N(E) Horses, Chariots Small bands of nomads
N . Ergoth H / N(G) Copper, Brass Small tribes, central king
Palanthus H/N(G) Ships, Books Many ruins of ancient Ergoth
Qualinesti H/N Fruits, Leather Largest city on Ansalon. center of good religions
Sancrist E/ CG Gold, Silver, Platinum Devastated in war-slowly rebuilding
Sanction H/LG Ships, Pirates Largest gnome community, traditional home of Knights
Silvanesti H /N Nil City rapidly eroding from lava flow
So la n t h u s E/CG Grain, Cattle Forest twisted by king's nightmares during war-slowly recovering
S. Ergoth H / LG Ni l Occupied during war- towns burned, people slowly returning
Tarsis E/CG Furs, Horses, Wagons Different elven cultures slowly melding
Thorbardin H /N Steel, Gems, Weapons Road to coast started
T hrotyl D / N(G) Nil Beginning to trade w/humans and elves
Vingaard Hob/ LE Horses, Cattle
Zhakar HILG Gems, Armor HobgobHn race retreated here and is entrenched
D/L(E)
Reclaimed from evil. prospers
Mysterious race of evil dwarves
Abbreviations:
AI = Alignment ; D = Dwarf; E = Elf; Hob = Hobgoblin
H = Human; K = Kender; M = Minotaur; 0 = Ogre
106
P€RSOnallti€S 0~ th€ aqe 0~ 0Raqons
t a kh i S IS P YRit€ Ra1st tm
th€ Qu€€n o~ Oankn€ss Fizban often has an ancient gold dragon {20th-Level Hum~ Black Robe Wizard)
known as Pyrite as his companion. Deaf, half-
The Dark Queen can take any form -male. blind, irascible, and senile, the golden dragon STR INT WIS DEX CON CHR
female. or dragon-depending upo n her spends most of his time sleeping in the sun. 10 17 14 16 10 1)
needs. She can appear as the Dark Temptress, The dragon's great days were during the time
the most beautiful, desirable woman a man of Huma (which he remembers much more THACO: 9
has ever seen in his life. She can appear as the clea.rly than recent times). Consequently he AL: Chaotic Evil
Dark Warrior, a fearsome warrior in black will fight when called upon, but only ifhe can HP: 44
armor with eyes of fire and a sword of Aame or be convinced he is going to Huma's rescue. AC: -2
she can transform into her favored shape, t hat Pyrite has all the spell-casting powers of an
of the five-headed dragon. ancient gold dragon and on a good day can O Ms who are running campaigns based on
remember most of them . the DRAGONLANC£® Legends books need
No matter what form the Dark Queen to make Raistlin an NPC character since he has
takes. all those in her presence (including Pyrite is an ancient huge gold dragon. Use gone beyond 18th level. Raisdio is a complex
those of good alignment) feel her power and the statistics for such creatures from the Man- character and this information should help
experience a sense of awe and reverence. Even seer M;.nual. you play him effectively.
though she is evil, she is one of the three crea-
tors of the world.
Game statistics for Takhisis can be found in Ra1stl1n m aJ€R€ lonb Soth
the section on Krynn 's gods (page 46).
Raistlin seems frail , but one is never really (Knight of the Black Rose)
r •zsan t h € ras ulo us certain whether this frai lty is real or feigned to
lull his enemies into a false sense of security. Though a death knight (see the FIEND
Fizban appears as a gray-bearded old wizard FOLI~ tome), Lord Soth wears the armor of
in mouse-colored robes with a beat-up. point- He still speaks in a whispering voice, having a Knight of the Rose. This armor is blackened
ed wizard 's hat that is off his head more than discovered that this gets people's attention. and charred as if it had been in a fire. He wears
it is on it. He carries a plain wooden staff that Raisdin has one consuming ambition- he the helm of a Knight as well. All that can be
appears to do nothing whatsoever, plus a wants to become a god. He will use any means seen of his face is two Aaming orange eyes. He
shabby spell book in which he can never find to gain this goal; he will let nothing and no is a frightening apparition who can even make
the spell he is searching for (generally to every- one stand in his way. the fearless kendcr "feel a bit queer" when
one's relief!). Pouches hang from his belt. but they are in his presence. Soth's voice is deep.
these are just as likely to contain his dirty socks Raistlin does not love Crysania. He desires seeming to come from far underground.
as spell components. Although thoroughly evil, he is proud and
her and feels natural feelings of protectiveness will fight an enem y honorably. His admiration
Descriptions of Paladine and his statistics toward her but that is all. Raistlin has deep and respect for Kitiara becomes, eventuall y, a
can be found in the section on Krynn's gods. feelings for only one person on this world and dark passion that will lead him into plotting
that is his twin brother, Caramon. Any feel - her death .
The beloved. befuddled old wizard is a ings of affection for Caramon are all tangled
wonderful character who can have players up with hatred and jealousy, but real love for Lord Soth's tragic history is told in part in
gasping with laughter even while they're his twin lives beneath. Raistlin is cunning the history of the Knights of Solamnia.
ready to wring his neck. Since he is a god (Pal- enough and strong enough. however, to use
adine), Fizban is interested in people learning his feelings and those of others to his advan- lonb Soth
about themselves and developing their true tage by manipulating his twin and Crysania.
potential. When Fizban tries to help charac- (Solamnic Dearhknight)
ters out ofa C..x , it often seems as ifhe is simply Raistlin has a charisma that is very power-
making the situation worse instead of better. ful. Thus Dalamar stays with him , even at the STR INT WIS DEX CON CHR
Fizban always allows others freedom ofcho ice peril of his own life . Crysania is drawn to him , 18/99 10 9 14 17 17
and does not interfere with their decisions. though she can't explain why. He can be very
Fizban's purpose is to restore the balance of charming. when it suits his purpose. THACO: 12
good and evil to the world , not to make one AL: Chaotic Evil
triumph over the other. O Ms should keep this Raistlin will not. under any circumstances. HP: 59
in mind when playing this character. return to the Red Robes. much less the White.
Raistlin is truly evil. He chose to be evil, and it AC: 0
is only because of his final sacrifice that he is
rewarded by the salvation of peace in death .
108
p eQsonalJtJ€S o~ t he aqe o~ bQaqons
Since her dreams of conquering the world he knew that he could not open the gates of field and wiped out both dwarven armies. He
under the banner of the Dark Queen have Thorbardin to the hill dwarves and plainsmen returned to King Duncan. who-shocked and
been crushed, Kiciara is frustrated and raging or all would perish of famine . He had not ~orr_ified by Kharas's report-shut himself up
beneath her calm exterior. She has never foreseen the terrible loss of life that would tn hiS home and refused to eat or drink, weak-
admitted defeat and, in fact, has managed to occur when Fistandantilus's magic wiped out ening and evenrually dying in Kha.ras's arms.
make Sanction a haven that not even the almost all members of both armies. Duncan's
Knights with their good dragons feel ready to sons died in this battle and their father did not The ~anes all fought to gain the kingship ,
attack. long outlive them, dying of a broken heart in each see_kmg out Kharas and vying for his sup-
the arms of his young friend. Kharas. port. S1ckened by the greed and political
She hopes Raistlin will help her gain her back-stabbing of his people , Kharas took the
ambition ; his plans to challenge the Dark buncan body of his king and his magical hammer and
Queen anger and scare Kitiara. Kitiara has a carried them to a secret burial grou nd , where
respect for the Queen born of fea.r and she is (lOth-Level Mountain Dwarf Fighter) he died. Before he left, he foretold that the
terrified that, if Raistlin fails, he will drag her dwarves would never be united until one arose
down with him as well. Kitiara also has STR INT WIS DEX CON CHR brave enough to seek out the Hammer and
become enamored of the dark elf, Dalamar. 17 10 13 10 15 10 return it to the dwarves of Thorbardin.
Her plans to rule the world include the dark
elf ruling at her side. THACO: 12 khaRas
AL: Chaotic Good
Kitiara is a gambler with fate. Having con- HP: 48 (14th-Level Mountain Dwarf Fighter)
sidered the odds, she has decided to put her AC: - I
money on the Dark Queen instead of her half- STR INT WIS DEX CON CHR
brother, Raistlin. It is a pretty good bet, since (Dwarven Hero) 18/56 12 17 14 16 10
she undoubtedly believes she could worm her
way back into Raistlin 's favor should he suc- Taller than average for a dwarf, Kharas was a THACO: 7
ceed. What she has not counted upon is Lord handsome dwarf of serious, solemn mein. He AL: Lawful Good
Soth. had dark hair and a luxurious beard worn in HP: 78
long curls according to the style of his people , AC: 2
k1t1aRa the mountain dwarves. When Kharas was
young, in the days before the Cataclysm, he R € CjhaR ~IR€fOR(j€
(15th-Level Human Fighter) fought with the Knights of Solamnia in the
Goblin Wars. The Knights were impressed Reghar was the elderl y hill dwarf (Flint 's
STR INT WIS DEX CON CHR with Kharas's skill and valor as well as his grandfather) who led his people during the
14 13 7 18 14 14 nobility and honor. They named him Dwarfgate Wars. Hale and hearty. Reghar was
"Kharas" which means knight in Solamnic. stubborn and fiercely proud . He had gray hair
THACO: 6 This is one of the highest honors the Knights and a gray beard that he wore plaited and
AL: Lawful Evil can bestow on a member of another race. tucked into his belt in the fashion of the hill
HP: 68 dwarves. He went to war against his cousins
AC: -3 Kharas wielded a huge hammer that he because he· was convinced that the mountain
made himself, some say with the help of the dwarves had great wea.lth and stores of food
Ouncan god Reorx. (see page 96 for more info on the hidden beneath the mountain that they
hammer). If the players meet Kharas during re~us~d to share with those in need. Although
(King of the Dwarves of Thorbardin) the time of the Dwarfgate Wars, he will have this IS not true, nothing anyone said con-
shaved his beard-a shocking act for a dwarf. vinced Reghar otherwise. He believed in this
Approximately two hundred years old Such a thing is done only to those dwarves for too long and, besides. it was the hill
when he died. Duncan was still in the prime who have performed a disgraceful act. Since dwarves' only hope for survival.
of life for a dwarf. He was stoutly built with he was opposed to warring against his kins-
iron grey hair and a grey beard that he wore in men, the idealistic Kharas shaved his beard as Reghar had one son who lived to adulrhood
long, flowing curls according to the fashion of a sign that he fought this war only because his (Flint 's father). His other son died of heart
the mountain dwarves. Quick- tempered, king ordered him to do so and that he went disease (the same affliction that killed Flint).
blunt, and gruff. Duncan was a shrewd old forward to kill his fellow dwarves in bitter Reghar himself died in the Owarfgate Wars,
dwarf who held his position as king tenacious- sh a m e . killed in the blast of magic that destroyed
ly despite the various dwarven factions that nearly everyone in both dwarven armies.
wanted to overthrow him. He accomplished Kharas fled the final battle when he saw his
this with wisdom, diplomacy, and common kinsmen slaughtering each other for no pur-
sense. pose except hatred. With him he carried the
bodies of the king's sons. Thus Kharas escaped
Duncan waged the Dwarfgate Wars because the devastating blast that leveled the battle-
109
P€RSOnalJti€S 0~ th€ aqe 0~ 0Raqons
ReqhaR ~~R€~RG€ Elistan's greatest concern is for the church threat to the world exists. Under no circum-
and for Crysania. He has been given knowl- stances will Par-Salian leave the Tower ofWay-
(9th-Level Hill Dwarf Fighter) edge from Paladine that if Crysania succeeds reth.
in her quest, she will be a great leader-a
STR INT WIS D EX CON CHR powerful cleric , ruling over the church with PaR-Sallan
17 10 8 12 14 12 wisdom and compassion. Thus Elistan will do
what he can to counsel Crysania, but will not (18th-Level Human White Robe Wizard)
THACO: 12 attempt to dissuade her (or any other player
AL: Chaotic Good character) from seeking her own destiny. STR INT W IS DEX CON CHR
HP: 52
€ l1stan 10 18 15 17 9 12
AC: 4
(18th-Level Human Cleric of PaJadine) T HACO: 13
amothus patanthus AL: Lawful Good
STR INT WIS DEX CON CHR HP: 47
(Lord of PaJanthus) 13 14 17 12 12 16 AC: 0
As his name implies, the family of Arne- THACO: 10 )UStaRIUS
thus Palanthus has ruled the city of Palanthus AL: Lawful Good
for hundreds of years. Rulership of Palanthus HP: 61 (Head of the Order of Red Robes)
was always passed on to the eldest son, while AC: -1
the younger sons generally served in the A human male in his late 40s, Justarius is
Knights of Solamnia. Amothus is an only The character of Elistan before and during considered by many to be next in line as Head
child, however, and is unmarried-a situation the War ofthe Lance has been described in the of the Conclave when Par-Salian retires. A
that many mothers of daughters in Palanthus modules. Those who meet Elistan after the big. robust man with an open. honest face,
hope to remedy. In his early forties, Amothus war find the cleric dying of a wasting illness. Justa rius walks with a pronounced limp. His
is much like the people of Palanrhus left leg was crippled during the magical Test.
themselves-appearing weak, shallow, and paR-SalJan How or why no one knows, but it is rumored
foppish , but with a core of steel beneath. that Justarius was exceptionally proud of his
(Head of the Conclave) physical prowess when young and that his Test
amothus patanthus forced him to choose between physical
A powerful wizard of the White Robes, Par- suengrh or his magic.
