The words you are searching are inside this book. To get more targeted content, please make full-text search by clicking here.

pdfcoffee.com_dragonlance-accessory-dragonlance-adventurespdf-pdf-free

Discover the best professional documents and content resources in AnyFlip Document Base.
Search
Published by archangel777, 2022-06-11 13:45:06

pdfcoffee.com_dragonlance-accessory-dragonlance-adventurespdf-pdf-free

pdfcoffee.com_dragonlance-accessory-dragonlance-adventurespdf-pdf-free

l~hc War~ olZ the I~ncc

"Hear the sage as his song descends
like heaven's rain or tears,
and washes the years and dust o f many stories
from the High Tale of the DRAGONLANCE.'"

100

&sl;mnus's ScRoll: t;he I Jve of 1; me

h stoRy Krynn, she awakens her evil dragons ,).c~eof ORaGons
and prepares them for the work she has
The years following the Cataclysm were in mind. She then returns through the 332 DragonsAppear: 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 are 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 sister. 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
&qe of OaRkness ness, inhabits the Foundation Stone. hobgoblins are gathered into the evil
The man, Berem Everman, is cursed fold and trained as troops in the 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 of death 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 strike the Temple of the the eggs of the good dragons. The gen-
Kingpriest. On the thirteenth day, 210 TakhisisReturns: The Queen of Dark- eration of draconians in the fieryunder-
mountains of fire fall from the skies, ness attempts again to enter Krynn ground regions around Sanction begins
ravaging the landscape. through the portal opened by the in earnest. The first draconians, Baaz,
Istar 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 mainland 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 DragonEggs 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. The 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 Istar, 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 Chaosand 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 are 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
True clerics are unknown. The Knights dragons to noninvolvement in the com- 348 War of the 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, initiallyuntouched by the Cata- peoples of Krynn. The lands of Nord-
clysm, soon vanish because of disease 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
Foundatioh 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 battles are
tal once again. She grows increasingly fought are decided swiftly by the awe-
141 Stone Planted in Neraka: Takhisis 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 Dark Queen enters the
world through the portal opened by the
stone. Walking among the creatures of

101

. - ~. ~;kl -.,

i-

/'

~i~~.ii~i!i.~ \

Astlnus's ScRoU: 1;he IwveR 1; me

349 TakhisisTurns 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 swifdy 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 vide a strong linchpin on the right flank
magic, discipline, and intimate knowl- of the defenders. With the aid of the good dragons,
edge of the terrain, the elves lure the the Whitestone forces are at last able to
Dragonarmies into a series of ambushes Meanwhile, the Red Army leads an take the offensive. Surging eastward
that seriously deplete the evil forces. amphibious attack across the New Sea with violence and purpose, the armies
Takhisis sends her two remaining to the Plain of Abanasinia. The barbar- of good redaim the entire northern
Dragonarmies to reinforce the attack, ian tribes of the plain are swiftly Solamnic Plain during the rest of the
laying waste to the once-beautiful for- absorbed by the onslaught, which soon year. Gunthar Uth Wistan and Laurana
est and slowly advancing toward brings the Dragonarmies to the borders of Qualinesti lead armies of men, elves,
Silvanost. Although they fight coura- of Qualinesti. Knowing that they can- and dwarves against the evil Dragonar-
geously, the elves are decimated by the not withstand the might arrayed roles. Carrying mounted dragonlances
war, and the dragons set about system- against them, the elves evacuate their on the backs of the good dragons, the
atically destroying the elven food stock- homeland, fleeing w@stward to join Whitestone forces emerge victorious
piles. In autumn, the capital is their cousins on Southern Ergoth. from every engagement they fight dur-
evacuated with many refugees. The Finally, the Dragonarmy rolls against ing the long summer.
elven fleet sets out on the dangerous the dwarven fortress of Thorbardin. As
journey to Southern Ergoth, while winter sets in, the army is still laying The recapture of Kalaman spells the
many fighters remain behind. siege to the dwarven stronghold. beginning of the end for the Dragonar-
On the last day of the year, the Drag- mies, but the Queen of Darkness is
onarmies close upon Silvanost, and the Additional evil troops strike across determined to pass through the portal
elves realize that the war is lost. In a the Tarsian Plain from Silvanesti. They of the Foundation Stone, with the
desperate effort to turn the tide, King reach and occupy Tarsis by the end of legions of the Abyss behind her. Des-
Lorac attempts to use an Orb of Dra- the year. All of Ansalon, except for the perately, her minions seek the man with
gonkind to work the destruction of the western coastline and western islands, the green gemstone.
evil armies. The perfidious orb seizes now lies under the heels of the
control of Lorac instead, plunging the Highlords. Yet the armies of Whitestone close
land into a living nightmare and dis- upon Neraka, and the Queen is foiled
persing the remaining elven fighters in 352 Whiresrone Council: Early in the year, in her attempt. Evil turns upon itself,
representatives of the surviving good and the Dragonarmy alliance collapses.
chaos. nations meet at the Whitestone, on The War of the Lance Ends.
Sancrist Isle, for the Council of White-
350 Rearming Evil: Seriously weakened by stone. Here an uneasy alliance is forged
the costly invasion of Silvanesti, the between the elves and humans, and
Dragonarmies spend a year rebuilding they agree to save their fighting for the
and retraining. Takhisis's troops now forces of evil. The council is decMed by
control all of eastern Ansalon. the arrival of Theros Ironfeld, who
The minotaurs of Mithas and Kothas wears the Silver Arm of Ergoth and
are recruited to the evil cause and belat- bears a dragonlance.
edly attempt to intercept the elven fleet With the coming of spring, the Blue
sailing to the west. Although a series of Dragonarmy hurls itself against the
sharp skirmishes cost each side some High Clerist Tower that blocks the
ships, the fleet sails through, reaching mountain pass leading into Palanthus.
Southern Ergoth near the end of the Rallying at last, the Knights of Solam-
year. nia make a heroic stand and, for the
first time, a Dragonarmy retreats from a
351 Evil Turns West: Again starting the field of battle. The battle marks the
campaign with the coming of spring, first modern use of dragonlances.
the Dragonarmies surge westward in a
massive offensive. The scope of these
attacks is far beyond anything that
Takhisis's forces have yet attempted.

104

an saton al:ge 1;h;

ARe,XS OI; ContRol neutral territory currently contested by several toward each other are continuously patrolled,
and intruders are accosted for questioning, or
The map of postwar Krynn displays the areas factions. The factions are listed below. worse. Members of all factions worry about
that are controlled by the various factions left at spies and do not hesitate to use persuasive
the conclusion of the War of the Lance. The areas Faction v methods to determine whether a traveler is
shown as controlled by a faction are controlled who he claims to be.
solidly. There are no wars in these areas, unless Align. Allies
your campaign considerations dictate otherwise. Many of the cities of Ansalon have been
Isolated guerilla or bandit activity is possible, Red Dragonarmy CE Black Army devastated by the war. Only Palanthus, of all
but these occur only rarely. the great cities, escaped damage. Because of
Blue Dragonarmy LE Green Army this good fortune, Palanthus is now the center
Each of the factions includes a veteran force of civilization upon Krynn. The Knights of
of troops. These troops quickly quash any White Dragonarmy CE None Solamnia have set up their central headquar-
uprisings and maintain order. They may be ters there, and the Port of Palanthus still
occupied in fighting border wars or in garrison Black Dragonarmy CE Red Army, receives ships from all corners of Ansalon.
duties throughout the controlled territory. In
areas where no controlling power is shown, Minotaurs Climate
the area is in a dangerous state of anarchy.
Bandits are common there, and small cities Green Dragonarmy LE Blue Army Some information on climate is necessary-~
are struggling to gain control of their immedi- you intend to run an extended campaign in
ate environs. Armed forces from nearby areas Minotaurs LE Black Army the world of Krynn. The information given
of control are often encountered here, as each here should be considered a rough guideline~
faction attempts to expand its influence and Knights of Solamnia LG Elves, Dwarves DMs who want a more exact procedure for
combat the influence of its rivals. determining weather are referred to the Wil~
Elves CG Knights demess Survival Guide hardback.
If your campaign has created conditio~:'~
that are not consistent with the setting pre~ Dwarves LG Knights Ansalon is a continent in the southem hemi-
sented here, by all means change the informa- sphere of Krynn. Consequently, its coldest
tion to create the reality of your campaign~ Wherever factions of good and evil align- region lies to the south. Icewall Glacier is a
For example, if you played the Battle of Nera: ments control adjacent areas, border skirmishes region of constantly freezing temperatures and
ka in the campaign and the Blue Dragonarmy are frequent. Troop movements and battles are frequent snowfall. During winter, the sun illu-
was completely destroyed and Kitiara killed, also common here. No trade occurs through minates this area for only a few short hours every
the area of Blue Army control does not exist. day, and blizzards roar across the ice fields.
Instead, the regions controlled by the Red and these areas.
Green Armies and the Knights of Solamnia The region ranging from Qualinesti to
expand to fill the void. Very possibly,much of Wherever factions of the same alignment Silvanesti (including Tatsis)suffers severewinters
~,~e area ~sunder no factton s contro, that are not allies control adjacent areas, bor- that begin early in autumn and continue far into
der guards are common. There is a 10% spring. The elven forests receive plenty of rain
All of the factions have achieved some degree chance per month that the border erupts into during spring and summer, while the Tarsian
of law and order within their borders. Entry into skirmishing, although such fighting usually Plain is relatively dry most of the year.
towns and cities, and perhaps even villages, is stays well below the level of all-out war.
observed by guards of the appropriate faction. The westem islands of Sancrist, Southern
Strangers are viewed suspiciously. Allies actively cooperate with each other in Ergoth, and Northern Ergoth, are treated to rel-
the pursuit of their objectives9 If two allies atively mild winters because of warm ocean cur-
Conversely, war heroes are recognized read- share a border with a common enemy, troops rents that keep the temperatures not too far
ily by comrades in arms. Characters who have of those allies fight side by side against that below freezing. These areas receive much snow
led units in combat are almost always recog- enemy. Even among allies, however, troops of in winter and suffer very rainy springs. They are
nized by troops from the same army, and one faction are never commanded by a leader subject to flooding several times a year.
heroes of note stand a 50% chance of being from another faction.
recognized by troops of their alignment. The lands of Solamnia, as well as the Lun-
GeneRal ConOmons dian peninsula of Eastern Ansalon, are the
~.cl;ions most pleasantly temperate on the continent.
As with any world that has just emerged from Winters are snowy, but not very long. Plenti-
Control of Ansalon following the War of an all-consuming war, conditions on Krynn are ful rainfall allows for a long growing season,
the Lance has fallen to nine powerful factions, far from idyllic. The remnants of the evil forces and these regions consequently produce most
each of which controls one or more tracts of still control much of the landscape. These forces of Ansalon's food.
territory. Areas outside the control of these fight each other as readily as they battle the
factions are either independent city-states or forces of good. With the defeat of the Dark The central plains, including Estwilde,
Queen, most of the troops in the Whitestone Neraka, Kern, and the surrounding areas, is a
armies retumed home to plant crops or tend dry and desolate region. Severe winter storms
thek shops and stores. Thus there is no concen- sweep across the area, yet little rain falls dur-
tration of good forces to systematically regain the ing the growing season.
lands held by the Dragonarmies. Wars fought in
this period are small-scale, but may be very vio-
lent. Mercenaries are readilyavailableto work for
anyone who can pay. Many have spent most of
their adult lives waging war and have no other
skills or interests.

Communications between areas of control are
primitive to nonexistent. Factions that are
friendlyto each other may send occasional (heav-
ily guarded) caravans back and forth. Roads are
watched by bandits, however, and accommoda-
tions for travelers are few and far between.

The borders of factions that are unfriendly

105

ansMon afl;CI~ I;h(~w a r

The northern tip of the continent is the If your characters desire to travel beyond in this directionthat the fabled and much feared
land of Nordmaar, which swelters through the boundaries of the maps, then you need to land of the kda is said m 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 East lies an ocean of unspeakable vastness.
during the long summer season, but the tem- for the start of the journey: Strong winds aid sailorswho wish to travel in this
perature is often too hot for more temperate direction, but a voyage of many months is
crops. The islands of Mithas and Kothas share South lies the icyvastness of Icewall Glacier. required before reaching land. The peoples and
this type of climate. The glacier coven the south polar region for creatures of the-lands to the east are very differ-
several hundred miles in all directions. ent from those encountered upon Ansalon.
BcyonO map
West, out to sea, lies a huge region of tem- L-he Lan0s
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 oi; 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 of Ansalon is only one of sev- 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 context are present-
the setting for the War of the Lance, Ansalon Noah he the tropics. A scattering of pleasant ed on the following table.
was the location for all of the adventures in the islands can be encountered after many weeks of
DRAGONLANCE| saga. sailing time. These tropical islands include the
Isle of Dragons, where the good dragons
remained until freed from thek Oath, as well as
many other idyllic and enchanted settings. It is

The Nations of Ansalon

Name Pop./AI Products Notes
Abanasinia H/N ~
Blode O/CE Fur, Corn Barren, dry
~ergoth Vast forest, small villages
Estwilde Nil Port city Hylo, largest kender community
Goodlund Iceriggers
Hylo Ships Timber Ravaged
Icereach Yery loya
Kalaman i H/N(E) Goats Mercenaries and bandits
~olyn Warlike nomads
Kern K/N(G) Maps, Coral Pirates, stone castles
Khur Hunters and
Kothas K/N(G) Carved wooden objects Pirates, store
Lemish Small bands
Mithas Thanoi(LE), H(LG) Nil Small tribes, central king
Neraka '~ Many ruins of ancient Ergoth
Nordmar H/N(G) Ships, Navigators : Largest city on Ansalon, center of good religions
N. Ergoth Devastated in war--slowly
Palanthus D/LG Gems, Iron, Steel ::
Forest twisted by king's nightmares during war--slowly recovering
Qualinesti O/CE Nil Occupied during war--towns burned, people slowly returning
Sancrist Different elven cultures slowly melding
Sanction H/N(E) Horses Road to coast started
Silvanesti Beginning to trade w/hm
Solanthus M/LE Ships Hobgoblin race retreated
S. Ergoth Reclaimed from evil, prospers
Tarsis H/N(E) Timber~ Small ships .... Mysterious race of evil dwarves
Thorbardin
~rotyl M/LE Ships ;
Vingaard
Zhakar : H/N(E) Sheep Wool :',

H/N(G) Horses, Chariots

H/N(G) Copper, Brass

H/N Ships, Books

E/~ ~ .... : Fruits, Leather

E/CG :~ Nil .
H/LG , Grain, Cattle
E/CG I Nil
H/N Furs, Hones, Wagons
D/N(G) Steel, Gems, Weapons "
Hob/LE ~.~ Nil
H/LG Horses, Cattle
D/L(E) Gems, Armor

Abbreviations:

AI = Alignment; D = Dwarf; E = Elf; Hob = Hobgoblin
H = Human; K = Kender; M = Minotaur; 0 = Ogre

106

~.~.~ -~,,_

~J

%

I

E

m

0

peRsonabttesof the Aqc of 0Raqons

l .khtms pymtE RAis~lin

l:h~; queen of (b~Rkness Fizban often has an ancient gold dragon (20th-LevelHumanBlack RobeWizard)
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 upon her spends most of his time sleeping in the sun. 10 17 14 16 10 15
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 clearly than recent times). Consequently he AL: Chaotic Evil
Dark Warrior, a fearsome warrior in black will fight when called upon, but only if he can HP: 44
armor with eyes of fire and a sword of flame or be convinced he is going to Huma's rescue. AC: - 2
she can transform into her favored shape, that Pyrite has all the spell-casting powers of an
of the five-headed dragon. ancient gold dragon and on a good day can DMs who are running Campaigns based on
remember most of them. the DRAGONLANCE| 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. Usea gone beyond 18th level. Raistlin is a complex
those of good alignment) feel her power and the statisticsfor such creatures from the Mon- character and this information Should help
experience a sense of awe and reverence. Even ~.~et Manual. ~sr play him effectively.
though she is evil, she is one of the three crea- L
tors of the world.

Game statistics for Takhisis can be found in:7 l a stlm majeRe [oR0 Sol;h
the section on Kr~m's gods (page 46).
Raistlin seems frail, but one is never really (Knight of the Black Rose)
FizBan t h e aBUlOUS certain whether this frailty 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 He still speaks in a whispering voice, having FOLIO~ tome), Lord Soth wears the armor of
in mouse-colored robes with a beat-up, point- discovered that this gets people's attention. a Knight of the Rose. This armor is blackened
ed wizard's hat that is off his head more than Raistlin has one consuming ambition--he and charred as if it had been in a fire. He wears
it is on it. He carries a plain wooden staff that wants to become a god. He will use any means the helm of a Knight as well. All that can be
appears to do nothing whatsoever, plus a to gain this goal; he will let nothing and no seen of his face is two flaming orange eyes. He
shabby spell book in which he can never find one stand in his way. is a frightening apparition who can even make
the spell he is searching for (generallyto every- the fearless kender "feel a bit queer" when
one's relief!). Pouches hang from his belt, but Raistlin does not love Crysania. He desires they are in his presence. Soth's voice is deep,
these are just as likelyto contain his dirty socks her and feels natural feelings of protectiveness seeming to come from far underground.
as spell components. toward her but that is all. Raistlin has deep Although thoroughly evil, he is proud and
feelings for only one person on this world and will fight an enemy honorably. His admiration
Descriptions of Paladine and his statisdcf that is his twin brother, Caramon. Any feel- and respect for Kitiara becomes, eventually, a
can be found in the section on Krynn's gods. ings of affection for Caramon are all tangled dark passion that will lead him into plotting
up with hatred and jealousy, but real love for her death.
The beloved, befuddled old wizard is a his twin lives beneath. Raistlin is cunning
wonderful character who can have players enough and strong enough, however, to use Lord Soth's tragic history is told in part in
gasping with laughter even while they're his feelings and those of others to his advan- the history of the Knights of Solamnia.
ready to wring his neck. Since he is a god (Pal- tage by manipulating his twin and Crysania.
adine), Fizban is interested in people learning [OR0 goth ~ ,2 7:
about themselves and developing their true Raistlin has a charisma that is very power- (SolamnicDeathknight)
potential. When Fizban tries to help charac- ful. Thus Dalamar stays with him, even at the 2 7 :;~!7'~!
ters out of a fix, it often seems as if he is simply peril of his own life. Crysania is drawn to him,
making the situation worse instead of better. though she can't explain why. He can be very STR INT WIS DEX CON CHR
Fizban always allows others freedom of choice charming, when it suits his purpose. 18/99 10 9 14 17 17
and does not interfere with their decisions.
Fizban's purpose is to restore the balance of Raistlin will not, under any circumstances, THACO: 12
good and evil to the world, not to make one return to the Red Robes, much less the White. AL: Chaotic Evil
triumph over the other. DMs should keep this Raistlin is truly evil. He chose to be evil, and it HP: 59
:iinmind when playing this character. is only because of his final sacrifice that he is &C: 0
rewarded by the salvation of peace in death.