(7th-Level Human Fighter) Salian is an elderly human male, probably in
his early 70s at the end of the War of the Justarius likes and admires Par-Salian. He
STR INT WIS DEX CON CHR Lance. The arc hmage has long white hair and respects Ladonna , his nearest competitor for
11 14 12 16 11 15 his white beard is straight and inclined to be the Head of the Conclave. The Red-Robed
wispy. His robes arc snow white and are not wizard is ambitious, but he knows that he can
THACO: 14 adorned with runes of any type. He appears bide his time. He is in no hurry to take over
AL: Lawful Good frail, but his eyes are a bright, glittering blue. the responsibilities as Head of the Conclave.
HP: 41 His face is like that of a fierce old eagle. Justarius enjoys adventure and might be per-
AC: 6 suaded by an adventuring party to accompany
Par-Salian is not a wizard of action, prefer- them on a quest-particularly if they can
€llstan ring to spend his time in study. It was primari- make it worth his while by offering the possi-
ly because of his vast knowledge of magic that bility ofa magical artifact, spell book, or other
(Cleric of Paladine) he obtained his high rank. It was he who made unusual item.
the important decision to allow the young
Elistan is the prophet of Paladinc on mage , Raisdin Majcrc, to take the Test at an Although an honest man, Justarius is neu-
Krynn. During the Dragonlancc Wars he age earlier than most. Some wizards believed tral in all things and is not overly compassion-
brought the knowledge of the true gods back that it was because of this decision that Fistan- ate. He is secretive and not inclined to trust
to the greater world. Now, however, he is dantilus was able to seal a bargain with the anyone. He has many magical means of com-
gravely ill. Elistan refuses to allow any to pray young mage and thus lead him into paths of pensating for his handicap, some ofwhich can
to Paladine in an attempt to heal him, saying evil. be extremely startling and surprising. His red
that the god had granted him life once and his robes are made of plain material decorated
work here is complete. He has brought back Par-Salian is aware , however, that without with runes of warding and protection.
knowledge ofthe true gods and built a beauti- Raisdin 's skill and power, the War of the Lance
ful Temple in Palanthus. He now wants only would never have been won. He knows that
to die in peace. Raistlin chose for himself the path he walks.
At this point in his life, Par-Salian would like
very much to give up the burden of heading
the Conclave, but he cannot while Raistlin's
110
P €RSOnallt i€S 0~ th€ a G€ 0~ bRayon s
)USURIUS maqu€sta kaR-thon and he saw escape as the only ahcrnative.
Koraf met Maquesta in prison . She was
(17th-Level Human Red Robe Wizard) (Pirate)
scheduled to die after having seen most of the
STR !NT WI$ DEX CON CHR A very attractive black woman in her late rest of her crew being tortured to death. He
20s, Maquesta has short curly hair and the helped her escape, she saved his life. and the
14 17 14 16 13 12 lithe, strong body of an athlete. Owner of the rwo became fast friends. Despite the fact that
doomed ship Perechon, Maquesta comes from Koraf at first thought Maq one of the ugliest
THACO: 12 the seafaring race of humans in Northern females he had ever seen (minotaurs feel that
AL: Lawful Neutral Ergoth. Her father, a sailor, left Maquesta the way about all humans), he has lived among
HP: 48 Perechon and a pile of debts. He had trusted humans long enough to believe that she is
AC: -2 in a friend who betrayed him. Before he died, beautiful and that he himself is hideous. A
Maq's father enjoined her never to trust any- truly noble being, if somewhat quick-
labonna one and to do whatever she had to in order to te!fl pered and savage, Koraf is deeply in love
make money-wealth being the only thing wtth Maqucsta, but believes that his love is
(Head of the Order of Black Robes) worthwhile in this world. hopeless since he is so ugly.
An extraordin arily beautiful human female Bitter at the betrayal of her father, Maq fol- Bas-Ohn koRat:
in her 60s, Ladonna is a powerful wizardress lows his instructions to the letter. The only
who rules over the Black Robes only because person she even considers trusting is Koraf. (lOth-Level Minotaur Fighter)
Raistlin has never challenged her. Just why he her minotaur first mate. Maq and Koraf met
has not done so is uncertain; possibly because on the Isle of Mithas, where Maq was being STR INT WIS DEX CON CHR
he considers it beneath him. l.adonna is well held prisoner by the minotaurs for en croach-
aware that if Raistlin did chaJienge her to the ing on their territory. Koraf was also a pris- 18/90 8 6 10 14 6
ritual magical contest to gain control of the oner, under a sentence of death. He saved
Order, he would not hesitate to kill her. Maq 's life and helped her escape. Maq still has THACO: 10
Because of this, Ladonna hates and fears Raist- nightmares about what she saw in the mino- AL: Neutral (Evil)
lin more than any other member of the Con- taur prison. HP: 55
clave. She will do everything in her power,
sacrifice anyone or anything, to stop him-as Maq is fond of men, but loves them and AC: 6
long as she herself is protected. She will not leaves them. She prefers handsome men with
anack him directly. few brains; she has a guy in every port. But, playeR ChaRacteRs
dee~ in her. hean, Maq truly loves the ugly,
Despite her age-which she scorns to hide besual-lookmg Koraf, although it takes a lot rRom th€
by means of magical ans- Ladonna is still a for her to admit this even to herself. bRaqontance®
woman of striking appearance. She has iron
gray hair that she wears woven in the most maquesta kaR-thon l€q€nbs Books
intricate designs upon her head. Her black
robes arc rich and luxurious, glittering with (8th-Level Half-Elf Fighter-Th ief) The Lcg~nds series are sto ries about people
runes of protection stitched in silver. She who are bemg tested. Some arc being tested in
wears many jewels. some ofwhich are magical STR JNT WI$ DEX CON CHR the1r love, some in their faith. Each has a Jes-
and others not, for Ladonna has a weakness for ~n to learn in life and sometimes the learning
fine jewelry. In their youth, Ladonna and Par- 15 11 13 18 16 13 IS very .difficult and dangerous. OMs devising
campatgns based on the Legends series should
Salian were lovers and there is still a kind of THACO: 14 keep this in mind . Once again, we urge OMs
AL: Neutral and players to read the novels for ideas and
affection and understanding bcrwccn them. HP: 58 descriptions of places and people.
AC: 4
laoonna (Dark Elf Wizard)
Bas-Ohn koRa~
( 17th-Level Human Black Robe Wizardress) At the beginning of the Legends books.
(Minotaur First Mate to Maquesta) Dalamar is a young dark elf of 90 years, which
STR INT WI$ DEX CON CHR figures out to about 25 in human years. Dala-
9 18 16 18 12 18 Although his face is bestial and ugly. the mar is a very handsome elf with long, flowing
tall Koraf has the superb, muscular body of a brown. hair, brown .eyes, and an extremely
THACO: 12 human in his late 20s. Koraf was sentenced to charmmg and wmnmg personality. He is in
AL: Lawful Evil d~ath in ~is homeland for killing another
HP: 49 m•notaur In a fit of rage. (Killing . another
minotaur is sanctioned only in the Games.
AC: -3 which are held to determine superiority.)
Korafs death would not have been pleasant
111
P €Rsonallt i€S 0~ t h€ ac;e 0~ 0Ra4()n S
excellent health and condition, well-built and ability to sacrifice worldly ambition and per- C~zysama
muscular. haps even his life for it.
(14th-Level Human Cleric of Paladine)
A skilled young wizard, Dalamar has just OalamaR
completed his Test. His first task as an appren- STR INT WIS DEX CON CHR
tice is to serve Raistlin, the Master ofthe Tower (13th-Level Dark-Elf Black Robe Wizard) 10 13 12 11 16 16
of High Sorcery in Palanthus.
STR INT W IS DEX CON CHR 1HACO: 14
The Conclave of Wizards fears Raistlin 16 17 16 16 12 14 AL: Lawful Good
more than any other threat in the history of HP: 63
1HACO: 16 AC: 2
their Orders. In a secret meeting, they asked AL: Chaotic Evil
for a volunteer to serve as Raistlin's apprentice HP: 41 Canamon maJ€R€
and to spy on him for the Conclave. Dalamar AC: 0
volunteered without hesitation. Twenry-eight years old and 50 pounds over-
Cnysan1a weight at the beginning of the Legendsseries,
The dark elf was originally from Silvanesti. Caramon is in terrible physical condition and
A member of a low caste, he would have been (Cleric of Paladine) an alcoholic. He is a sodden wreck of a man ,
allowed to proceed only so far in his magical fluctuating between self-pity and self-
arts and then forbidden by law to gain further An attractive young woman in her late 20s. indulgence. Caram on's testing is the most
power. Ambitious, hungering for knowledge Crysania has black hair, white skin. and grey demanding of all the characters, since it is
and the power that magic conferred, Dalamar eyes. Her face, in fact, appears colorless and physical, mental , and spiritual. The trials Car-
rurned from the White Robes that all elves cold to those who first meet her. She is a amon undergoes are meant to teach him that
wear and chose to wear the Black. He contin- Revered Daughter of Paladine, a dedicated he has value as a person and that he must live
ued his studies in secret, hiding himself away cleric. Her first and only love is her church. his own life.
from his people. But eventually he was discov-
ered and was cast out of his race by Porthios, The daughter ofan ancient. noble family of Following the War of the Lance, Caramon
then the new Speaker of the Sun and Stars. Palanthus, Crysania is cultured and extremely came home a hero. He married Tika and
Thus Dalamar became a dark elf, one who is well-educated. She could have had her choice should have lived happily ever after. Unfortu-
cast out of the light. of husbands, not only because of her manners nately, once the war had ended and life for
and attractiveness, but also because of her people was returning to normal, no one need-
Bound hand and foot and blind-folded family's wea.lth, to which Crysania is the only ed Cararnon. Even Tika had developed her
heir. The young woman wants something own life, managing the Inn of the Last Home.
Dalamar was driven in a cart to the borders of more from life, however, than settling down
Silvanesti and there thrown out. This was and raising children. She knows that she has Caramon had devoted his life solely to his
about one year after the end of the War of the been destined for greatness and in her early brother, appearing noble and self-sacrificing
Lance. Dalamar made his way to the Tower of youth was frustrated and unable to find her in giving way to his twin's every whim. The
High Sorcery at Wayrcth, where he took the calling in life. When she met Elistan, she dis- truth was, of course. that Caramon didn' t
Test and completed it successfully. The Test for covered her destiny. One of t he cleric's earliest view himself as a person of worth. He needed
Dalamar involved his lingering love and long- convertS, Crysania left home and wealth and Raisdin to feel needed himself. Caramon has
ing for his elven homeland and people- a dedicated her life to her faith. so little self-esteem that he doesn't really
know how to love anyone.
matter he had co resolve within himself before Crysania is devout, but she is also ambi-
tious. She knows that she has within her the Caramon's learning experience should
he could be free to devote himself to magic. strength and the abiliry to lead the church involve three goals: he must free himselfof his
Dalamar's first love and loyalty is to his when Elistan is gone. What she does not yet addiction to dwarven spirits and get himselfin
understand is that she must also have compas- physical shape once more; he must learn that
magic and to the Conclave. He admires Raist- sion, humility. and tolerance or she will follow he is intelligent, a leader of men , and has
lin . however, and is fascinated by the power of in the footsteps of the Kingpriest. ideas that are of value and worth ; he must
the archmage . Thus he willingly risks his life accept the fact that his twin is truly evil, that
to study with him and serve as his apprentice. In much the same way as magic- users must Raistlin chose to be evil. and that Caramon
But Dalamar is smart enough to know that pass a Test in their arcane arrs, so clerics are cannot change him.
man was not meant to challenge the gods and tested by their gods. These are tesrs of life,
that only destruction can result from such vast however. and may come at any time. even
ambition . when the cleric appears to be well-established.
(The Kingpriest, for example. was tested and
The dark elf has a high Wisdom , which failed. thus precipitating the Cataclysm.) Cry-
gives him the understanding that balance and sania's journey through time and entering the
order must be maintained in the wvrld . Thus Abyss with Raistlin is a test of her faith .
he respects Elistan as a cleric of Paladine. He
fears Raistlin as a renegade who would topple
balance and order and throw the world into
chaos. Dalamar's admiration and fascination
with his dark master, however, have led him
more than once to seriously question whether
he could truly destroy Raistlin if he had to do
so.
Like so many other men before him. Dala-
mar is highl y attracted to Kitiara. Dalamar is
being tested in his devotion to his art and his
112
P ERsonallttes o~ the .lc;€ o~ 0RaGQns
CaQamon maJER€ although generally he: doesn't know what to t11<a WAylan lllaJER€
do with it.
(12th-level Human Fighter) ( lOth-level Human Fighter)
Primarily, the thoughtless, heedless kender
STR INT WIS DEX CON CHR must learn to accept responsibility for his STR INT WIS DEX CON CHR
18/63 12 10 11 17 15 actions. He: needs to learn that there is a seri- 14 9 12 16 13 14
ous side: to life: that must (on occasion) be:
THACO: 10 faced. Finally, he should learn that evil isn't THACO: 12
exciting and interesting. It is often ugly, hurt·
AL: Lawful Good ful, and destructive. AL: Neutral Good
HP: 95
Tas is an interesting character, however, in HP: 60
AC: -1 that he teaches as well as learns. His natural
buoyancy and good humor carry him through AC: 0
Car:unon's problem is one ofwill power and many predicaments, as does h is caring, com -
self-esteem, coupled with th e disease of alco- passion, and loyalty for his friends. Tasslc:- tan•s hatr-etvEn
holism. It will take a great deal to get him out hoffs sheer joy and pleasure in living from day
of this slump. to day, in viewing each day as an exciting new Although Thnis remains in the: present in
adventure:, make: him a fun companion. the: Legends novels, he: may rc:rurn to the:
Caramon has a Willpower statistic in addi- past-either with Caramon or on his own. He
tion to his other statistics. This stans at 1. Each tasslehoU SURR,:OOt might also accompany Tika in a search for Car-
time Car:unon passes a bar or any location at amon and Lady Crysania.
which drink is offered, he must roll ldlO. If (12th-level Kender Thief...er...Handler)
the result is greater than his willpower he will Tanis is married to Laurana and is basically
stop and get drunlc. If it is equal to or less than STR INT WIS DEX CON CHR living happi.Jy ever after. Their love grows
his willpower, then he steels himself and 13 9 12 16 14 11 daily. Both arc: c:xuemely busy- Laurana serv-
passes by the bar. When drunk, he suffers a ing as a diplomat for the Knights ofSolamnia,
- 10 penalty to hit and has an AC of 8 regard- THACO: 16 Thnis accompanying her as advisor, guide, and
less of his armor or other protections. AL: Neutral bodyguard. Both arc: highly respected and
HP: 44 admired throughout Ansalon.
As long as Caramon gets drunk at least once AC: 1
in three days, he suffers a - 5 penalty to hit If there: is any hint of dissatisfaction in
and a - 5 penalty to his Armor Class. He is t1ka Waylan ma]€R€ Tanis's life, it is that the: demands of being
either noisy and rude or sulky and blubbery. famous have: forced him to give: up much of
He cannot travel farther than two miles in a Tika is a lovely young woman in her early his beloved privacy and independence:. Laue-
day before collapsing. 20s. A heroine: celebrated in legend and song ana, being the daughter of royalty, is accus·
throughout Krynn, Tika could have: had her tomed to life: in the public eye:. Tanis isn't,
Should he go more than three days without choice of men . She: has loved Caramon since and he resents the loss ofhis freedom . There: is
getting drunk, things get worse for him. He she was a girl and her love for him grew deeper also a great deal of pressure on Tanis to try to
becomes violently ill and attacks anyone who during their adventures and perils together. " put the: world back together." He doesn ' t
stands between him and getting drunk. He is Unfortunately, Tika never fully understood really feel adequate: for the task, but he is
unable to travel more than one mile and is Caramon's relationship with his twin and his doing the best he: can.
incapable of defending himselfor engaging in dependency on Raistlin . Tika hurried Cara-
any combat whatsoever. This condition lasts mon into marriage following the war, assum- There is always in the: back of Thnis's mind
for one day. ing that she could take Raistlin 's place: in the fantasy of Kitiara-just as Kit knew there:
Caramon's heart. would be when she: aided his escape: from the
After this period, he returns to his - 5 pen - Temple at Neraka. Much as Crysania is in love
alty to hit and - 5 penalty co his Armor Class. But, though Tika loves Cararnon dearly, the: with an ideal of Raisdin that can never possi-
For every week the reafter that he remains independent, strong·willc:d young woman bly be:, so Tanis is in love: with an ideal of Kiti-
sober, his penalties to hit and Armor Class can never need Car:unon the: way Raistlin ara. He still doesn 't truly know her.
drop by one and his Willpower increases by needed him. Although she can't express it,
one. His Willpower will eventually reach 10, Tika is wise enough to know that th is type of tams
but ifhe ever rakes another drink it will imme- relationship is poison anyway. Tika blames
diately drop by three. herself, however, for Caramon's slow descent (12th-Level Half.Elf Fighter)
into the bottle:. She: is ashamed of h im and of
tasslEhorr BuRRroot herself and tries to hide: his worsening condi- STR INT WIS DEX CON CHR
tion from their friends. Tika realizes, finally, 16 12 13 16 12 15
Even the: merry-hearted kendc:r is tested in that Caramon will die unless he: changes and
the: Legends books. Due: to his experiences in therefore: she: throws him out, telli ng him not THACO: 10
the War, particularly in losing two people: he: to return to her as husband or friend until he
truly loved-Flint and Sturm- Tasslc:hoff is knows himself. AL: Neutral Good
probably a bit mote scti<lus-minded than HP: 79
most kc:ndc:r (which isn't saying a lot). Cer- AC: -3
tainly Tas has great insigh t into character,
113
ChaRaCtER aLJqnment tRaCkinG ChaRt
CjOOb tJ~ansltlon n eutRal tRansition €VIl
lilllllll llllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllll
DMs should use this chart to keep track of each player character's alignment as determined by his actions.
A player character's initial position on this chart is the· midpoint of his professed alignment.
Actions that are contrary to the character's professed alignment shift the character's position on this chart in the appropriate direction (toward
good, evil, or neutrality). Most shifts involve moves of one to four boxes. The DM must determine the number of boxes to shift in each case.
The grey areas labeled "Transition" are passed through when a character's actions dictate a change in alignment. The penalties the character suffers
while his alignment is in a grey area are given on page 13.
0Racomans
___,~---1 Sllvan€Stll-------i Qualln€Stl hal~-€lV€S
kaGOn€Stl
114
~ \~ ·~ ~
Unt~J€b ansalon monstER Cham
Nam e AC MV HD hp KAT Dmg SA so AL THACO Book
Bat 8 1"/24" 1/ 4 21 1 yes no N 20 M2-n