108

peRsonallttEs oF the ,~ciE oF ORaqons

kl l Ra he knew that he could not open the gates of field and wiped out both dwarven armies. He
Thorbardin to the hill dwarves and plainsmen returned to King Duncan, who--shocked and
Since her dreams of conquering the world or all would perish of famine. He had not horrified by Kharas's report--shut himself up
under the banner of the Dark Queen have foreseen the terrible loss of life that would in his home and refused to eat or drink, weak-
been crushed, Kitiara is frustrated and raging occur when Fistandantilus's magic wiped out ening and eventually dying in Kharas's arms.
beneath her calm exterior. She has never almost all members of both armies. Duncan's
admitted defeat and, in fact, has managed to son~died in this battle and their father did not The Thanes all fought to gain the kingship,
make Sanction a haven that not even the long outlive them, dying of a broken heart in each seeking out Kharas and vying for his sup-
Knights with their good dragons feel ready to the arms of his young friend, Kharas. port. Sickened by the greed and political
attack. back-stabbing of his people, Kharas took the
khaRaS body of his king and his magical hammer and
She hopes Raistlin will help her gain her carried them to a secret burial ground, where
ambition; his plans to challenge the Dark (Dwarven Hero) he died. Before he left, he foretold that the
Queen anger and scare Kitiara. Kitiara has a dwarves would never be united until one arose
respect for the Queen born of fear and she is Taller than average for a dwarf, Kharas was a brave enough to seek out the Hammer and
terrified that, if Raistlin fails, he will drag her handsome dwarf of serious, solemn mein. He return it to the dwarves of Thorbardin.
down with him as well. Kitiara also has had dark hair and a luxurious beard worn in
become enamored of the dark elf, Dalamar. long curls according to the style of his people, IeGha.R IR;IIORCiG
Her plans to rule the world include the dark the mountain dwarves. When Kharas was
elf ruling at her side. young, in the days before the Cataclysm, he Reghar was the elderly hill dwarf (Flint's
fought with the Knights of Solamnia in the grandfather) who led his people during the
Kitiara is a gambler with fate. Having con- Goblin Wars. The Knights were impressed Dwarfgate Wars. Hale and hearty, Reghar was
sidered the odds, she has decided to put her with Kharas's skill and valor as well as his stubborn and fiercelyproud. He had gray hair
money on the Dark Queen instead of her half- nobility and honor. They named him and a gray beard that he wore plaited and
brother, Raistlin. It is a pretty good bet, since "Kharas" which means knight in Solamnic. tucked into his belt in the fashion of the hill
she undoubtedly believes she could worm her This is one of the highest honors the Knights dwarves. He went to war against his cousins
way back into Raistlin's favor should he suc- can bestow on a member of another race. because he'was convinced that the mountain
ceed. What she has not counted upon is Lord dwarves had great wealth and stores of food
Soth. Kharas wielded a huge hammer that he hidden beneath the mountain that they
made himself, some say with the help of the refused to share with those in need. Although
kIu,~Ra god Reorx. (see page 96 for more info on the this is not true, nothing anyone said con-
hammer). If the players meet Kharas during vinced Reghar otherwise. He believed in this
(15th-Level Human the time of the Dwarfgate Wars, he will have for too long and, besides, it was the hill
shaved his beard--a shocking act for a dwarf. dwarves' only hope for survival.
STR I N T Xvq, S Such a thing is done only to those dwarves
who have performed a disgraceful act. Since Reghar had one son who lived to adulthood
Ouncan he was opposed to warring against his kins- (Flint's father). His other son died of heart
men, the idealistic Kharas shaved his beard as disease (the same affliction that killed Flint).
(King of the Dwarves of Thothardin) a sign that he fought this war only because his Reghar himself died in the Dwarfgate Wars,
king ordered him to do so and that he went killed in the blast of magic that destroyed
Approximately two hundred years old forward to kill his fellow dwarves in bitter nearly everyone in both dwarven armies.
when he died, Duncan was still in the prime shame.
of life for a dwarf. He was stoutly built with
iron grey hair and a grey beard that he wore in Kharas fled the final battle when he saw his
long, flowing curls according to the fashion of kinsmen slaughtering each other for no pur-
the mountain dwarves. Quick-tempered, pose except hatred. With him he carried the
blunt, and gruff, Duncan was a shrewd old bodies of the king's sons. Thus Kharas escaped
dwarf who held his position as king tenacious- the devastating blast that leveled the battle-
ly despite the various dwarven factions that
wanted to overthrow him. He accomplished
this with wisdom, diplomacy, and common
sense.

Duncan waged the Dwarfgare Wars because

109

peRsonalmes oi: the Ac4cof ORaqons

RF..cjha~ IhRefoRc~ ...../ 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 of Way-
(gth-Levd Hill Dwarf Fighter) edge from Paladine that if Crysania succeeds reth.
in her quest, she will be a great leader--a
STR INT WIS DEX CON CHR powerful cleric, ruling over the church with paR-Sa|tan
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
THACO: 12 attempt to dissuade her (or any other player
AL: Chaotic Good character) from seeking her own destiny. STR INT WIS D ~ CON CHR
HI): 52 10 18 15 17 9 12
AC: 4 CllS~
THACO: 13
&rnothus pManl;hus (18th-Level Human AL: Lawful Good
liP." 47
(Lord of Palanthus) STR INT WIS DEX CON CHR AC: 0
13 14 17 12 12 16
As his name implies, the family of Amo- ] UST,&I~IUS
thus Palanthus has ruled the city of Palanthus THACO; 10
for hundreds of years. Rulership of Palanthus AL: Lawful Good (Head of the Order of Red Robes)
was always passed on to the eldest son, while HP: 61
the younger sons generally served in the AC: - 1 A human male in his late 40s, Justarius is
Knights of Solamnia. Amothus is an only considered by many to be next in line as Head
child, however, and is unmarried--a situation The character of Elistan before and during of the Conclave when Par-Salian retires. A
that many mothers of daughters in Palanthus the War of the Lance has been described in the big, robust man with an open, honest face,
hope to remedy. In his early forties, Amothus modules. Those who meet Elistan after the Justarius walks with a pronounced limp. His
is much like the people of Palanthus xvar find the cleric dying of a wasting illness. left leg was crippled during the magical Test.
themselves appearing weak, shallow, and How or why no one knows, but it is rumored
foppish, but with a core of steel beneath. paR-Saltan that Justarius was exceptionally proud of his
physical prowess when young and that his Test
&mothus p a l ~ t h u s (Head of the Conclave) forced him to choose between physical
strength or his magic.
(7th-Level Human Fighter) A powerful wizard of the White Robes, Par-
Salian is an elderly human male, probably in Justarius likes and admires Par-Salian. He
(~lisl~n his early 70s at the end of the War of the respects Ladonna, his nearest competitor for
Lance. The archmage has long white hair and the Head of the Conclave. The Red-Robed
(Cleric of Paladine his white beard is straight and inclined to be wizard is ambitious, but he knows that he can
wispy. His robes are snow white and are not bide his time. He is in no hurry to take over
Elistan is the prophet of Paladine on adorned with runes of any type. He appears the responsibilities as Head of the Conclave.
Krynn. During the Dragonlance Wars he frail, but his eyes are a bright, glittering blue. Justarius enjoys adventure and might be per-
brought the knowledge of the true gods back His face is like that of a fierce old eagle. suaded by an adventuring party to accompany
to the greater world. Now, however, he is them on a quest--particularly if they can
gravely ill. Elistan refuses to allow any to pray Par-Salian is not a wizard of action, prefer- make it worth his while by offering the possi-
to Paladine in an attempt to heal him, saying ring to spend his time in study. It was primari- bilityof a magical artifact, spell book, or other
that the god had granted him life once and his ly because of his vast knowledge of magic that unusual item.
work here is complete. He has brought back he obtained his high rank. It was he who made
knowledge of the true gods and built a beauti- the important decision to allow the young Although an honest man, Justarius is neu-
ful Temple in Palanthus. He now wants only mage, Raistlin Majere, to take the Test at an tral in all things and is not overly compassion-
to die in peace. age earlier than most. Some wizards believed ate. He is secretive and not inclined to trust
that it was because of this decision that Fistan- anyone. He has many magical means of com-
dantilus was able to seal a bargain with the pensating for his handicap, some of which can
young mage and thus lead him into paths of be extremely startling and surprising. His ted
evil. robes are made of plain material decorated
with runes of warding and protection.
Par-Salian is aware, however, that without
Raistlin's skill and power, the War of the Lance
would never have been won. He knows that
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

peosonatmes ol; the Aq6 olZOoac~ons

]USI;ARIUS maquesta kaR-Ulon and he saw escape as the only alternative.
Koraf met Maquesta in prison. She was
(17th-Level Human Red Robe Wiza,uj (Pirate)
scheduled to die after having seen most of the
STR INT WIS DEX CON CHR A very attractive black woman in her late rest of her crew being tortured to death. He
14 17 14 16 13 12 20s, Maquesta has short curly hair and the helped her escape, she saved his life, and the
lithe, strong body of an athlete. Owner of the two became fast friends. Despite the fact that
THACO: 12" . Koraf at first thought Maq one of the ugliest
AL: Lawful Neutral doomed ship Perechon,Maquesta comes from females he had ever seen (minotaurs feel that
HP: 48 way about all humans), he has lived among
AC: -2 the seafaring race of humans in Northern humans long enough to believe that she is
Ergoth. Her father, a sailor, left Maquesta the beautiful and that he himself is hideous. A
[aOonna truly noble being, if somewhat quick-
Perechon and a pile of debts. He had trusted tempered and savage, Koraf is deeply in love
(Head of the Order of Black Robes) with Maquesta, but believes that his love is
in a friend who betrayed him. Before he died, hopeless since he is so ugly.
An extraordinarilybeautiful human female Maq's father enjoined her never to trust any-
in her 60s, Ladonna is a powerful wizardress one and to do whatever she had to in order to Bas-Ohnkouaf
who rules over the Black Robes only because make money--wealth being the only thing
Raistlin has never challenged her. Just why he worthwhile in this world. (10th-Level Minotaur Fighter)
has not done so is uncertain; possibly because
he considers it beneath him. Ladonna is well Bitter at the betrayal of her father, Maq fol- STR INrF WIS DEX CON
aware that if Raistlin did challenge her to the lows his instructions to the letter. The only
ritual magical contest to gain control of the person she even considers trusting is Koraf, 18/90 6
Order, he would not hesitate to kill her. her minotaur first mate. Maq and Koraf met
Because of this, Ladonna hates and feats Raist- on the Isle of Mithas, where Maq was being THACO: 10
lin more than any other member of the Con- held prisoner by the minotaurs for encroach- AL: Neutral (Evil)
clave. She will do everything in her power, ing on their territory. Koraf was also a pris- HP: 55 ....
sacrifice anyone or anything, to stop him--as oner, under a sentence of death. He saved
long as she herself is protected. She will not Maq's life and helped her escape. Maq still has player ChaRaC1:CRs
attack him directly. nightmares about what she saw in the mino-
taur prison. from 1;he.,
Despite her age--which she scorns to hide
by means of magical arts--Ladonna is still a Maq is fond of men, but loves them and ORaciontancc |
woman of striking appearance. She has iron leaves them. She prefers handsome men with
gray hair that she wears woven in the most few brains; she has a guy in every port. But, leGenOsBooks
intricate designs upon her head. Her black deep in her heart, Maq truly loves the ugly,
robes are rich and luxurious, glittering with bestial-looking Koraf, although it takes a lot The Legendsseries are stories about people
runes of protection stitched in silver. She for her to admit this even to herself.
wears many jewels, some of which are magical who are being tested. Some are being tested in
and others not, for Ladonna has a weakness for maquesta k -l;hon ~ their love, some in their faith. Each has a les-
fine jewelry. In their youth, Ladonna and Par- son to learn in life and sometimes the learning
Salian were lovers and there is still a kind of (8th-Level Half-ElfFighter-Thief) is very difficult and dangerous. DMs devising
affection and understanding between them. campaigns based on the Legends series should
STR INT WIS DEX CON CHR keep this in mind. Once again, we urge DMs
15 11 13 18 16 13 and players to read the novels for ideas and
descriptions of places and people.
THACO: 14
AL: Neutral OalamaR
HP: 58
AC: 4 (Dark Elf Wizard)

laOonna ~: Bas-Ohn koRaf At the beginning of the Legends books,

(17th-Level Human Black Robe Wizardress) (Minotaur First Mate to Maquesta) Dalamar is a young dark elf of 90 years, which
figures out to about 25 in human years. Dala-
STR INT WIS DEX CON CHR Although his face is bestial and ugly, the mar is a very handsome elf with long, flowing
9 18 16 18 12 18 tall Koraf has the superb, muscular body of a brown hair, brown eyes, and an extremely
human in his late 20s. Koraf was sentenced to charming and winning personality. He is in
THACO: 12 death in his homeland for killing another
AL: Lawful Evil minotaur in a fit of rage. (Killing.another
HP: 49 minotaur is sanctioned only in the Games,
AC: - 3 which are held to determine superiority.)
Koraf's death would not have been pleasant