Carrion Cnwler 18 8 PanJyze
Centaur 3/7 12" 3 + 1 21 2 1d6/ 1d6 yes no N 16 M-13
Centipede, Giant 11 poison( -4)
Crayfish. Giant 5(4) 18" 4 24 2 1d12/1d12 no no CG 1) dl l-3 1
Crocodile, Giant 35 2 3d6/2d10 or 2d20
Draconian: 9 1)" 1/4 yes no N 20 dl2-30
42 2 {1d8 + 2)x2
Aurak 4 6"//12" 4 +4 12 1 1d8 no no N 15 M-15
Baaz 22 1d8
Bozalt 4 6"//12" 7 17 1 1d4 no no N 15 M-1 5
Kapak 31 3
0 15" 8 1d6/ 1d6/ 2d 6 yes yes LE 12 DL-73
SiV2lt 63
4 6" /1)" / 18" 2 1d4/ ld4/3d6 no yes LE(C) 16 DL-74
Dragon (hatchling):
Black 2 6" / !)" / 18" 4 yes yes LE 1) DL-74
Dragon 4 6"/ 1)"/ 18" 3 yes yes LE 16 DL-74
(average adult):
Blaclt 16" / 15" / 18" 6 no yes NE 13 D L-75
Blue
Grttn 3 12"/24" 6 yes no CE 16 dl 1-31
Red
White 3 12"/24" 7 35 3 1d4/ 1d4 / 3d 6 yes no CE 12 M-31
Dragon 2 9"/24" 9 4 5 3 1d6/ 1d6/3d 8 yes no LE 10 M-3 1
(huge ancient):
Black (Khisanth) 29"/24 " 8 40 3 1d6 / 1d6/2d10 yes no LE 12 M-33
Red
-1 9" /24 " 10 50 3 1d8/ 1d8/3d 1 0 yes no CE 9 M-33
Dryad
Dog, Wild 3 12" /30" 6 30 3 1d4/1d4/2d 8 yes no CE 13 M-34
Elk
Elf. Qualinesti 3 12" /24" 8 64 3 1d4/1d4 /3 d6 yes yes CE 8 dll-26
-1 9"/24 " 11 88 3 1d8/ 1d8/3d1 0
Border Patrol 9 2 91 yes no CE 7 M-33
Fighter 7 12" 1+ 1 81 1d4
Magic-User 8 n" 3 n1 1d4 yes yes N 16 dll-9
W a r r io rs 18" 1d4
Frog, Giant 5 2+ 2 17 no no N 18 dl2-30
Froghem oth 4 12" 3 20 1d8+1 or ld6
Fungus, Violet 8 12" 5 13 1d8+2or1d6+1 no no N 16 dl2-30
Gelatinous Cube 12" 7
Ghast ) 12" 1 +1 16 1 1d4 no no LG 19 d l1-8
G houl 3" //9" 3 69 ) 1d8+ 1 or 1d6
Giant, Hill 7 2" //8" 1 17 12d4 no no LG 17 dl2-12
Goblin 2/4 /6 1" 3 21 1 2d 4
6" 4 22 3 nd1o yes no LG 20 dl2-12
7 15" 4 11 3 Ro t
8 9" 2 45 2d4 no no LG 19 d l2-12
4 12" 3 1d4/1d4 / 1d8
6 6" 8+2 1d3/Id3/1d6 yes no N 16 M-4 1
4 1- 1 2d8
6 ld6 yes yes N 7 M2-67
yes no N 16 M-42
yes no N 15 M-43
yes yes CE 15 M-43
yes yes CE 16 M-43
yes no CE 12 M-45
no no LE 20 dl2-30
Book Notes:
M-X = Monsrer Manual, page X
M2-X = Monscer Manual l/, page X
fF.X = FIEN D FOUO®tome, page X
DL-X = DRAGONLANC£<b Advcnrurcs. page X
diY-X = DRAGONLANCE Module KY. page X
115
~·<::: ~\ :l}
Un1~1eb ansalon monsteR ChaRt
Name AC MV HD hp #AT Dmg SA SD AL THACO Book
Gorzaug -7/-5 12" 7+ 7 41 7 IdS yes yes CE 12 M-19
(Type V Demon) 9 0" 2 10 0 Rot yes yes N 16 M-49
0 15" 7 36 1 IdS yes yes CE 13 M-50
Green Slime 12" 4 14 Id6 no yes N 15 DL-67
G roaning Spirit s 9" IdS no no LE 1S dll-4
Gully Dwarf 3" 1+ 1 5 id4 yes no N 1 5 M-60
Hobgoblin 5 9" 4 IS ld4 yes no CG 20 DL-51
Leech , Giant 9 3 12
Kender 5 12"
Man 9" 3 IS 1 1dS no no NG 1S dl-14
7 12" 2 11 3 1d3/ld3/ld6
Freedom Fighter 4 12" 2 8 yes yes CE 16?? dl-14
Gladiator 8 12" 4 25 id6
Guard , City 4 9" 4 idS no no var 20 dll-10
Guard, Holy 9 12" 1 10 1d6
Laborer 6 9" 2 5 IdS no no CG 18 dll-7
Mercenary 10 12" 1 37 1d4
Merchant 3 12" 7 var 1dS + 2 no no N 20 dl-14
Officer 8-10 12" 0-3 ld4
Refugees 10 12" 1 3 Id4 no no NE 20 dl-14
Slave 10 12" 1 5 ld4
Townsperson 9 3" /15" 1 4 ld6 no no N 20 dl -14
'llollop 6 0" 6+3
Minotaur 7 0" 4 33 1d10 no no LE 12 dl-14
Mobat 9 9" na 19 1 2d4
Mold, Brown 9 9" n.a na 0 no no var var dll-7
Mold, Yellow 5 24"/48" 4 +1 na 1 0
Ogre 4 12"//6" 2+2 26 1 IdS no no N 20 dl-14
Pedipalp, Huge 6 12" 14 3
Pegasus 7 6" 4 IS 3 ldlO no no var 20 dll-5
Rat, Giant 7 112 31 ld6/Id6/ldS
Skeleton 8 9" 5 ldS/ldS/1-3 no no N 20 dl-14
Slug, Giant 15" 1 58
Snake 5 12 Id3 DO yes CE 13 DL-69
Giant Constrictor 6 30" Id6
Poisonous 30" 6+1 id!2 yes yes NE 15 M2-15
Spectral Minion 2 30" 2 +1
Reveler 2 30" yes yes N na M-71
Guardian 2 30" 17 5
Warrior 2 30" 10 yes yes N Spc M-71
Berserker 2 18" 9
Philosopher 2 24" 10 DO no CE 15 M-75
Searcher 6 12" 4
Spider, Huge -5 24" 6 yes no N 16 M2-100
Stag, White 4 12" /18" 2+2
Troll 2 12" 10 no no CG 16 dll-9
Unicorn (Forestmaster) 1 0" 6+6
Vampire 5 12"/24" 10 yes no N 20 M-81
Wight 8 6"/24" S+3
Witherweed 4 0" 4+3 no yes N 19 M-87
Wraith 3 6" 3
Wyve r n 7 5+3 yes no N 9 dl2-20
Yellow Musk Creeper 7+7
Zombie s 3 31 2 ld4/2d4 yes no N 13 M-SS
2 10 yes no N 16 M2-lll
1 + poison (3d4)
22 1d4 + revel yes yes CE 15 DL-70
46 1 Id!O no yes LG 10 DL-70
40 1 ld10 no yes var 12 DL-70
4S 2 ldlO/ldlO no yes CE 10 DL-70
na na no yes var na DL-70
30 na na no yes LE na DL-70
II 1 ld6 +poison yes no N 16 M-90
77 3 ld12/id6/ld6 no yes LG 10 dll-6
37 3 5-S/5-S/2d6 yes yes CE 13 M-97
60 3 ld8/ldS/ld20 no no CG 10 dll-9
42 1d6+4 yes yes CE 12 M-99
27 1 1d4 yes yes LE 15 M-100
Spc
16 ldl2 + 12 yes yes N 16 FF-95
26 1 Id6 yes yes LE 15 M-102
43 2 2dS/ld6 + poison yes no NE 12 d l2-30
15 2d6 Spc yes yes N 16 FF-97
11 IdS no no N 16 M-103
116
(t ~ · e-~ -;:;-
ChaRacteR Class masteR StatiStics Ranqe taste
Proficiencies
Character Class STR LNT WIS DEX CON CHA Initial Added Book
CAVALIER (CV) 15 I- 101 - 101- 15 I- 151- -I- 312 Ill per 2 Unearthed Arcana
Paladin (P) 15 I- 17 I- 312 Ill per 2 Unearthed Arcana
Knights of the Crown (KC) 151- 101- 131- 15 I- -I- 312 DL Adventures
Knights of the Sword (KS) 101- 81- -I- 3/2* 1I I per 2 DL Adventures
Knights of the Rose (KR) 7 I- 101- 101- 312* DL Adventures
121- 91- 13/- 91- -1- 4/2 1/1 per 2 Player's Handbook
FIGHTER (F) 12/- 10/- Unearthed Arcana
Barbarian (B) 15/- 10/- 13/- -I- 613 21 1 per 2 Player's Handbook
Ranger(R) -I- 15/- -I- 312 Player's Handbook
9/15 -I- -1- 113 1I1 per 3 Player's Handbook
MAGIC-USER (RENEGADE) (MU) 141- 71- -1- DL Adventures
15 I- - 1- ( 16)/- 1/3 111 per 2 Player's Handbook
Illusionist (Renegade) (I) -1- 151- -I- 113 t Unearthed Arcana
Wizard of High Sorcery (W) 13115 13/15 14115 61- -I- 213 1I I per 3 Player's Handbook
THIEF(T) 14 I- -I- 213 1I2 per 6 Player's Handbook
Thief/Acrobat (A) -I- 91 16 -I- 16/- -I- -I- 2/3 DL Adventures
151- -I- 61- -I- 213 1/2 per 6 DL Adventures
CLERIC (HEATHEN) (CL) -1- 9/16 -I- 9/15 -I- -1- 112 per 5
Druid (Heathen) (D) -I. -I- 16/- -I- 3/4
Holy Orders of the Stars (H) -1- -I- -1- -I- 213 1I I per 4
-I- 9/15 -1- -1-
TINKER GNOMES (TG) -I- -I- 12/16 - 1- 15 116 Ill per 4
-I-
15/ 16 -1- 9/15 -1- -I- -I- 1/1 per 4
12/- -I- -I- 1/ 1 per 5
-I- 10115 (12)/-
81- l/2 per 5
-1- 1/2 per 3
-I-
61.
ChaRacteR Racial ffi1n1mum & max1mum taste
Character Race STR LNT W IS DEX CON CHA Accepted Classes Book
Human -I- -I- . I. . I. -I- -I- Any* Player's Handbook
Kender F,B,R, T,A ,H DL Adventures
Gnomes (Mad) 61 16 61 - 3116 81- 101. 61. CL,FJ.T,A Player's Handbook
61. -1- TG DL Adventures
Tinker Gnomes 7 I- -I- 81. 81. -I- CL,D,F,R,MU, W,T.A Player's Handbook
Elves (Dark) 61. -I 12 81. -I- C ,F,W,T,A,H R DL Adventures
81. -I- 71- P,M,W,H,F DL Adventures
Qualinesti -1- 71- 61- 81. F,B,R,T,A,H DL Adventures
Silvanesti 71- -I- 61. C,P,F,W,H DL Adventures
Kagonesti 7 I- 71- 81- C,P,KC,KS,F,R,W,T,A , H DL Adventures
Dimernesri -I- 8/- 61. 61 - F,B,R,T,A ,H Plaver's Handbook
Half Elves 81- 81. 12 I- F,B,R,T, A,H DL. Adventures
Dwarves (Fatherless) 81- I 01 · 81. 10/- -I- C ,P,F,T,A ,H
Hill Dwarves 61. 61- 81. F,B,T,A ,H DL Adventures
Mountain Dwarves -I- -/ 12 81 - -/17 12/- C,P,F, R,W,T,A,H DL Adventures
Gully Dwarves -I- 141. 81- F, B,R,W,H DL Adventures
Irda 81- -1- -I 17 DL Adventures
Minotaurs 81. -I 17 121- -I-
41- -I-
91. 61- -I 12 -116
-I- -1- 81. 15 I- -116
81- -I- -I- 81-
61 - -I- 12/- -I 16
121- -19
-19 101. -19
12/-
5 I 15 -I 12 151-
51- -I 12
* Except tinkers-only gnomes can become tinkers.
117
Cjnome b ev1ce ComplexitY level
Complexity Size A B c D Temperaturet E Light F G
Damage/ Move Sound Environment Communication Alter
Protection Vertical' Move Atmosphere! Information Object''
Horitontal'
1 Small Sack 1hp/AC 10 4' 8' Silence +10 Normal Air Darkness Cams/Ruler Perfect Optics
2 Knife ld4/AC 9 8' 16' Whisper +50 Slight Odor Starlight Protractor Pipes& Wire
3 Sword/Pouch ld6/AC 8 12' 24' Low Voices +100 TaintedI Odor
Moonlight Compass/ Magnetic Measure Springs & Gears
4 Crossbow ld8/AC 7 16' 32' Talking + 20° Stin k Candlelight Abacus Tools
5 Backpack ldi0/AC6 20' 40' Shouting Freeze Water/
6 Chest .- - - 2d6/AC 5 24' -48' Ydling + 30° Stench Lamplight Theodolite Steel
+ 50° 5,000' aid Daylight Air Pressure Measure
Steel/Processed Food
7 Couch 2d8 or 40' 80' Noisy + 100° 10,000' alt.: Desert Sun Clockwork Sequencer Iron
1d20 / A C 4 -~ - -
8 Small Cabinet/Man 2di0/AC 3 120' 160' Loud +200° - Lighming Inertial Measure Glass
9 Large Cabinet 2d20/AC 2 160' 400' Roar + 300° Tear Gas Blinding Flash Sound Recording Polished Wood/
- - Cooked Food
- - Programmable Sequencer Refined Ore
10 Large Wagon 3di0/AC1 200' 800' Deafening - /Burning Wood - Picture Recording
600' 1,600' Sickening
11 Small Cottage 3d20/ACO - Liquid to Gas Tooled Wood
12 Large Cottage 1d100/AC -I 800' 2,400' - Solid to Liquid Vacuum! - Automated Calculator Cut Wood Pieces
- Liquid to Solid Poisonous
13 Mansion 2diOO/AC-2 1,000' 3,200' - Light Measure Plowed Field
Solid to Gas -
14 Tower (3 Stories) 3dl00/ AC -3 2,000' I mile - Gas to Liquid - Direct Sound Raw Ore/Raw Food
15 Tower (6 Stories) 5,000' 5 miles Gas to Solid -
-.......... - - Direct Wire Control Broken Ground
00 16 Tower (I0 Stories) - - -
- 5 miles 20 miles - Direct Picture Broken or Cut Trees
- - - - Indirect Sound Transmission Cleared Raw Ground
17 Small Keep - 20 miles 100 miles - - Indirect Remote Control
-
18 Castle ___ ...,.,...___._..._~-~ space 500 miles - - Raw Wooded Ground
- - Forward in Time -
19 Township - Indirect Picture Transmission Broken Stone
20 Mountain - - Back in Time - Transmutation - -- Raw Stone
* This represents the distance an object is moved in one round. For increased duration of ! Not only does this column deal with the state of the atmosphere, but with differences in
such a flight , use the duration modifiers chart for increasing the le ngth of the effect over air pressure as well. Note that hypoxia (drunken condition due to lack of sufficient oxy-
a period of time. This also assumes that the object being moved is size 1 (equal to com- gen) occurs at altitudes over 10,000 feet.
plexity 1). If the object being moved is larger than size 1, add I for every 2 sizes larger to
the size and complexi ty of the machine. **This column is used somewhat differently than other columns: to determine the size/
complexity number of the end state of the device. First, find both the initial scare of the
t The degrees are degrees ofchange from its present state to its new state. If two entries are object being modified and the end state desired. Second, subtract the complexity of the
separated by a slash, the first indicates temperature shifts toward cold, while the second end state from that of the initial state. The result is the size/complexity number
indicates shifts toward hot. The changing of elements from one state to another is not required. If you are trying to take a more finely crafted object and make it rougher (e.g.,
permanent, except as modified by duration factors. Transmutation is always permanent reduce a polished table to the state of broken wood) then subtract the lower number
and deals with changing the basic properties of an item (lead to gold for example). Note from the higher number and subtract an additional4. It is always easier to make some-
also that this column does not take into account any secondary effects as a result of the thing less finished than to take something raw and make it beamiful.
heat or cold involved. For example, the heating of sand to melt it into glass is figured on
the Alter Object column rather than this one.
qnome ffiJshap taste
0 20 RoU Description of Occurrence state of the surrounding atmosphere, it will have the reverse effect
(machines to clear air will pollute it, machines co obscure air will cleanse
1-8 Needs Another Pan it). lf not so designed, it will create a complexity 9 rear gas effect in a
9 Communication Glitch number of 10-foot cubic areas equal to its size. All in the area must
10-11 Improper Alteration make.a successful Constitution Check or flee the area at once. Any who
12 Unexpected Glow remam suffer a - 5 artack penalty and a + 5 Armor Class penalty until
13 Olfactory Malfunction the a~ea is cleared. Any Dexterity Checks arc at a + 3 penalty. The gas
14 Unbearable Temperature Change remams as long as the machine continues to function + ld6 rounds
15 Horrendous Sound thereafter.
16 Moves Uncontrollably Downward
17 Moves Uncontrollably Upward 14 Un bearable Temperat ure Changes: If designed ro create a certain
18 Reversed Direction, with Damage temperature the machine will have the opposite effect (ovens will refrig-
19 Machine Pursuit erate, for example). If not, then the device will get hot {50%) or cold
20 Explosion! (50% )to a degree equal to its complexity. This may result in the destruc-
tion of the machine itself should the temperature reach the point to
Note: The effect level or damage caused by a device is often equated burn it or even change the state of its components (solid 10 liquid).
with its complexity. To find the magnitude of the specific effect
involved, look on the Gnome Device Complexity Level Table. Exam- 15. Horrcod~us ~und : The device makes a horrible complexity 10
no1se (deafenmg) 1n a number of 10-foot cubic areas equal to its size.
ples: Complexity 5 damage is ld 10. If a complexity 8 temperature All in the area must make a successful Constitution Check or flee the
area at once. Any who remain suffer a - 5 attack penalty and a + 5
(200°) may be reduced by ld6, and the die roll result is 3. then it would Armor Class penalty until the area is cleared. Any Dexterity Checks arc
become a complexity 5 temperature (or + 30°).
at a + 3 penalty. The noise continues as long as the machine continues to
1-8 Needs Another Pan: The device requires another device to be function + ld6 rounds thereafter.
built before it can function properly. The new part must be a useful
device on its own and have a demonstrated use other than in conjunc- 16 Moves Uncontrollably Downward: Regardless of the intentions for
tion with fiXing this device. Example: a gnome who gets this result while the device, it suddenly takes offon its own. If the device was designed to
attempting to construct a catapult now may declare that he must first move downward, then substitute result 11 7 below for this result. Other-
build an automated can opener before he can finish the catapult. This wise, the device digs (orsubmerges)maight down a distance equal to its
second device must be built using the same rules as any other device. Of complexity. It does so in one turn . The device continues to move down
course, if a mishap occurs while building the can opener that requires as it is running. No directional control is possible.
yet another device be built....
17 Moves Uncontrollably Upward : Regardless of the intentions for the
9 Communication Glitch : If the device was designed to communi- device, it heads for the sky. If the device was designed to fly. substitute
cate, it will function in unexpected ways at the discretion of the O M. If result 1116 for this result. The device flies upward a distance equal to its
the device was not meant to communicate. it will do so in one of the fol - complexity rating and remains there until turned off. Turning the
lowing bad ways at a level 1d4 below its current complexity. Options device off results in a fall from that height.
include: sends message directly to foes and enemies with perfect clarity;
randomly changes messages in such a way that their true intent is never 18. Reverse £?irecrion, wit h _Damage: The device inflicts damage equal
trusrwonhy; only sends every second or third word. to Its complexity and then fatls . The machine must be repaired before it
can be used again.
10-11 Improper Alteration: If designed to alter an object, the
machine will do it improperly. If it is not designed to alter an object, it 19 Machine Pursuit : The device attacks its operator for damage equal
will do so badly at a level ld4 below its current complexity. Options to its complexity and unerringly chases the operator for five + ld6
include: does the reverse of its intention (takes knitted sweaters and melee rounds or until it is shut off. whichever comes first. The operator
turns them into yarn); creates something absolutely useless in the cur- of the device must make a Dexterity Check to turn off the device. The
rent situation; reduces finished goods to their base elements. machine rolls to hit as though it were a monster with hit dice equal to its
complexity.
12. Unexpected Glow: The machine suddenly begins to glow so
bnghdy that the operator and anyone within 10' times the size of the 20 Explosion !: The machine explodes, doing damage equal tO its
machine is blinded for 10 rounds. No other functions occur. comp!exi~y over a number of I 0-foot cubes equal to its complexity. The
machme IS then broken and must be fixed before it can be used again.
13 Olfaetory MalfunCti on: If the device was designed to change the
119
~.....::::::::: ~\ :l)
Sph€R€S or lnP.uence-the (jobs or Cjoob
SPHERE/SPELL BOOK Lvl Pal Maj Ki-Jo Mish Habb Bran SPHERE/SPELL BOOK lvl Pal Maj Ki-Jo Mi.sh Habb Bran
All Divination
A10nemem PH A A A A A A Augury PH 2 Add A A
*UA A A A A A A Commune PH
~remony UA I A A A A A A Commune with Nature *PH 6A A
UA 2 A A A A A A Detect Balance *UA
Combine Detect/Obscure Charm PH ~ A A Add
Holy Symbol PH IR 1iue True True True True True Detect Evil/Good PH
Purify Food and Water Detect/Undetectable Lie PH I Spc A A
Detect Life UA
Animal *PH IR A A
Detect Magic *UA
Detect Poison *PH IR A A
Detect Snares and Pits PH
Divin:uion PH IR True True
Find/Obscure the Path PH
Find Traps *UA 2 A A Spc Spc
Know/Obscure Alignment *PH
Animal Friendship *PH I Add A Locate Animal PH A Spc A
Locate/Obscure Object *PH
Animal Growth *PH ~R A Locate Plants UA AA
MagicFom UA
Anim2.l Summoning I *PH 4 A Penetrate Disguise UA I A Add A Add
Portem *UA
Animal Summoning II *PH ~ A Reflecting Pool PH 4A A
Speak with Monsters PH
Animal Summoning lli *PH 6 A Tongues /Confuse Tongues PH 6R A A
TrueI False Seeing
Anti-Animal Shell *PH 6 A 2 A Add A
Call Woodland Beings *PH 4 A 3R A A
Charm Person or Mammal *PH Spc A A I A A Spc
Creeping Doom *PH 7 Add A 3R A A
Giam Insect UA 4R A 2A A Spc
Hold Animal *PH 3 A ~A A
lnvis. to Animals *PH I A I A Add A
Messenger UA 2 A IA A
Repel Insects *PH 4 Add A 2 Spc A A
R~inca.m:ue *PH A 6 A A Add
Snake Charm PH A 4R A A
Speak with Animals *PH A ~R True True
Summon Insects *PH Spc A Elemental
Astral
Air Walk UA ~A
7A
Astral Spell PH AAA A Animate Rock *PH 7A
Plane Shift 7R A
PH AAA A Chariot of Sustarre *PH 6R A
Charm
Conjure/Dis. Earth Elem. *PH li2R A
Conjure/Dis. Fire Elem *PH 2A
*PH Create I Destroy Water *PH 7A
Charm Person or Mammal UA 2 AA A Dust Devil UA 7R A
Cloak of Fear/ Bravery PH
Command *PH 4R A A Add A Earthquake PH 2A
Confusion UA
Enthrall *PH I AA A Fire Storm / Quench *PH 2A
Feeblemir.d
Hold Person PH 7 AA A Fire Trop *PH 2R Add A
Imbue with Spell Ability UA
Quest PH 2 AA A Flame Blade *UA 4R A
Remove I Cause Fear PH
6 AA A Heat /Chill Metal *PH 3A
6A
2 AA A l ower/Raise Water PH 4A
4 AA A Meld into Stone UA 2A
IR True
~ A A Add A Add Pan Water PH
3A
IR A A True Produce Fire *PH ~A
Combat Produce Flame *PH 3 Add A
6A
Purify/ Contaminate Water *PH 7A
Bless/ Curse PH IR Add A Add Pyrotechnics *PH ~A
Cham- 6R A
Flame Strike PH 2 A Add Spike Stones *UA
Holy/Unholy Word ~A
Insect Plague PH ~ Add A Stone Shape *PH 3A
Magic Stone 3 Add A
?royer PH 7R True True True S10ne Tell PH 7A
SpirituaJ Hammer
*PH ~ Add A Transmute Metal to Wood *PH
Create
UA I A Transmute Rock to Mud *PH
PH 3 A Spc Transmute Water to Dust *UA
PH 2 A Spc
Wall of Fire *PH
Water Breathing *PH
WatcrWalk UA
Wind Walk PH
Animate Object PH 6 A Guardian
Create Food and Water PH 3 Spc A Add Add
Heroes' Feast UA 6 Add A Add Add Blade Barrier PH 6A A
PH
Abbreviations: Glyph of Warding PH 3A A
Silence I~ · r. PH
R: (after spell level#) a reversible; • a druidical; A a castable in any form; Add a addi- Symbol UA 2 A Spc A Add
tiona! spell clericcan cast even though it is out ofhis deity's spheres of influence: Spc a spe· Wyvem Watch
cia! power, a spell the deity grams in addition to the cleric's no rmal allotment ofspells; X • 6/7 A A
excluded , clerics ofthis god cannot usc this spell; True • reverse ofspell cannot be cast ; Rev
• only reversed spell can be cast. 2A A
120
&: l6}3;;iV ~~ ~
SpheRes 0~ Influence-the Gobs 0~ qoob
SPHERE/SPELL BOOK L¥1 P:ol Maj Ki:Jo Mish Habb Btan SPHERE/SPEU BOOK bl Pal Maj Ki:Jo Mish Habb Brm
H ealing Prorection
Cure/Cause Blindness PH 3R Rev A Dispel Magic • PH 314 A
Curd Cause Crirical Wnds • PHI H6R Rev A
Cure/Cause Disease 3R Endure/Dispel Cold/Hear UA IR A Add
Cure/Couse ughr Wnds • PH. IR True Rev A
Cure/Couse Serious Wnds 4R Rev A Flame Walk UA 3A
Heal/Harm • PH. 6R Rev A
Neutralize/ Poison • PH. Rev A Forbiddance UA 6A Add
Remove/Cause Paralysis 4/3R X True
Slow Poison PH Rev A Magical Vesrmcnr UA 3A Add
•PHI 3R
2 XA Negarive Plane Proreerion UA 3A
UA
• PH Add Proreerion from Evil/ Good PH IR True True True True True True
Add
Pror. from Evil/Good 10' r. PH 4R True True True True True True
Pro1ee1ion from Fire •PH 3A
Necrom2nric Prorecrion from lighrning • PH 4A
Remove /Bestow Curse PH 3R A Spc
Resist Cold PH A Add
Aid UA 2 A Resisr Fire PH A
Animare Dead PH A
Animate Dead Monsters UA 3 A Sancruacy PH IA
Dcarh 's Door UA Add A
Feign Death •PH ) A Spell lmmuniry UA 4A
Finger of Dearh " PH Add A
Jnvis 10 Undead UA 3 A Withdraw UA A
Raise Dead / Slay uving PH 3/2 Rev A
Regeneration / Wirher PH 7 Rev A Srdbt
Restoruion I Energy Drain PH Rev A
PH I Rev A Continual ughr / Dark PH 3R A Add Add True Add Add
Resurrtt~ion / Destrucrion PH )R A ughr/Datkncs.s PH
Moonbeam • uA IR A Add Add True Add Add
Speak wirh Dead 7R Starshine • uA
7R Sunray •uA )A AA
Pbnr 7R
Summoning UA 3A AA
3 Abjure/Implore PH
Aeriol Scrvanr PH A AA
Conjure Animals PH
Anti-Pianr Shdl 10' r. " PH 2 A Dispel Evil/Good UA 4R A Add
Barkskin • PH 7 A Exaclion PH Add
ChangCSiaff I Exorcise PH 6A
Entangle •uA 6 A Gate UA 6A
Fire Seeds • PH 2R A Golcm PH )R True
Goodbercy/Badberry 4R A Succor PH
Hallucinatory Foren "PH 4 A Word of Rrcall 7A
Hold Plant •uA 6 A • PH 4A
liveoak • PH A Wearher • uA 7A
Pass Pion! ) A Call ughrning • PH )A
Pass Wirhour Trace "PH A Cloudbursr • PH
Planr Door • uA I A Control Temperarure • PH 6A
Planr Growrh • PH 4 A Control Weather • PH 6A
Shilldagh • PH 3 A Control Winds • PH
Snare • PH I Add Faerie Fire · uA 3 A
Speak with Plants • PH A Obscurement • PH 3 A
Spike Growth • PH 3 A Prrcipirarion UA 4 A
Sticks 10 Snakes • PH 4 A PrediCI Wearher • PH A
Transpon via Planrs • PH 4 A Rainbow I Add A
Tree •uA 4/)R A We21her Summoning A
Trip • PH 4 A ) A
Tum Wood • PH A A
Wall of Thoms • PH 3 A 6 A
Warp Wood • PH 2 A A
•PH 6 A A
• PH 6
• PH
Abbreviations:
R (after spell lcvd I ) • reversible; • • druidical; A • castable in any form; Add • addi-
tional spell cleric can caS! even rhough iris our ofhis deiry'sspheres of influence; Spc • spe·
cial power. aspell me dehy grants in addirion rome cleric's normal allounen1 ofspells; X •
exduded.clericsofrhisgodcannor usethisspell ; True • reverseofspell canno1 becasr; Rev
• only reversed spell can be cas1.