111

peRsonalttms of the AGEof 0RaGons

excellent health and condition, well-builtand ability to sacrifice worldly ambition and per- Cl~sAnla
muscular. haps even his life for it.
Hum ClericofPaladine i !!:' i"
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 of the Tower (13th-Level Dark-Elf Black Robe Wizard)
of High Sorcery in Palanthus. STR INT WIS DEX CON CHR . 1013 12tl 1 6 1 6
16 17 t6 16 12 14
The Conclave of Wizards fears Raistlin c o : 14
more than any other threat in the history of
their Orders. In a secret meeting, they asked THACO: 16 C a R a m o n majcRc
for a volunteer to serve as Raistlin'sapprentice AL: Chaotic Evil
and to spy on him for the Conclave. Dalamar HP: 41 Twenty-eight years old and 50 pounds over-
volunteered without hesitation. AC: 0
weight at the beginningof the Legendsseries,
The dark elf was originally from Silvanesti. CRySanla
A member of a low caste, he would have been Caramon is in terrible physical condition and
allow.ed to proceed only so far in his magical (Cleric of Paladine) an alcoholic. He is a sodden wreck of a man,
arts and then forbidden by law to gain further fluctuating between self-pity and self-
power. Ambitious, hungering for knowledge An attractive young woman in her late 20s, indulgence. Caramon's testing is the most
and the power that magic conferred, Dalamar Crysania has black hair, white skin, and grey demanding of all the characters, since it is
turned from the White Robes that all elves eyes. Her face, in fact, appears colorless and " physical, mental, and spiritual. The trials Car-
wear and chose to wear the Black. He contin- cold to those who first meet her. She is a amon undergoes are meant to teach him that
ued his studies in secret, hiding himself away Revered Daughter of Paladine, a dedicated he has value as a person and that he must live
from his people. But eventuallyhe was discov- cleric. Her first and only love is her church. his own life.
ered and was cast out of his race by Porthios,
then the new Speaker of the Sun and Stars. The daughter of an ancient, noble familyof Following the War of the Lance, Caramon
Thus Dalamar became a dark elf, one who is Palanthus, Crysania is cultured and extremely came home a hero. He married Tika and
cast out of the light. well-educated. She could have had her choice should have lived happily ever after. Unfortu-
of husbands, not only because of her manners nately, once the war had ended and life for
Bound hand and foot and blind-folded, and attractiveness, but also because of her people was returning to normal, no one need-
Dalamar was driven in a cart to the borders of family's wealth, to which Crysania is the only ed Caramon. Even Tika had developed her
Silvanesti and there thrown out. This was heir. The young woman wants something own life, managing the Inn of the Last Home.
about one year after the end of the War of the more from life, however, than settling down
Lance. Dalamar made his way to the Tower of and raising children. She knows that she has Caramon had devoted his life solely to his
High Sorcery at Wayreth, where he took the been destined for greatness and in her early brother, appearing noble and self-sacrificing
Test and completed it successfully.The Testfor youth was frustrated and unable to find her in giving way to his twin's every whim. The
Dalamar involvedhis lingering love and long- calling in life. When she met Elistan, she dis- truth was, of course, that Caramon didn't
ing for his elven homeland and people--a covered her destiny. One of the cleric's earliest view himself as a person of worth. He needed
matter he had to resolve within himself before converts, Crysania left home and wealth and Raistlin to feel heeded himself. Caramon has
dedicated her life to her faith. so little self-esteem that he doesn't really
he could be free to devote himself to magic. know how to love anyone.
Dalamar's first love and loyalty is to his Crysania is devout, but she is also ambi-
tious. She knows that she has within her the Caramon's learning experience should
magic and to the Conclave. He admires Raist- strength and the ability to lead the church involvethree goals: he must free himselfof his
lin, however, and is fascinated by the power of when Elistan is gone. What she does not yet addiction to dwarven spirits and get himselfin
the archmage. Thus he willingly risks his life understand is that she must also have compas- physical shape once more; he must learn that
to study with him and serve as his apprentice. sion, humility, and tolerance or she will follow he is intelligent, a leader of men, and has
But Dalamar is smart enough to know that in the footsteps of the Kingpriest. ideas that are of value and worth; he must
man was not meant to challenge the gods and accept the fact that his twin is truly evil, that
that only destruction can result from such vast In much the same way as magic-users must Raistlin chose to be evil, and that Caramon
ambition. pass a Test in their arcane arts, so clerics are cannot change him.
tested by their gods. These are tests of life,
The dark elf has a high Wisdom, which however, and may come at any time, even
gives him the understandingthat balance and when the cleric appears to be well-established.
order must be maintained in the world. Thus (The Kingpriest, for example, was tested and
he respects Elistan as a cleric of Paladine. He failed, thus precipitatingthe Cataclysm.) Cry-
fears Raistlin as a renegade who would topple sania's journey through time and entering the
balance and order and throw the world into Abyss with Raistlin is a test of her faith.
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 highly attracted to Kitiara. Dalamar is
being tested in his devotion to his art and his

112

pensonalmes o1: the ,Xqe o1: Onace3ns
,

C,mamon rnH]~ although generally he doesn't know what to t ~ Waylan majene
do with it.
(12th-Level Human Fighter) (lOth-Level Hurnan Fighter)
Primarily, the thoughtless, heedless kender
wis DEX con must learn to accept responsibility for his STR INT WIS DEX CON C ~ ! : ! ! : i
18/63 12 10 11 17 actions. He needs to learn that there is a seri-
15 ous side to life that must (on occasion) be 14 9 16 13
faced. Finally, he should learn tlmt evil isn't

HP: 95 ~ ~ ::!':i: that he teaches as well as learns. His natural
buoyancy and good humor carry him through
AC: - 1 many predicaments, as does his caring, com-
passion, and loyalty for his friends. Tassle-
Caramon's problem is one ofwiU power a n d hoff's sheer joyand pleasure in livingfrom day T,anls hMf-elvEn
self-esteem, coupled with the disease of alco- to day, in viewing each day as an exciting new
holism. It will take a great deal to get him out Although Tanis remains in the present in
of this slump. adventure, make him a fun companion.
the Legends novels, he may return to the
Caramon has a Willpower statistic in addi: XassleholCI; BunRfoot
tion to his other statistics. This starts at I. Each past--either with Caramon or on his own. He
time Caramon passes a bar or any location at (12th-Level Kender Thief..,er...Handler) might also accompanyTika in a search for Cat-
which drink is offered, he must roll ldl0. If amon and Lady Crysania.
the result is greater than his willpower he will STR INT WIS DEX CON C ~
stop and get drunk, if it is equal to or lessthan ! 2 16 t~i ........... Tanis is married to Lautana and is basically
his willpower, then he steels himself and living happily ever after. Their love grows
passes by the bar. When drunk, he suffers a THACO: : daily. Both are extremely busy--Laurana serv-
- I0 penalty to hit and has an AC of 8 regard- ing as a diplomat for the Knights of Solamnia,
less of his armor or other protections. A.L: Neutral ....... Tanis accompanying her as advisor, guide, and
bodyguard. Both are highly respected and
As long as Caramon gets drunk at least once 1;tka Waylan maj n admired throughout Ansalon.
in three days, he suffers a - 5 penalty to hit
and a - 5 penalty to his Armor Class. He is Tika is a lovely young woman in her early If there is any hint of dissatisfaction in
either noisy and rude or sulky and blubbery. 20s. A heroine celebrated in legend and song Tanis's life, it is that the demands of being
He cannot travel farther than two miles in a throughout Krynn, Tika could have had her famous have forced him to give up much of
day before collapsing. choice of men. She has loved Caramon since his beloved privacy and independence. Laur-
she was a girl and her love for him grew deeper ana, being the daughter of royalty, ts accus-
Should he go more than three days without during their adventures and perils together. tomed to life in the public eye. Tanis isn't,
getting drunk, things get worse for him. He Unfortunately, Tika never fully understood and he resents the loss of his freedom. There is
becomes violently ill and attacks anyone who Caramon's relationship with his twin and his also a great deal of pressure on Tanis to try to
stands between him and getting drunk. He is dependency on Raistlin. Tika hurried Cara- "put the world back together:' He doesn't
unable to travel more than one mile and is mon into marriage following the war, assum- really feel adequate for the task, but he is
incapable of defending himselfor engaging in ing that she could take Raistlin's place in doing the best he can.
any combat whatsoever. This condition lasts Caramon's heart.
for one day. There is always in the back of Tanis'smind
But, though Tika lovesCaramon dearly, the the fantasy of Kitiara--just as Kit knew there
After this period, he returns to his - 5 pen- independent, strong-willed young woman would be when she aided his escape from the
alty to hit and - 5 penalty to his Armor Class. can never need Caramon the way Raistlin Temple at Neraka. Much as Crysania is in love
For every week thereafter that he remains needed him. Although she can't express it, with an ideal of Raistlin that can never possi-
sober, his penalties to hit and Armor Class Tika is wise enough to know that this type of bly be, so Tanis is in love with an ideal of Kiti-
drop by one and his Willpower increases by relationship is poison anyway. Tika blames ara. He still doesn't truly know her.
one. His Willpower will eventually reach 10, herself, however, for Caramon's slow descent
but if he ever takes another drink it will imme- into the bottle. She is ashamed of him and of
diately drop by three. herself and tries to hide his worsening condi-
tion from their friends. Tika realizes, finally,
that Caramon will die unless he changes and (12th-Level Half-Elf Fighter)
therefore she throws him out, telling him not
"l~$$|ehofl; BURRfOO1; to return to her as husband or friend until he STR I N T W I S DE XX C(O N CFLR
knows himself.
Even the merry-hearted kender is tested in 16 12 1 3 : 1 6 1

the Legends books. Due to his experiences in THACO: 10

the War, particularly in losing two people he AL: Neutral Gocat
truly loved--Flint and Sturm--Tasslehoff is
probably a bit more serious-minded than
most kender (which isn't saying a lot). Cer-
tainly Tas has great insight into character,

113

ChaRacteR &l|c,+nment 1;Rack|nq ChaRt

qooO I1;ransm~ I neutral I I~;Ra,nSl~lOn CVl[ I

II I1 IIII]llll[lllillltllll[!lllll]lllllllllllllllllllll[illll[lll[[llllllll[lll
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 posidon 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.