121
~....::::: ~I :@
Sph €R€S or lnJlu€nC€-th€ (jobs or 0 €Ut RalJty
SPHERE /SPELL BOOK Lvl Gil Sirr Rrorx Chislev Zivil Shin SPHERE/SPFLL BOOK l vl Gil Sirr Rcorx Chisle? Zi..it Shin
All Divination
Atonement PH AAA A A A Augury PH 2A A
"UA AAA A A A Commune PH 6A A
~remuny UA I AAA A A A Commune with Nature "PH A
UA 2 AAA A A A Dete<t Balance • uA A A
Combine PH IR True True True True True True Dete<t /Obscure Charm PH A
Holy Symbol Dete<t Evii!Good PH IA A
Purify Food and Water Dete<t/Undete<table Lie PH IR A A
Detect Life UA IR A A
Animal Dcte<t Magic •PH A
Detect Poison •uA IR A A
Animal Friendship "P~I I A Dcte<t Snares and Piu • PH 2A A
Animal Growth ~R A Divination PH A
Animal Summoning I "PII 4 Find/Obscure the Puh PH A A
Animal Summoningll "PII ~ A Find Tr:aps PH A A
Anim:<l Summoning Ill •PH (\ A Know/Obscure Alignment • uA IA A
Anti-Anim:tl Shell "PH A locate Anim:tl "PH A
Call Wood land lkmgs "Pit 6 A locate/Obscure Obje<t PH 4A A Spc
Charm Person or t.bmmal •PH 4 A locate Plmu •PH 6R A
Creepmg Doom A Magic Font UA A
Gimt lnS«t "PH 7 A Penetr:ate Disguise UA 2A A
Hold Animal "PH 4R A Portent UA A
lnvis. 10 Ammals UA 3 A Reflecting Pool •uA 3R A A
Messenger •Ptl A Speak with Monsters PH A A
Repel lnse<1s •PH 2 Add A Tongues/Confuse Tongues PH A
4 A TrueI False Seeing PH 3::\ A A
Reincarnate UA A 2A
"Pit Add A
Snake Charm "PH A ~A
pc•k with Amm•l• Pit A A
"PH
Summon Insects "PH IA
2A
6A
4R A
~R A
Element• I
A>rr:al
Air Walk UA A
A
Astr:al Spell Pll A A Anim>te Rock "PH A
Plane Shift PH A A A
Chariot of Sustarre • PH 7 A
Ch2rm 7R A
ConjurdDis. Earth Elem. "PH 6R A
112R A
Conjure/Dis. Fire Elem •pH 2 A
7 A
CreateI Destroy Water •PH 7R A
2 A
Charm Person or Mammal "PH 2 A Dust Devil UA 2 A
Cloak of Fear/812very 4R A 2R A
Command UA Earthquake PH 4R
Confusion I A A
Enthr:all Pit A Fire Storm/Quench "PH 3 A
Feeblemind 7 Add A 6
Hold Person " I'll 2 A Fire Trap •PH 4 A
Imbue with Spell Abtlity UA 6 Add A A
Quest "I'll 2 A Flame Blade •uA 2
Remove / Cause Fe21 I'll 4 IR A
A Heat/Chill Metal "PH A
UA ~ A 3 A
lower/Roise Water PH
PH IR ~ A
Pll Meld into Stone UA A
3 A
Part Water Pll 6 A
A
Produce Fire •PH 7 A
A
Produce Fla.me "PH ~ A
Cnmb:u Purify/Contaminate Water "PH 6R
Pyrote<hnics "PH ~
Bless/ Curse Pll IR AA Spike Stones "UA 3
Cham- 3
Fla.mc Stnke PH 2 Add A A Stone Shape "PH 7
Holy/ Unholy Word A
IRS«~ Plague PH ~ A Stone Tell PH
Magic Stone
Pr:ayer PH 7R AA Tr:ansmute Metal to Wood "PH
Spmtual H2mmer
•PH ~ AA Transmute Rock to Mud • PH
Cre:ue
UA I AA Transmute Water to Oust "UA
PII 3 Add A A Wall of Fire • PH
Pll 2 AA W>ter B<e2thing "PH
W>terWalk UA
Wind Walk PH
Gu2rdian
Antmate Object PH 6 A A A
Create Food and Water PH 3A A A Bl2de Barrier PH 6 A A
Heroe1' Feast UA 6A A A Glyph of Warding PH 3 A A
PH 2 A A
Abbrevi21ions: Stlence I~· r. PH 617 A
Symbol A A
UA 2
R (after spell level l ) • reversible : • • druidical: A • castable in any form: Add • addi- Wyvern Watch
tiona! spel l cleric can cut even though it is out of his deity'sspheresofinfluence: Spc a spe·
cial power. a spell the deity gr:ants in addition to the cleric's normal allotment ofspells: X •
excluded. clerics of this god cannot use rhisspell: True • reverse ofspell cannot be cur: Rev
~ only reversed spell can be cast.
122
$: l~ ~~ ::;:::....
Sph€R€S or lnP.uence-the (jobs or neutRality
SPHERE /SPELL BOOK Lvl Gil Sirr Reorx Chislev Zivil Shin SPHERE /SPELL BOOK Lvl Gil Sirr Reorx Chislev Zi•il Shin
Healing Protection
Cure/Cause Blindness PH 3R A A Dispel Magic *PH 3/4 A A
Cu re/Cause Critical Wnds *PH A
Cure / Cause Disease *PH ~/6R A A EndureiDispel Cold/Heat UA IR A A
Cure/Cause Light Wnds *PH A
Cure/Cause Serious Wnds *PH 3R A A Flame Walk UA 3 A A
Heal/Harm PH A
Neutralize/ Poison *PH IR Add A A Forbiddance UA 6 A A
Remove/Cause Paralysis UA A
Slow Poison *PH 4R Add A A Magical Vestment UA 3 A A
6R A A Negative Plane Protection UA 3A A
A
4/3R A A Protection from Evil/Good PH IR A A A A A A
A
3R A A Prot. from Evil/Good 10' r. PH 4R A A A A A A
A
2A A Protection from Fire *PH 3 A A
A
A Protection from Lightning *PH 4 A A
A
Necromantic A RemoveI Bestow Curse PH 3R A A
Aid A
Animate Dead UA 2 Resist Cold PH A A
Animate Dead Monsters PH A
Death 's Door UA 3 A Resist Fire PH A A
Feign Death UA
Finger of Death *PH ~ A Sanctuary PH I A A
lnvis to Undead *PH A
Raise Dead /Slay Living UA 3 A Spell Immunity UA 4 A A
Regeneration/ Wither PH 31 2 A
Restorat ion/Energy Drain PH A Withdraw UA A A
Resurrection I Destruction PH 7 A
Speak with Dead PH I A Stellar
PH A
~R A Continual Light / Dark PH 3R A A A A A A
A
7R A Light / Darkness PH IR A A A A AA
7R A
7R A Moonbeam *UA ~ A
3 A
A Starshine *UA 3 A
A
Plant A Sunray *UA 7 A
A
Anti-Plant Shell 10' r. *PH ~ A Summoning UA 4R A
Barkskin *PH 2 A A Abjure/Implore A
Changestaff *UA 7 A Aerial Servant PH 6 A
Entangle *PH I A Conjure Animals PH 6 A
Fire Seeds *PH 6 Dispd Evil/Good PH ~R A
GoodberryI Badberry *UA 2R Exaction A
Hallucinatory Forest *PH 4R Exorcise UA 7 A
Hold Plant *PH 4 Gate PH 4 A
Liveoak *UA 6 Golem PH 7 A
Pass Plant *PH 5 Succor UA 5 A
Pass Without Trace *PH I Word of Recall PH 6
Plant Door PH 6
Plant Growth *PH 4
Shillelagh *PH 3 Weather *PH 3 A
Snare *PH I Call Lightn ing *UA 3 A
Speak with Plants Cloudburst *PH 4 A
Spike Growth *PH 3 Control Temperature *PH A
Sticks to Snakes *PH 4 Control Weather A
Transpon via Plants *UA 4 Control Winds *PH A
Tree Faerie Fire *PH A
Trip *PH 4/5R Obscurement A
Turn Wood *PH 4 Precipitation *PH A
Wall of Thorns Predict Weather A
Warp Wood *PH 3 Rainbow *UA I A
*PH 2 Weather Summoning *PH I
*PH 6
*PH 6 UA 5
*PH *PH 6
Abbreviations:
R (after spell Ieveii) ~ reversible; • a druidical ; A • castable in any form; Add ~ addi-
tional spell cleric can cast even though it is out of his deity 's spheres of influence; Spc = spe-
cial power. a spell the deity grants in addition to the cleric's normal allotment ofspells; X ~
excluded. clerics of this god can not use this spell; True • reverse ofspell cannot be cast; Rev
• only reversed spell can be cast.
123
~..c::: ()siE! 1)
Sph€R€S 0~ lnP.uEnc€-th€ Gobs 0~ €V1l
SPHERE/SPELL BOOK Lvl Tak Sarg Morg Chern Zcb Hidd SPHERE/SPELL BOOK lvl Tak Sarg Morg Chern Zcb Hidd
AU Divination
Atonement PH A A A A A A Augury PH A
Commune PH A
Ceremony *UA A A A A A A Commune with Nature *PH 6 A
Detect Balance *UA 5 A
Combine UA I A A A A A A Detect I Obscure Charm PH I A
Detect Evil/Good PH IR A
Holy Symbol UA 2 A A A A A A Detect / Undetectable lie PH IR A
Detect Life UA IR A
Purify Food and Water PH IR A A A A A A Detect Magic *PH A
Detect Poison *UA I A
Animal Detect Snares and Pits *PH I A
Divination PH 4 A
Animal Frienruhip •PH I A Find/Obscure the Path PH 6R A
Animal Growth • PH 5R A Find Traps PH 2 A
Animal Summoning I *PH 4 A Know/ Obscure Alignment •uA 3R Spc A
Anima.! Summoning II •PH A Locate Animal *PH I A
Animal Summoning lll *PH 5 A Locate/Obscure Object PH 3R A
Anti-Animal Shell •PH 6 A Locate Plants *PH A
Call Woodland Beings •PH 6 A Magic Font UA I A
Charm Person or Mammal *PH 4 A Penetrate Disguise UA 2 A
Creeping Doom 2 A Portent 6 A
Giant Insect *PH A Reflecting Pool UA 4R A
Hold Animal UA 7 A Speak with Monsters •uA 5R A
lnvis. tOAnimals •PH 4R A Tongues/ Confuse Tongues PH A
Messenger *PH A True/false Seeing PH 7 A
Repel Insects UA 3 A PH 7
Reincarnate *PH I A 7R A
Snake Charm *PH 2 A 6R A
Speak with Animals PH 4 A 112R A
Summon Insects *PH A 2 A
•PH 7 7 A
2 7R A
2 A
Elemental 2 A
2R A
Astral 4R A
3 A
Amal Spell PH AAA A Air Walk UA 6 A
Plane Shift PH A AA A Animate Rock *PH 4 A
Chariot of Sustarre • PH 2 A
Charm 2A Rev Conjure/ Dis. Earth Elem . •PH IR A
4R True A Conjure/ Dis. Fire Elem •pH 3 A
Charm Person or Mammal •PH IA A CreateI Destroy Watrr 5 A
Cloa k of Fear/ Bravery UA 7A Rev Dust Devil *PH 3 A
Command PH 2A A Earthquake UA 6 A
Confusion •PH 6A A Fire Storm / Quench PH 7 A
Enthrall UA 2A A Fire Trap •PH 5 A
Feeblemind •PH 4A A Flame Blade •PH 6R A
Hold Person PH 5A Heat / Chill Metal *UA 5 A
Imbue with Spell Ability UA IR Rev LowerI Raise Water *PH 3 A
Quest PH Meld into Stone PH 3 A
RemoveI Cause Fear PH IR Rev Part Water UA 7 A
2A Produce Fire PH A
Combat 5 Add A Produce Flo.me *PH 6A A
7R Rev Rev Purify / Contaminate Water *PH 3A A
Bloss/ Curse PH 5A Pyrot<ehnics *PH
Chant PH IA Spike Stones *PH ""617 "A
Flame Strike 3A Stone Shape *UA 2A
Holy/ Unholy Word PH 2 Add A Stone Tell *PH A
Insect Plague PH Transmute Metal to Wood PH A
Magic Stone • PH Transmute Rock to Mud *PH II
Prayer Transmute Water to Dust •PH
Spirirua( Hammer UA W•ll of Fire •uA
PH Water Breathing •PH
Cre:ue PH Water Walk *PH
Wind Walk UA
PH
Guardian
Animate Object PH 6 SIX Add Add Add
Cre>te food and Water PH
Horocs Feast UA 3 Add Add Add Blade B•rrier PH
Glyph of Wording PH
6 PH
PH
Abbreviations: Silence 15' r. UA
Symbol
R (after spell level I ) a reversible: • = druidical : II a castable in any form: Add = addi· Wyvern Watch
tiona!spell cleric can cast even though it is out of his deity's spheres of influence: SIX = spe·
cial power. a spell the deity grants in addit ion to the drric's normal allotment of spells: X =
excluded. clerics of this god cannot use rhisspdl; True • reverse ofspell cannot be cast : Rev
= only reversed spell can be casr.
124
&= ~~ ~ ~
Sph€Q€S or lnf1uence-the (jobs or €VIl
SPHERE/ SPEU BOOK Lvl Ta.k S.rg Morg Chern Zeb Hidd SPH ERE/SPEll BOOK Lvl Tak Sarg Morg Chern Zcb Hidd
Healing Protection
Cure/Cause Blindness PH 3R AA Dispd Magic "PH 3/4 A
Cure/Cause Critical Wnds •PH H6R R~ Rev
3R Rev Rev Endure/Dispd Cold /Heat UA IR A
Cure/Cause Disease • PH
Cure/Cause Light Wnds • PH IR AA Flame Walk UA 3A
Cu rei Cause Serious W nds •PH 4R Rev Rev 6A
Heal/Harm 6R AA Forbiddance UA 3A
Neutralite/Poison PH 4/3R AA 3A
3R Rev Rev Magical Vestment UA IR Rev
Remove/ Cause Paralysis *PH 4R Rev
Slow Poison UA 2 AA Negative Plane Protection UA 3 A Add
•PH 4A
Protect ion from Evil/Good PH 3R Rev
Prot. from Evil/ Good I0' r. PH A
Protection from Fire *PH A Spc
IA
Protection from Lightning •PH
4A
Necromantic Remove I Bestow Curse PH
Aid A
Animate Dead UA 2 A Resist Cold PH
Animate Dead Monsters PH 3 A
Death 's Door UA A Resist Fire PH
Feign Death UA ) A
Finger of Death •PH A Sanctuary PH
lnvis co Undead •PH 3 A
Raise Dead/Slay Living UA A Spell Immunity UA
Regeneration/ Wither PH j/2 Rev
Restoration/ Energy Dra10 PH Rev Withdraw UA
Resurrection I Ocsc rucc ion PH 7 Rev
Speak with Dead PH I Stellar
PH )R R~
Continual Lighc / Dork PH 3R Rev Rev Rev Rev R~ Rev
7R A Light / Darkness
7R Moonbeam Pll IR R~ Rev R~ Rev R~ Rc-·
7R Scarshine
Sunray •u- )
3
Summoning •u- 3
Abjure/Implore ·u- 7
Aerial Servant
Plant Conjure Animals
Dispel Evil/Good
Ami-Plane Shell 10' r. •PH A Etaction UA 4R A A A
Barkskin Exorcise PH 6 A A A
ChangcstafT • PH A A Gate PH 6 A A A
Entangle A Golem PH )R A A A
Fire Seeds •uA 7 A Succor UA 7 A A A
Goodberry/Badberry A Word of Recall PH 4 A A A
Hallucinatory Forest "PH I A PH 7 A A A
Hold Plane A We-Ather UA ) A A A
Livcoak •PH 6 A Call lightning PH 6 A A A
Pass Plane A Cloudburst PH 6 A A A
Pass Withou t 'lhce *UA 2R A Control Temperature
Plane Door A Control Weather •PH 3 A
Plane Growth *PH 4R Control Winds •UA 3 A
Shillelagh A Faerie Fire *PH 4 A
Snare *PH 4 A Obscurement •PH A
Speak with Plants A Precipuation "PH A
Spike Growth *UA 6 A Predict Weather • PH A
Sticks to Snakes A Rainbow • PH A
Transpon via Pl:a.ncs *PH ) A Weather Summoning " UA A
lice A "PH I A
Trip *Pii I A UA ) A
Turn Wood A "PH 6 A
Wall of Thorns *PH 4 A
Warp Wood A
•PH 3 A
*PH I
•PH 3
0 PH 4
*UA 4
• PH 4/)R
• PI! 4
*PI! 3
*PH 2
"PH 6
*PH 6
"PH 2
Abbreviations:
R{after spell Ieveii) • reversible: • • druidic:a.l : A • cascable in any form : Add • :a.ddi-
tionalspellclericcan cast ~en though it isouc ofhisdeity 'ssphercsofinOu.-nce: Spc ~ spe-
cial po..-er. a spell the deity grants in addition to the cleric's normal allotment ofspells; X a
excluded. clerics of chis god c:a.nnoc usc this spell: True ; r~ersc ofspell cannot be cast: R~
• only reversed spell can be cas1.
125
~~...::::-- ~ ~
Spell SummaRy
In the following spell lists, the first entry is a somewhat abbreviated version ofthe spell name, the second entry is the level and magical type ofthe
spell (C = Cleric, D = Druid, I = Illusionist, M = Magic-User). Combination spells have parenthetical third entries that list the other spell type
involved, as follows: A = Alteration; Ab = Abjuration; C = Conjuration, Ch = Charm; D = Divination; E = Evocation; En = Enchantment; I
= Invocation; II = Illusion; N = Necromantic; P = Phantasm ; S = Summoning.
ConjurationI Summoning Salt uc Weird 71 (Il / P) Knot RC
Ike PC (S only) Scratch PA Mute LC
Polish
Bluelight PC (Conly) Sour RC Enchantment I Charm uc
Bug PC (S only) Sneeze PA Creak HC Pr=nt LC
Spice
Gnats PC (S only) Sweeten uc Curdle RC Ravel RC
uc Shine
Mouse PC (S only) Distract LC uc
Flavor
Spider PC (S only) Twitch PA Freshen uc Spill RC
Warm uc Sprout
Tweak PC (Conly) uc Stitch uc
uc
Unlock PC (Conly) Yawn PA Smokepuff PC
Armor 1M (Conly) Alarm 1M Tap HC Tangle RC
Bedon 5M (RevAvoidancc) Astral Spell 9M Whistle HC 1iunish RC
Tic
Cacodcmon 7M Banishment 7M (Ab) Wilt RC uc
Conjure Elcm )M Bigby's Clench Fist 8M (En) Wink PAC Untie RC
Wrap
Death Spell 6M Bigby's Crush Hand 9M (En/charm) Anti/S)mpathy 8M uc
Drawmij's Ins Sum 7M Bigby's Force Hand 6M (A) Bind 2M (En & A) Aff Norm Fires 1M
Enchant An Item 6M Bigby's Grspg Hand 7M (A & En /Ch) Binding 8M (En &E) Airy Water )M
(A)
Ensnaremcnt 6M Bigby's Inter Hand 5M (En) Charm Monster 4M Animal Growth )M
(C)
Evard 's Sick Tent 4M Binding SM Charm Person 1M Avoidance 5M ( Ab)
(A) (En)
Find Familiar 1M Chain Lightning 6M (A) Charm Plants 7M Bind 2M
(A) (En )
Flame Arrow 3M Cloudkill 5M Confusion 4M Blink 3M
(Ab) (En)
Gate 9M Cone of Cold 5M (A) Decppockcts 2M (En& A) Burning Hands 1M (E)
(A) (E)
lnvis Stalker 6M Contingency 6M Demand 8M (En/Ch & E) Cloudburst 3M (E & En /Ch)
(A) (E)
Lcomund 's Chest ~M (Ab) Delay Blast Fball 7M (A) Dolor 4M Comp Languages IM
(CIS)
Limited Wish 7M Demand 8M Eycbitc 5M (En/Charm & II / Cont Light 2M (En)
Magic Jar 5M Dig 4M Fabricate 5M (En& A) Control Weather 6M
Material 3M (C&E) Energy Drain 9M Fecblcmind 5M Crystalbrinle 9M
Mate 8M Fireball 3M Fire Charm 4M · Dancing Lights 1M
Monster Sum I 3M Fire Shield 4M Forget 2M Darkness 15' r 2M
Monster Sum II 4M Fire Trap 4M Friends 1M Deeppockets 2M
Monster Sum III 5M Flaming Sphere 2M Fumble 4M Dimension Door 4M
Monster Sum IV 6M Force Cage 7M Gcas 5M Disintegrate 6M
MonSter Sum V 7M G re ase 1M Guards & Wards 5M (En / Ch & A. E) Distance Diston 5M
Monster Sum VI 8M Guards & Wards 6M Hold Monster 5M Duo-Dimension 7M
Monster Sum VII 9M Icc Storm 4M Hold Person 3M Enchanted Weapon 4M
Mord 's Hound 5M Incendiary Cloud 8M Lcomund's Bclab 5M Enlarge 1M
Mord's Mansion 7M Lcomund's Belab 5M Lcomund's Shelt<r 4M Erase 1M
Mount 1M Lighming Bolt 3M Magic Mirror 4M Explosive Runes 3M