(ora~ons)~, me~al,c p----{ Oracomans] l~aces of kRynn

x-i ChRomM;E

---Im,no--uo+l ] [ l~anol ]
- - - -G-l-am[;s

~ m ~o,t,.+ I-- [ koBolOs I

--]--I ~~) :i ;!,%;" iI hOBGOBlinSI

an,mals) "! ,+u~.~.+ 1 pec~sus]
Gmfi:ons]
///~ Gnomes --I ~176 I
[ the|waR [
~ maq~caclneatuRes],~
t h~o I
2::' An|reals]

! ;E OwaRves]
+
] kenOeR]
C,.orne~I

(humans) \ I s,.en+I

\I ShaOow people II ---I.~,~ I

/!O,m--~ \ I ~oJ

+ :i half-elves]

~~:C!(I~,SJ[3~Ir+ OaRqonesl;,i1 / I

] Sllvanesl;| ]
Ii kaqonesl;| ]

114

, jL---~

UntfmO AnsMon monster ChaRt

Name AC MV HD hp #AT Dmg SA SD AL THACO Book

Bat 8 1"124" 1/4 2 1 1 yes no N 20
Paralyze yes no N 16
( ~ r r ; t ~ n te"r,~'n~'L,e*r ~t/7 17 u : ~ + I -~" 1R

Crayfish, Giant 4 6"//12" 4+4 24 2 ld12/ld12 no no l'q l) M-I)
Crocodile, Giant 35 2 3d6/2d10 or 2d20
Draconian: 4 6"//12" 7 no no N 15 M-15
42 2 (ld8 + 2)x2
Aurak 0 15" 8 12 ! ld8 yes yes LE 12 DL-73
Baaz 22 ld8 n o yes LE(C) 16
Bozak : 4 6" / 15" / 18" 2
Kapak ld4/ld4/3d6 yes 15
g" I1~" ~
ld4/ld4/3d 6
Dragon (hatchling): ld6/ld6/3d8
ld6/ld6/2d10
Black 3 12"/24" 6 63 ld8/ld8/3d 0 yes no CE 16 dll-31
ld4/ld4/2d 8
Dragon 3 12"/24" 7
~: 2 9"/24" 9 ld4/1d4/3d6
(average adult): .... 29"/24" 8 ld8/ld8/3dl 0
9 /24 I0
Black .... :~:1 12"/30" 6 35 3 ld4:: y e s no CE 12
3 45 i 3
Blue 12"/24" 8 40 3 ld8 + 1 or ld6 yes no 10
3 9"/24" 11 $0 ld8+2 or l d 6 + l
Green : -1 2 30 3 y e s no LE 12 M ~ 3 3
9 1 2"- ld4
~:~Red ld8 + 1 or ld6 M'33

White 2d4- yes no CE 13 M-34

Dragon

(huge ancient):

Black (Khisanth) 64 3 yes yes CE 8 d11-26
88 3
Red 9i yes no CE 7 M- 3 ~

Dryad , yes yes N: 16 d1129~

Dog

Elf, Qualinesti 5 12" 2 +2 17 1 no no LG 19 dll-8
Border Patrol 20 1 no no LG 17 d12-12
Fighter 4 12" 3 13 1 yes no LG 20 d12-12
Magic-User 71 no no LG 19 d12-i~i~
Warriors 8 12" 5 yes:- no N~ 16
16 1 M-4~.
Frog, G i a n t : 5 12" 1+1

7 3"119"! 3

Gelatinous Cube 8 6" 4 21 1 2d4 yes no N 15 M-43
Ghast
Ghoul 4 15" 4 22 3 ld4/Id4/ld8 yes yes CE 15 M-43
Giant, Hill
Goblin 6 9" 2 11 3 ld3 / ld3 / ld6 yes yes CE 16 M-43

4 12" 8 +2 45 1 2d8 yes no CE 12 M-45

6 6" 1-1 3 1 ld6 no no L E 20 d12-30

Book Notes:
M-X = Monster Manual, page X
M2-X = Monster ManuM II, page X
FF-X = FIEND FOLIO* tome, page X
DL-X = DRAGONLANCE* Adventures, page X
dlY-X = DRAGONLANCE Module #Y, page X

115

Un,fmO AnsMon m o n s t e r ChaRt

Name AC MV HD hp //AT Dmg SA SD AL THACO Book

Gully Dwarf 8 12" 4 14 1 ld6 no yes N 15 DL-67
5 9" 1 +1 5 1 ld8
Hobgoblin 9 3" 4 18 1 ld4 no no LE 18 dl 1-4

Leech, Giant yes no N 1 5 M-60

Ty 1

Gladiator 4 9" 2 11 3 ld3 / ld3 / ld6 yes yes CE 16?? dl-14
Guard, City 8 12"
Guard, Holy 4 12" 2 81 ld6 no no var 20 dl 1-10
Laborer -~.;.
........ 12~ 4 25 1 ld8 no no CG 18 d11-7

t 4 .................. I d 6 no nn NI ~a dl.la"~'

Officer 3 9" 7 37 1 ld8+2 no no LE 12 dl-14
Refugees 8-10 12" 0-3 var 1 ld4 no
Slave ld4 no no var vat d11-7
10 12" 1 31
yes no N 20 dl-14
yes
yes vat 20 ~
no
yeess no N ~ dl,

~ho DL6~

Mobat 7 3" / 15" 4 19 1 2d4 yes yes NE 15 M2- 15
Mold, Brown 9 0" na na 0 0 no
Mold, Yellow 9 O" na na 1 ld8 yes yes N na M-71

Pe~ ldl0 yes N Spc M-71
ld6/ld611d8
~q no : CE : i5 M.7~
)d8/ ld8/b3
Rat, Giant ; M2.100:
Skeleton ld3
Slug, Giant ld6 no CG dli9
Snake ld12
7 12" //6" 1/ 2 3 1 no N 20 M-81
7 12" 1 51
8 6" 12 58 1 yes N 19 M-87

" no N 9 d12-20

::

Spectral Minion 2 30" 5 22 1 ld4 + revel yes yes CE 15 DL-70
Reveler
Guardian 2 30" 10 46 1 ld10 no yes LG 10 DL-70
Warrior
3~ ~ 9. ,~ 4 0 " . I : , ld10 n o yes var . . . . 12 DL-70~~

Searcher 2 30" 6 30 na na no yes LE na DL70
Spider, Huge 6 18" 2+ 2 yes no N 16 M-90
Stag, White -5 24" 11 1 ld6 + poison no yes LG 10 dll-6
Troll 12~ 10
Unicorn ~restmaster) ~ 5 24~ 77 3 ld12/ld6/ld6 yes CE 13 M~
8 6+6 _ nO CG !0 d l l ~ ~2~
Wight 4 I2~!18" 37 ~ 3 5-815-8/2d6
Witherweed 10 :,,<,.~ yes ; ~:,.!2 M,~
Wraith 12" 60 ~ ld8/ld8/ld20
Wyvem 0" 4+3 yes yes LE 15 M-IO0
12" / 24" 3 id6+4 yes yes N 16 FF-95
yes yes LE 15 M-102
6#/24" 5+ 3 27 1 ld4 yes no NE 12 dl2.~:
74-7
16 ld12 + 12 Spc

26 1 ld6

43 2 2d8/ld6 + ~ison

116

ChARAc ( R CLAssITIAStCR ST3tlS ICS Ranqe I BIC

Proficiencies

Character Class STR INT WIS DEX CON CHA Initial Added Book

CAVALIER(CV) 15/- 10/- 10/- 15/- 15/- -/- 3/2 1/1 per 2 Unearthed Arcana
Paladin (P) 15/- 10/- 13/- 15/- 15/- 17/- 3/2 1/1 per 2 Unearthed Arcana
Knights of the Crown (KC) 10/- 7/- 10/- 8/- 10/- -/- 3/2 1/1 per 2 DL Adventures

Barbarian (B) 15/- -/- (16)/- 14/- 15/- -/- 6/3 1/1per 2 Unearthed Arcana
-/- 3/2 1/ 1 per 3 Player's Handbook
Ranger (R) 13/15 13/15 14/15 -/- 14/- -/- 1/3 1/2 per 6 Player's Handbook

MAGIC-USER (RENEGADE) (MU) -/- 9/16 -/- 6/- -/-

Thief/Acrobat (A) 15/16 -/- -/- 16/- -/- -/- 2/3 1/1 per4 Unearthed Arcana
CLERIC (HEATHEN) (CL) -/- -/- 9/15 -/- -/- -/- 2/3 1/1 per 4 Player's Handbook
-/- -/- 12/16 -/- -/- 15/16 2/3 1/1per 5 Player's Handbook
Druid (Heathen) (D)

ChARAC1;CRRaCIM mm mum & maximum T BIc

Character Race STR INT WIS DEX CON CHA Accepted Classes Book

Human -/- -/- -/- -/- -/- -/- Any* Player's Handbook
Kender 6/16 6/- 3/16 F,B,R, T,A,H DL Adventures
Gnomes (Mad) 6/- 7/- -/- 8/- 10/- 6/- CL,F,I,T,A Player's Handbook
6t:--t12 TG DL Adventures ~
Tinker G n o m e s -/- 8/- -/-

8181- .1-/ i~'~:

Silvanesti -/- 10/- 6/- 7/- 6/- 12/- P,M,W,H,F DL Adventures
Kagonesti 8/- -/12 8/- 8/- 8/- 8/- F,B,R,T,A,H DL Adventures
Dimernesti -/- 8/- 8/- 10/- -/- 8/- C,P,F,W,H DL Adventures

Mountain Dwarves 8/- -/- -/- -/17 12/- -/16 C,P,F,T,A,H DL Adventures
Gully Dwarves DL Adventures
Irda 6/- -/9 -/9 6/- -/12 -/9 F,B,T,A,H DL Adventures
12/- 5/15 10/- 8/- 15/- 15/- C,P,F, R,W,T,A,H

117

i ~,~ N. . . . .
9 o,-o 9~ ~ ~ ~ ~0
~.~
~ -~ ~ ~ =~ ~ ~

9~ 0 ~:~ ~--.~ ~
: } ) ) - ..a............. /
- = ~1 ~ . oo-
8! 4184184184
~ ~ 0 _'~ ~ ~ .
~'~ u ~ ~.~ ~

~ r ~ o-~ ~'~-~

o oo -8~:,-" ~'~ ~

o 0~ "~
-~ ~
~1 ~ o -~ ~ ~,.~ o-~..~
o~ ~,-

....