Power Wd Blind 8M Magic Missile 1M Mass Charm 8M Extension I 4M
Powcr Wd Kill 9M Matorial 3M Mord 's Disjunct 9M (En & A) Extension II 5M
Power Wd Stun 7M Mclfs Acid Arrow 2M Otilukc's lrr Dance SM Extension Ill 6M
Prismatic Sphere 9M {Ab) Meteor Swarm 9M Ray of Enfccb 2M Fabricate 5M
Push 1M Morden's Sword 7M Run IM {En only) Feather Fall IM
Sepia Snake Symb 3M Ot ilukc's Frzg Sph 6M Scare 2M Fire Shield 4M
Symbol SM Otilukc's Res Sphere 4M Sink 8M (En & A) Firew2ter IM
Trap the Soul 8M Otiluke's Telc Sph SM Sleep IM Flaming Sphere 2M
Unseen Servant IM Sending 5M Succor 9M (En& A) Fly 3M
Wish 9M Shield 1M Suggestion 3M Fools Gold 2M
Alter Reality 71 (11 / P) Shout 4M Taunt 1M (En only) Glassee 6M
Conjure Animals 61 Spiritwrack 6M Trucname 7M (En & A) Glassteel SM
Mate 51 Stinking Cloud 2M Chaos 51 Guards & Wards 6M
Tasha's U.ughter 2M Confusion 41
Prismatic Spray 71 (Ab) Gusr of Wind 3M
Prismatic Wall 71 (Ab) 1enscr's uansf 6M Emotion 41 Haste 3M
Summon Shadow 51 Torment 7M Hypnotism II Hold Portal 1M
Invocation I Evocation Wall of Fire 4M Magic Mirror 51 (En & D) Incendiary Cloud 8M
Wall of Force 5M Mass Suggestion 61 1nfravision 3M
Belch PA Wall of lee 4M Shadow Walk 71 (En & II) Irrit2tion 2M
Blink PA Wall of Iron 5M Suggestion 31 Item 3M
Chill
Color uc Wall of Stone 5M Jump IM
uc
Web 2M Alteration Knock 2M
Cough PA Whip 2M Change LC Lcomund's Chest 5M
Dampen PC
uc Write IM Fire Finger Lcomund's Hut 3M
Gather uc
Dirty RC Zephyr 2M Hairy Lcomund's Shelter 4M
RC
Dusty RC Chromatic Orb II Lt-vitate 2M
Nod PA Death Fog 61 Light IM
126
~ l~ ~~ :::;:::>
Spe ll SummaRy
lower Water 6M Colored Ligh1s MIC Illusion I Phan tasms Phantasmagoria 61
Dim MIC
- Magic Mou1h 2M Hue MIC Phantasmal Force II
Rainbow MIC
- Melfs Me1eors 3M (E) Chroma1ic Orb II (E) Footfall HC (II only) Phantasmal Killer 41
Color Spray II
MelI IM Com Darkness 31 Groan HC (II only) Phantom Armor II (II on ly& A)
Com ugh• }I
- Mending IM Dancing Lighu II Hide LC (II only) Phantom Steed 31 (P& C)
Darkness II
- Mess2gr IM Dea1h Fog 61 (E) Moan HC (II only) Phantom Wind }I (P& A)
Delude 31
Mord 's Disjunct 9M (En) Drram )I (11/P) Palm LC (II only) Programmed lllusn 61
Fog Cloud 21
Mord 's Mansion 7M (C) G:ue ReOection II Raule HC (II only) Project Image )I (A)
II
Move Earth 6M ugh• 21 Thump HC (II only) Rainbow Paurm 41 (P& A)
Magi< Mou1h )I
Olilu ke's Frzg Sph 6M (E) Major Crca1ion 41 Audible Glamrr 2M Shades 61
Minor Crea1ion II (II)
Oliluke's Rrs Sph 4M (E) Phantom Armor }I (P) Eyrbi1r 6M (En/Ch) Shadow Door )I
Phantom Wind )I (11/P)
Odlukc's Telr Sph SM (E) Projec1 Image 41 (P) Fear 4M Shadow Magic )I
Rainbow Paucrn 31
Pan Wa~rr 6M Rope Trick 41 Halluc Terrain 4M Shadow Monsrrrs 41
Solid Fog 21
Passwall )M Ultravision 41 (P) lnvisibili1y 2M Shadow Walk 71 (II. & En)
Vu:.ncy II
Permanrncy SM Wall of Fog 31 (II) lnvis 10' r 3M Speerral Forcr 31
Wrai1hform 21 (P)
Plant Growth 4M Whispering Wind Leomund's Trap 2M Spook II
)M
Phase Door 7M Necromantic SM Moss lnvis 7M Tempus Fugit )I
3M
~lymorph Any Obj SM Anima1e Dead 6M Massmorph 4M Vacancy 41 (P& A)
Clone
Polymorph Othrr 4M Feign Dea1h 3M Mirror Image 2M Veil 61
3M
Polymorph Self 4M R~inc2rn2tt )M Nystul's Mag Aura IM Ventriloquism 21
2M
Project Imagr 6M (11 / P) Divinarion 3M Phantasmal Forcr 3M Weird 71 (E)
2M
•• Precipi1a1ion IM Clairaud~rnce IM Proje<1 Image 6M (A) Whispering Wind 21 (P& A)
2M
- Pyrotechnics 2M Oairvoyance IM Seques1er 7M (A b) Wrai1hform }I (II&A)
Com Other Planr 2M
R:a.ry's Mnem Enhan 4M Dc1cc1 Evil 6M Simulacrum 7M Abjurations
DeiCCt Illusion 2M
Reverse Gravity 7M De1ec1 lnvis IM Ven~riloquism IM
Dc1en Magic II
Rope Trick 2M ESP II Mask MIC (II only) Oe:.n uc
ldemify 21 uc
Serten's Sp lmmun SM Know Ahgnmem II Mirage MIC (II only) Dry uc
Legend lore 61 Dus1 uc
Secret Page 3M locale Objcn 71 Noise MIC (II only) Exterminate
Read Magic
Shape Change 9M De1ec1 Illusion Two-D lllusn MIC (II only)
DetCCI lnvis
Shaner 2M Dc1cc1 Magic Advanced lllusn )I Ami-Magic Shell 6M
Read lllus Magic
Shocking Grasp IM True Sigh1 Aher Realty 71 (CIS) Avoidance )M (A)
Vision
Sink SM (En) Aher Self 21 (II only& A) Banishmen1 7M (E)
Slow 3M Audible Glamer II Dismissal )M
Spider Climb 1M Blindness 21 Dispel Illusion 4M
S1atue 7M Blur 21 Dispel Magic 3M
S1one Shape )M
Change Self II Globe of lnvuln 6M
S1one to Flesh 6M Deafness 21 Imprisonment 9M
S1oneskin 4M Dcmi-Shadow Mon )I Mind Blank SM
Strength 2M Dcmi-Shadow Magic 61 Minor Globe lnvuln 4M
Succor 9M (En) Dispel Exhaust 41 Prc:scrvc 2M
Telekinesis )M F'-Sein:ut 21 Prismadc Sphere 9M
Teleport )M Fear 31 ProiiCanrrips 2M
Temporal S1asis 9M Halluc Terrain 31 ProiiEvil IM
Tenser's Trans£ 6M (E) Hypn01ic Pauern 21 Proll Evil I0' r 3M
Time S1op 9M Illusion Scrip1 31 Prot / Normal Miss 3M
Tongues 3M Improved lnvis 41 Remove Curse 4M
Trans Rock/ Mud )M
lmpr Phan Force 21 Repulsion 6M
Trans WaterI Dust 6 M lnvis 10' r 31 Spuuwruk 6M (E)
Truename 7M (En) Drc:>m )I (A) ScqueSier 7M (11 / P)
Uhravision 4M Invisible 21 Volley 7M
Vanish 7M Massmorph 41 Dispel Illusion 31
Vocaliu 2M Mirage Arcane 61 Dispel Magic 41
Wa~er Brea1hing 3M Mirror Image 21 Non-De1ect ion 31
Wind Walk 3M Misdircc1ion 21 Prisma1ic Spray 71 (CIS)
Wizard Eye 4M Mislead 61 Prisma1ic Wall 71 (CIS)
Wizard Mark tM Paralyu1ion 31
Wiurd Lock 2M Permancm lllusn 61
127
-== ~~ · ~' j]l
kn1qhts Cn~cle taste
ld6 + modifier Coin· Equipment Healing Ranking Authority
1 or less n/a n/a n/a No Circle Present
ld4 scl n/a Krllght of the Crown (Crown 3rd)
2 ld6 scl daggerI none n/a Knight of the Crown (Crown 3rd)
1d8 scl 11-1 - Knight of the Crown (Crown 3rd)
3 2d4 scl spear/none 2/-/- Knight of the Sword (Sword 4th)
4 ld10 scl 3/ 1/- Knight of the Crown (Crown 3rd)
ld 12 stl quaner sraff/ none 4/11- Knight of the Sword (Sword 4th)
~ ld20 stl shon sword/leather 5121- Knight of the Heart (Rose 5th )
2dl0 stl 6/2/1 Shic:ld Knight (Crown 5th)
6 2d20 stl morning star/ leather & shield 7/3/ 1 Bladeknight (Sword 5th)
7 ld100 scl battle axe/ring 8/3/1 Knight of the Rose (Rose 6th)
8 9/4/1 Lord of Shic:lds (Crown 7th)
3d20 sd short bowI ring & shield 10/4/2 Elder of Sword (Sword 8th)
9 4d20 stl long bow Ichain
10 5d20 stl 11/5/2 Keeper of the Rose (Rose 9th)
11 2dl00 stl long sword /chain & shic:ld 12/5/3 Lord Warrior (Crown lOth)
12 3d100 scl crossbow I banded 1315/ 3 Master Clerist (Sword 11th)
13 4d100 scl 14 / 6 / 3 Lord of Roses (Rose 12th)
14 5d100 stl halberd / banded & shield 15 /6/ 4 Lord Warrior (Crown lOth)
15 6d100 stl lance (light)/plate 1717/5 Lord Clerist (Sword 12th)
16 lOdlOO stl 18 1816 Lord ofjustice (Rose 14th}
17 lance (heavy)/plate & shield
18
sword + I/Solamnic armor
19 sword + 2/Solamnic armor
20 or above sword +J/Solamnic armor
single anifutt Iplace + 1
Dragonlance! Iplace +2
Dragonlance/plate +3
• This represents the amount of coin available to the Knight from that location on a given day. It does not represent how much money the Knight
may draw from the Circle. Knights may draw from any Circle no more than the amount listed for their level. For example: a lOth-level Knight of
Solamnia could draw no more than 20 sd from a given Circle on a given day. If that same Knight is going to a Circle that can only pay 2d4 stl
because of its small size, then 2d4 stl is all he will receive. If he is attending a Ja.rge Circle (with modifiers the Circle rums out to be an 18} then he
would still only be able to draw 20 stl from the Circle even though the amount listed is 5d I 00 stl. Stl stands for steel pieces, the universal equivalent
of gold pieces in Krynn.
t This anifact is a weapon or magical device of combat value found either in the Dungeon Masters Guide or in this DRAGONLANC~ Adventures
book. The exact device is up to the OM, who should exercise discretion .
l The type of lance is determined by a roll of ld6. It wo-uld be a footman's lance ( 1-4) or a mounted lance (5-6). The quality of the lance is deter-
mined by a roll of ldl2. This could be made without th·e use ofeither the HammerofKharasonhe Silver Arm ( 1-9); made with one oft he artifacts
(10-11) or with both from ancient times {12).
kn1qhts CIRCl € ffiOt)Jri€RS
Description Modifier OCJety Modifier
Capital of Region
Community Size -2 Major Constructions +2
Village, Small
Village, Medium -1 Small Keep present +I
Village, Large Large Keep present
Town, Small none Small Castle present +2
Town, Medium +1 +2
Town, Large +2 Large Castle present +3
City, Small +3 Major Fortifications +1
City, Medium +4 Inside traditional Solamnia borders• +4
City, Large +5 Inside areas conuolled by Dragon Highlords! -10
+6
• This would include mainland Solamnia and Sancrist.
! Circles in these areas, when they are present, are maintained and operated clandestinely by the Knights. Merely finding and getting in touch with
such Circles can often be difficult or impossible.
128