I ~.~ = ~ ~ ~ o o ~ ,~
.~ o ~

~-~ ;~ ~ ~ 1 ~.~ ~ 0 ~1 0
~0 ,.~ ~ "~ ~ ~-'

-~ _ o ~ ~ ~.-~ E~
~-~..~ ~ ~.~.~ ~ ~ =_

o~ s ~ r ~ - ~

- ~ ~ . ,~ ~ - :

~ + ~;+ + ~ ............ ,* u o ~,.a ~ ~ ..,.=,_Vu
. ~ ~ ~ " ~ ~-' ~ I : cl
...... ~-' , c ~ "
.~.~ ~o' ~~ ~ Dr ~ ~ 0, ~' "
~0' ~ ~ ~~0

§

,,.~ ~ e~ 0 0 ~C~ ~ ~
r."
~ 0 ~:
9 ~: ~-- ,-, ~"~

....

'~o

....

0 "~ ~ ~ 0 ~ ,~ ~ ~ 0 0

~ ~ O~ u~ ~ ~ ~ ~ 9

oo ;i) ;;N .~~ ~ ~

H 2;2 ............. ~,.o ~ c.~, ~ ~,~ c~
:i :2X N .......
222}? ~~'~. ~0 o" ~ ' ~ ~o ~~: o " o0 , - ~'~ u~~, '-
": 4; 4~

~ =~ ~. ~r ~ ~or~ -~

~.~ ~ ~~ ~ ~ "c~

~,~ ~-8-=~ ,~~' ~~ ~~' ~ .~~':~~'
~ ~'~ ~'~
~ . ~ ~.~ ~..~ "~I

"~, * -I--

118

Gnome rn,shap 1T,B|C

D20 Roll Description of Occurrence state of the surrounding atmosphere, it will have the reverse effect
(machines to clear air will pollute it, machines to obscure air will cleanse
1-8 Needs Another Part it). If not so designed, k will create a complexity 9 tear gas effect in a
Communication Glitch number of 10-foot cubic areas equal to its size. All in the area must
9 Improper Alteration make a successful Constitution Check or flee the area at once. Any who
10-11 Unexpected Glow remain suffer a - 5 attack penalty and a + 5 Armor Class penalty until
Olfactory Malfunction the area is cleared. Any Dexterity Checks are at a + 3 penalty. The gas
12 Unbearable Temperature Change remains as long as the machine continues to function + ld6 rounds
13 Horrendous Sound thereafter.
14 Moves Uncontrollably Downward
15 Moves Uncontrollably Upward 14 Unbearable Temperature Changes: If designed to create a certain
16 Reversed Direction, with Damage temperature the machine will have the opposite effect (ovens will refrig-
17 Machine Pursuit erate, for example). If not, then the device will get hot (50~ or cold
18 Explosion! (50 % )to a degree equal to its complexity. This may result in the destruc-
19 tion of the machine itself should the temperature reach the point to
20 burn it or even change the state of its components (solid to liquid).

Note: The effect level or damage caused by a device is often equated 15 Horrendous Sound: The device makes a horrible complexity 10
with its complexity. To find the magnitude of the specific effect
involved, look on the Gnome Device Complexity Level Table. Exam- noise (deafening) in a number of lO-foot cubic areas equal to its size.
ples: Complexity 5 damage is ld10. If a complexity 8 temperature
(200 ~ may be reduced by ld6, and the die roll result is 3, then it would All in the area must make a successful Constitution Check or flee the
become a complexity 5 temperature (or + 30~ area at once. Any who remain suffer a - 5 attack penalty and a + 5
Armor Class penalty until the area is cleared. Any Dexterity Checks are
1-8 Needs Another Part: The device requires another device to be at a + 3 penalty. The noise continues as long as the machine continues to
built before it can function properly. The new part must be a useful function + ld6 rounds thereafter.
device on its own and have a demonstrated use other than in conjunc-
tion with fixing this device. Example: a gnome who gets this result while 16 Moves Uncontrollably Downward: Regardless of the intentions for
attempting to construct a catapult now may declare that he must first the device, it suddenly takes offon its own. If the device was designed to
build an automated can opener before he can finish the catapult. This move downward, then substitute result # 17 below for this result. Other-
second device must be built using the same rules as any other device. Of wise, the device digs (or submerges) straight clown a distance equal to its
course, if a mishap occurs while building the can opener that requires complexity. It does so in one turn. The device continues to move down
yet another device be built.... as it is running. No directional control is possible.

9 Communication Glitch: If the device was designed to communi- 17 Moves UncontrollablyUpward: Regardless of the intentions for the
cate, it will function in unexpected ways at the discretion of the DM. If device, it heads for the sky. If the device was designed to fly, substitute
the device was not meant to communicate, it will do so in one of the fol-
lowing bad ways at a level ld4 below its current complexity. Options result #16 for this result. The device flies upward a distance equal to its
include: sends message directly to foes and enemies with perfect clarity;
randomly changes messages in such a way that their true intent is never complexity rating and remains there hntil turned off. Turning the
trustworthy; only sends every second or third word. device off results in a fall from that height.

10-11 Improper Alteration: If designed to alter an object, the 18 Reverse Direction, with Damage: The device inflicts damage equal
machine will do it improperly. If it is not designed to alter an object, it to its complexity and then fails. The machine must be repaired before it
will do so badly at a level ld4 below its current complexity. Options can be used again.
include: does the reverse of its intention (takes knitted sweaters and
turns them into yarn); creates something absolutely useless in the cur- 19 Machine Pursuit: The device attacks its operator for damage equal
rent situation; reduces finished goods to their base elements. to its complexity and unerringly chases the operator for five + ld6
melee rounds or until it is shut off, whichever comes first. The operator
12 Unexpected Glow: The machine suddenly begins to glow so of the device must make a Dexterity Check to turn off the device. The
brightly that the operator and anyone within 10' times the size of the machine rolls to hit as though it were a monster with hit dice equal to its
machine is blinded for 10 rounds. No other functions occur. complexity.

13 Olfactory Malfunction: If the device was designed to change the 20 Explosion!: The machine explodes, doing damage equal to its
complexityover a number of 10-foot cubes equal to its complexity. The
machine is then broken and must be fixed before it can be used again.

119

SpheRes of Influence--Lhe Gobs of QooO

SPHERE / SPELL BOOK Lvl Pal Maj Ki-Jo Mish Habb Bran SPHERE/SPELL BOOK Lvl Pal Maj Ki0o Mish Habb Bran

All Divination

Atonement PH 5 AAA A A A Augury PH 2 Add A -- A -- --
Ceremony *UA 1 AAA A A A Commune PH 6 -- A -- A -- --
Combine UA 1 AAA A A A Commune with Nature *PH 5 -- A -- A Add --
Holy Symbol UA 2 AAA A A A Detect Balance *UA 1 SIX A -- A -- --
Purify Food and Water PH 1R True True True True True True Detect/Obscure Cha~m PH IR -- A -- A -- --
Detect Evil/Good PH 1R -- A -- A -- --
Animal Detect/Undetectable Lie PH 1R -- True -- True -- --
DeteCt Life UA 2 -- A -- A SIX SIX
Animal Friendship *PH 1 Add A -- Detect Magic *PH 1 -- A SIX A -- --
Animal Growth *PH 5R -- A -- Detect Poison *UA 1 -- A -- A -- --
Animal Summoning I *PH 4 -- A -- Detect Snares and Pits *PH 1 -- A Add A -- Add
Animal Summoning II *PH 5 -- A -- Divination PH 4 -- A -- A -- --
Animal Summoning III *PH 6 -- A -- Find/Obscure the Path PH 6R -- A -- A -- --
Anti-Animal Shell *PH 6 -- A -- Find Traps PH 2 -- A Add A -- --
Call Woodland Beings *PH 4 -- A -- Know/Obscure Alignment *UA 3R -- A -- A -- --
Charm Person or Mammal *PH 2 - - SIx - - A A -- Locate Animal *PH 1 -- A -- A SIX --
Creeping Doom *PH 7 -- Add -- -- A -- Locate/Obscure Object PH 3R -- A -- A -- --
Giant Insect UA 4R -- A -- Locate Plants *PH 2 -- A -- A -- Spc
Hold Animal *PH 3 -- A -- Magic Font UA 5 -- A -- A -- --
Invis. to Animals *PH 1 -- A -- Penetrate Disguise UA 1 -- A Add A -- --
Messenger ILIA 2 -- A -- Portent UA I -- A -- A -- --
Repel Insects *PH 4 -- Add -- -- A -- Reflecting Pool *UA 2 SIX A -- A -- --
Reincamare *PH A -- Speak with Monsters PH 6 -- A -- A Add --
Snake Charm PH 7 -- A -- Tongues/Confuse Tongues PH 4R -- A -- A -- --
Speak with Animals *PH A -- True/False Seeing PH 5R -- True -- True -- --
Summon Insects 2 --
*PH I -- A -- Elemental
Astral
3 -- SIX -- --

Astral Spell PH 7 AAA A -- -- Air Walk UA 5 -- A --
Plane Shift Animate Rock *PH 7 -- A --
PH 5 AAA A -- -- Chariot of Sustarre *PH 7 -- A --
Charm Conjure/Dis. Earth Elem. *PH 7R -- A --
Conjure/Dis. Fire Elem *PH 6R -- A --
Charm Person or Mammal *PH 2 A A -- A -- -- Create/Destroy Water *PH 1/2R -- A --
Cloak of Fear/Bravery UA -- Dust Devil UA 2 -- A --
Command PH 4R A A Add A -- -- Earthquake PH 7 -- A --
Confusion *PH -- Fire Storm/Quench *PH 7R -- A --
Enthrall UA 1 A A -- A -- -- Fire Trap *PH 2 -- A --
Feeblemind *PH -- Flame Blade *UA 2 -- A --
Hold Person PH 7 A A -- A -- -- Heat/Chill Metal *PH 2R --
Imbue with Spell Ability UA -- Lower/Raise Water PH 4R -- A --
Quest PH 2 A A -- A -- Add Meld into Stone UA 3 --
Remove/Cause Fear PH -- Part Water PH 6 -- A --
6 A A -- A -- Produce Fire *PH 4 Add -- A --
Combat Produce Flame *PH 2 -- A --
2 A A -- A -- Purify/Contaminate Water *PH 1R -- A --
Pyrotechnics *PH 3 -- A --
4 A A -- A -- Spike Stones *UA 5 --
Stone Shape *PH 3 -- True --
5 A A Add A -- Stone Tell PH 6 --
Transmute Metal to Wood *PH 7 -- A --
1R A A -- True -- Transmute Rock to Mud *PH 5 -- A --
Transmute Water to Dust *UA 6R --
Bless/Curse PH 1R Add -- A Add -- -- Wall of Fire *PH 5 Add A --
Chant-- Water Breathing *PH 3 --
Flame Strike PH 2 A Add -- -- Water Walk UA 3 -- A --
Holy IUnholy Word Wind Walk PH 7 -- A --
Insect Plague PH 5 Add -- A -- -- -- -- A
Magic Stone -- A --
Prayer PH 7R True -- True True -- -- -- A --
Spiritual Hammer -- A --
*PH 5 -- Add A -- -- -- --
Create Add A
UA I A -- -- -- --
-- A
PH 3 A Six -- --

PH 2 A Spc -- --

Animate Object PH 6 A -- -- Guardian
Create Food and Water PH 3 SIX A Add Add
Heroes' Feast UA 6 Add A Add Add Blade Barrier PH 6 A -- A -- --
Glyph of Warding PH
Silence 15' r. PH 3 A -- A -- --
PH
Abbreviations: Symbol UA 2 A SIx A Add --
Wyvetn Watch
R ( a f t e r sp ell level # ) -- reversible; * = d r u i d i c a l ; A = c a s t a b l e i n a n y f o r m ; A d d ffi a d d i - 6/7 A -- A -- --
tional 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 addition to the cleric's normal allotment of spells; X = 2 A -- A -- --
excluded, clerics of this god cannot use this spell; True = reverse of spell cannot be cast; Rev
= only reversed spell can be cast.

120

SpheRes oi; Inl:l.uence--1;he Gobs of QooO

SPHERE/SPELL BOOK Lvl Pal Maj IG-Jo Mish Habb Bran SPHERE/SPELL BOOK Lvl Pal Maj Ki-Jo Mish Habb Bran

Healing Protection

Cure/Cause Blindness PH 3R Rev A -- -- Dispel Magic *PH 3/4 A -- -- --
Cure/Cause Critical Wnds *PH 5/6R Rev A -- -- 1R A Add -- --
Cure/Cause Disease *PH 3R Rev A -- -- Endure/Dispel Cold/Heat UA 3A -- -- --
Cure/Cause Light Wnds *PH Rev A -- -- 6A -- Add --
Cure/Cause Serious Wnds *PH 1R Rev A -- -- Flame Walk UA 3 A -- Add -- --
Heal/Harm PH 4R Rev A -- -- 3A -- -- --
Neutralize/Poison *PH 6R Tree -- X True -- Add Forbiddance UA 1R True True True -- True True
Remove/Cause Paralysis UA 4/3R Rev A -- -- 4R True True True True True True
Slow Poison *PH 3R X A -- Add Magical Vestment UA 3A True -- --
2 4A -- -- --
Negative Plane Protection UA 3R A -- -- --
1A Six -- --
Protection from Evil/Good PH 2A Add -- --
1A -- -- --
Prot. from Evil/Good I0' t. PH 4A -- -- --
2A -- -- --
Pmrection from Fire *PH --

Protection from Lightning *PH

Necromantic Remove/Bestow Curse PH

Resist Cold PH

Aid UA 2 A Resist Fire PH
Animate Dead PH 3 A
Animate Dead Monsters UA 5 A D Sanctuary PH
Death's Door UA 3 Add A --
Feign Death *PH 3/ 2 A m m Spell lmmunky UA
Finger of Death *PH 7 Add A m
Invis to Undead UA 1 A w Withdraw UA
Raise Dead/Slay Living PH 5R Rev A
Regeneration/Wither PH 7R Rev A m Stellar
Restoration/Energy Drain PH 7R Rev A
Resurrection / Destrucrion PH 7R Rev A Continual Light/ Dark PH 3R A Add Add True Add Add
Speak with Dead PH 3 A Light/Darkness PH
Moonbeam *UA 1R A Add Add True Add Add
Plant Starshine *UA
Sunray *UA 5A A -- A

Sn~oaing 3A A -- A

Abjure/Implore 7A A -- A
Aerial Servant
Conjure Animals UA 4R -- A . . . .
Dispel Evil/Good
Anti-Plant Shell 10' r. *PH 5 -- A Exaction PH 6 -- A -- -- -- Add
Barkskin *PH 2 -- A Exorcise
Changestaff *UA 7 -- A Gate PH 6 -- A -- -- Add --
Entangle *PH 1 m -- A Golem
Fire Seeds *PH 6 -- A Succor PH 5R - - True . . . .
Goodberty/Badberry *UA 2R w -- A Word of Recall
Hallucinatory Forest *PH 4R m -- A UA 7 -- A . . . .
Hold Plant *PH 4 -- A Weather
Liveoak *UA 6 -- A Call Lightning PH 4 -- A . . . .
Pass Plant *PH 5 i -- A Cloudburst
Pass Without Trace *PH 1 u -- A Control Temperature PH 7 -- A . . . .
Plant Door *PH 4 -- A Control Weather
Plant Growth *PH 3 m -- A Control Winds UA 5 -- A . . . .
Shillelagh *PH 1 Faerie Fire
Snare *PH 3 -- Add Obscurement PH 6 -- A . . . .
Speak with Plants *PH 4 Precipitation
Spike Growth *UA 4 -- A Predict Weather PH 6 -- A . . . .
Sticks to Snakes *PH 4/5R -- A Rainbow
Transport via Plants *PH 4 -- A Weather Summoning *PH 3 -- -- A
*PH 3 m -- A *UA 3 -- -- A
Tree *PH 2 -- A *PH 4 -- -- A
*PH 6 -- A *PH 7 -- -- K
Trip *PH 6 -- A *PH 5 -- -- A
Turn Wood *PH 2 -- A *PH 1 -- -- A
Wall of Thorns u -- A *PH 2 -- -- A
Warp Wood -- A *UA I -- -- A
*PH I Add -- -- A
UA 5 -- -- A
*PH 6 -- -- A

Abbreviations:

R (after spell level #) = reversible; * = 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; Six = spe-
cial power, a spell the deity grants in addition to the cleric's normal allotment of spells; X =
excluded, clerics of this god cannot use this spell; True = reverse of spell cannot be cast; Rev
= only reversed spell can be cast.

121

SpheRes of Influence--Lhr qoOs of neutRaltty

SPHERE / SPELL BOOK Lvl Gil Sirr Reorx Chislev Zivil Shin SPHERE/SPELL BOOK Lvl Gil Sirr Reorx Chislev Zivil Shin
Divination
All

Atonement PH 5 AAA A A A Augury PH 2 A mA --
Ceremony *UA 1 AAA A A A
Combine UA 1 AAA A A A Commune PH 6 A A- - --
Holy Symbol UA 2 AAA A A A -- A --
Purify Food and Water PH 1R True True True True True True Commune with Nature *PH 5A -- A --
-- A --
Animal Detect Balance *UA 1 A -- A --
-- A --
Detect/Obscure Charm PH 1R A A -- --
-- A --
Detect Evil/Good PH 1R A -- A --
-- A --
Detect/Undetectable Lie PH 1R A -- A --
-- A --
Detect Life UA 2 A -- A --
-- A --
Animal Friendship *PH 1 A -- -- Detect Magic *PH 1 A -- A --
Animal Growth *PH 5R -- A n
Animal Summoning I *PH 4 -- Detect Poison *UA 1 A -- A Spc
Animal Summoning II *PH 5 A -- --
Animal Summoning III *PH 6 A -- -- Detect Snares and Pits *PH 1 A -- A --
Anti-Animal Shell *PH 6 A -- -- -- A --
Call Woodland Beings *PH 4 A -- Divination PH 4 A -- A --
Charm Person or Mammal *PH 2 -- -- A --
Creeping Doom *PH 7 A -- Find/Obscure the Path PH 6R A -- A --
Giant Insect UA 4R -- -- A --
Hold Animal *PH 3 A -- -- Find Traps PH 2 A -- A --
Invis. to Animals *PH 1 A -- --
Messenger UA 2 Add A -- -- Know/Obscure Alignment *UA 3R A i
Repel Insects *PH 4 A -- -- --
Reincarnate *PH 7 A -- -- Locate Animal *PH 1 A _
Snake Charm PH 2 A -- -- m
Speak with Animals *PH 1 Add A -- -- Locate/Obscure Object PH 3R A --
Summon Insects *PH 3 A -- -- m
A -- Locate Plants *PH 2 A --
A -- _
A -- Magic Font UA 5 A m
m
Penetrate Disguise UA 1 A --
--
Portent UA 1 A --
--
Reflecting Pool *UA 2 A --
--
Speak with Monsters PH 6 A --
--
Tongues/Confuse Tongues PH 4R A --
--
True/False Seeing PH 5R A --
--
Elemental --
--
Astral --
--
Air Walk UA 5 A -- w --
Animate Rock *PH 7 --
Astral Spell PH 7 A -- A -- Chariot of Sustarre *PH 7 A -- -- --
Plane Shift PH 5 A Conjure/Dis. Earth Elem. *PH 7R Am _
- - A -- Conjure/Dis. Fire Elem *PH 6R A -- -- A
Charm Create/Destroy Water *PH l/2R A
Dust Devil UA 2 A -- -- A
Earthquake PH 7
Fire Storm/Quench *PH 7R A -- -- A
Fire Trap *PH 2
Charm Person or Mammal *PH 2 -- -- A Flame Blade *UA 2 A - - --
Cloak of Fear/Bravery UA 4R Heat/Chill Metal *PH 2R
Command PH 1 -- -- A Lower/Raise Water PH 4R Am _
Confusion *PH 7 Add -- -- A Meld into Stone UA 3
Enthrall UA 2 -- -- A Part Water PH 6 A -- --
Feeblemind *PH 6 Add -- -- A Produce Fire *PH 4
Hold Person PH 2 -- -- A Produce Flame *PH 2 A -- m
Imbue with Spell Ability UA 4 -- -- A Purify/Contaminate Water *PH 1R
Quest PH 5 -- -- A Pyrotechnics *PH 3 A -- --
Remove/Cause Fear PH 1R -- -- A Spike Stones *UA 5 A -- --
-- -- A Stone Shape *PH 3 A -- --
Stone Tell PH 6 A -- --
Combat Transmute Metal to Wood *PH 7 A -- --
Transmute Rock to Mud *PH 5 A -- --
Bless/ Curse PH 1R - - A A - - - - - - Transmute Water to Dust *UA 6R A -- --
Chant-- Wall of Fire *PH 5 A -- --
Flame Strike PH 2 Add A -- A -- -- Water Breathing *PH 3 A -- --
Holy/Unholy Word Water Walk UA 3 A -- --
Insect Plague PH 5 -- A -- A -- -- Wind Walk PH 7 A -- --
Magic Stone A -- --
Prayer PH 7R - - A A - - - - - - A -- --
Spiritual Hammer A -- --
*PH 5 -- A A -- -- -- A -- --
Create A -- --
UA 1 -- A A -- -- -- A -- --
A -- --
PH 3 Add A A -- -- -- A -- --

PH 2 -- A A -- -- --

Animate Object PH 6 A -- A -- -- A Guardian
Create Food and Water PH
Heroes' Feast UA 3 A -- A -- -- A Blade Barrier PH 6 -- A -- -- --
Glyph of Warding PH 3 -- A -- -- --
6 A -- A -- -- A Silence 15' r. PH 2 -- A -- -- --
Symbol PH 6/7 -- A . . . .
Abbreviations: UA 2 -- A -- -- --
Wyvern Watch
R (after spell level #) = reversible; * = 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 of spells; X =
excluded, clerics of this god cannot use this spell; True = reverse of spell cannot be cast; Rev
= only reversed spell can be cast.

122

SpheResof Inl;luencr162 GoOs of n u Ral,ty

SP~tSPELL BOOK Lvl Gil Sift Reorx Chislev Zivil Shin SPHERE/SPELL BOOK Lvl Gil Sift Reotx Chidev Zivil Shin

Healing Pmtection

Cure/Cause Blindness PH 3R -- A -- A -- -- Dispel Magic *PH 3/4 A -- -- A
Cure/Came CriticalWnds *PH 5/6R -- A -- A -- -- 1R A -- -- A
Cure/Cause Disease *PH -- A -- A -- -- Endure/Dispel Cold/Heat UA 3A -- -- A
Cute/Cause Light Wads *PH 3R Add A -- A -- -- 6A -- -- A
Cure/Cause Serious Wnds *PH 1R Add A -- A -- -- Flame Walk UA 3A -- -- A
Heal/Harm PH 4R -- A -- A -- -- 3A -- -- A
Neutralize/Poison *PH 6R -- A -- A -- -- Forbiddance UA 1R A A A AA A
Remove/Came Paralysis UA 4/3R -- A -- A -- -- 4R A A A AA A
Slow Poison *PH 3R -- A -- A -- -- Magical Vestment UA 3A -- -- A
2 4A -- -- A
Negative Plane Protection IrA 3R A -- -- A
1A -- -- A
Protection from Evil/Good PH 2A -- -- A
1A -- -- A
Prot. from Evil/Good 10' r. PH 4A -- -- A
2A -- -- A
Protection from Fire *PH

Protection from Lightning *PH

Necromantic Remove/Bestow Curse PH
Aid
Animate Dead UA 2 -- A -- Resist Cold PH
Animate Dead Monsters PH 3
Death's Door UA 5 - - A -- Resist Fire PH
Feign Death UA 3 -- A --
Finger of Death *PH 3/2 -- A -- Sanctuary PH
Invis to Undead *PH 7 -- A --
Raise Dead/Slay Living UA 1 -- A -- Spell Immunity UA
Regeneration/Wither PH 5R -- A --
Restoration/Energy Drain PH 7R -- A -- Withdraw UA
Resurrection/Destruction PH 7R -- A --
Speak with Dead PH 7R -- A -- Stellar
PH 3 -- A --
-- A -- Continual Light/Dark PH 3R A A A A A A
Light/Darkness PH 1R A A A A A A
Moonbeam *UA 5 A -- -- --
Starshine *UA 3 A -- -- --
Sunray *UA 7 A -- -- --

Plant 4R -- A . . . .

Anti-Plant Shell 10' r. *PH 5 A -- A -- S~oning UA 6 -- A . . . .
Barkskin *PH 2 -- -- A PH
Changestaff *UA 7 -- A -- Abjure/Implore PH 6 -- A . . . .
Entangle *PH 1 -- A -- Aerial Servant PH 5R -- A . . . .
Fire Seeds *PH 6 -- A -- Conjure Animals UA 7 -- A . . . .
Goodberty/Badberry *UA 2R -- A -- Dispel Evil/Good PH 4 -- A . . . .
Hallucinatory Forest *PH 4R -- A -- Exaction PH 7 -- A . . . .
Hold Plant *PH 4 -- A -- Exorcise 5 -- A . . . .
Liveoak *UA 6 -- A -- Gate UA 6 -- A . . . .
Pass Plant *PH 5 -- A -- Golem 6 -- A . . . .
Pass Without Trace *PH 1 -- A -- Succor PH
Plant Door *PH 4 -- A -- Word of Recall PH 3 A -- --
Plant Growth *PH 3 -- A -- 3 A -- --
Shillelagh *PH 1 -- A -- Weather *PH 4 A -- "--
Snare *PH 3 -- A -- Call Lightning *UA 7 A -- --
Speak with Plants *PH 4 -- A -- Cloudburst *PH 5 A -- --
Spike Growth *UA 4 -- A -- Control Temperature *PH 1 A -- --
Sticks to Snakes *PH 4/5R -- A -- Control Weather *PH 2 A -- --
Transport via Plants *PH 4 -- A -- Control Winds *PH 1 A -- --
Tree *PH 3 -- A -- Faerie Fire *PH 1
Trip *PH 2 -- A -- Obscurement *UA 5 A -- --
Turn Wood *PH 6 -- A -- Precipitation *PH 6 A -- --
Wall of Thorns *PH 6 -- A -- Predict Weather UA
Warp Wood *PH 2 -- A -- Rainbow *PH
Weather Summoning

Abbreviations:

R (after spell level #) = reversible; * = 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; Six = spe-
cial power, a spell the deity grants in addition to the cleric's normal allotment of spells; X =
excluded, clerics of this god cannot use this spell; True = reverse of spell cannot be cast; Rev
= only reversed spell can be cast.

123

U..--..O-xr'v

SpheRes of Influence--ghe Go0s of Evil

SPHERE / SPELL BOOK Lvl Tak Sarg Morg Chem Zeb Hidd SPHERE/SPELL BOOK Lvl Tak Sarg Morg Chem Zeb Hidd

All Divmatmn

Atonement PH 5 A A A A A A Augury PH 2 -- -- A

Ceremony *UA 1 A A A A A A Commune PH 6 -- -- A

Combine UA 1 A A A A A A Commune with Nature *PH 5 -- -- A

Holy Symbol UA 2 A A A A A A Detect Balance *UA 1 -- -- A

Purify Food and Water PH 1R A A A A A A Detect/Obscure Charm PH 1R -- -- A

Detect Evil/Good PH 1R -- -- A

Animal Detect/Undetectable Lie PH 1R -- -- A

Detect Life UA 2 -- -- A

Animal Friendship *PH 1 -- A -- Detect Magic *PH 1 -- -- A
Animal Growth *PH 5R -- A --
Animal Summoning I *PH 4 -- A -- Detect Poison *UA 1 -- -- A
Animal Summoning II *PH 5 -- A --
Animal Summoning III *PH 6 -- A -- Detect Snares and Pits *PH 1 -- -- A
Anti-Animal Shell *PH 6 -- A --
Call Woodland Beings *PH 4 -- A Divination PH 4 -- -- A
Charm Person or Mammal *PH 2 -- A --
Creeping Doom *PH 7 -- A -- Find/Obscure the Path PH 6R -- -- A
Giant Insect UA 4R -- A --
Hold Animal *PH 3 -- A -- Find Traps PH 2 -- -- A
Invis. to Animals *PH 1 -- A --
Messenger UA 2 -- A -- Know/Obscure Alignment *UA 3R - - Spc - - -- -- A
Repel Insects *PH 4 -- A --
Reincarnate *PH 7 -- A -- Locate Animal *PH 1 -- -- A
Snake Charm PH 2 -- A --
Speak with Animals *PH 1 -- A -- Locate/Obscure Object PH 3R -- -- A
Summon Insects *PH 3 -- A --
Locate Plants *PH 2 -- -- A

Magic Font UA 5 -- -- A

Penetrate Disguise UA 1 -- -- A

Portent UA 1 -- -- A

Reflecting Pool *UA 2 -- -- A

Speak with Monsters PH 6 -- -- A

Tongues/Confuse Tongues PH 4R -- -- A

True/False Seeing PH 5R -- -- A

Elemental

Astml

Astral Spell PH 7 A A A A -- -- Air Walk UA 5 -- A --
Plane Shift PH 5 A A A A -- -- Animate Rock *PH 7 - - A --
Chariot of Sustarre *PH 7 -- A --
Charm -- Conjure/Dis. Earth Elem. *PH 7R -- A --
Conjure/Dis. Fire Elem *PH 6R -- A --
Charm Person or Mammal *PH 2 -- A . . . . -- Create/Destroy Water *PH 1/2R -- A --
Cloak of Fear/Bravery UA 4R - - True . . . . -- Dust Devil UA 2 -- A --
Command PH 1 -- A . . . . -- Earthquake PH 7 -- A --
Confusion *PH 7 -- A -- -- -- -- Fire Storm/Quench *PH 7R -- A --
Enthrall UA 2 -- A . . . . -- Fire Trap *PH 2 -- A --
Feeblemind *PH 6 -- A . . . . -- Flame Blade *UA 2 -- A --
Hold Person PH 2 -- A . . . . -- Heat/Chill Metal *PH 2R -- A --
Imbue with Spell Ability UA 4 -- A . . . . -- Lower/Raise Water PH 4R -- A --
Quest PH 5 -- A . . . . Meld into Stone UA 3 -- A --
Remove/Cause Fear PH 1R - - Rev . . . . Part Water PH 6 -- A --
Produce Fire *PH 4 -- A --
Combat Produce Flame *PH 2 -- A --
Purify/Contaminate Water *PH 1R -- A --
Bless / Curse PH 1R -- Rev - - Rev -- Pyrotechnics *PH 3 -- A --
Chant PH 2 -- A -- A -- Spike Stones *UA 5 -- A --
Flame Strike PH 5 Add A -- A -- Stone Shape *PH 3 -- A --
Holy/Unholy Word PH 7R Rev Rev - - Rev -- Stone Tell PH 6 -- A --
Insect Plague *PH 5 -- A -- A -- Transmute Metal to Wood *PH 7 -- A --
Magic Stone UA 1 -- A -- A -- Transmute Rock to Mud *PH 5 -- A --
Prayer PH 3 -- A -- A -- Transmute Water to Dust *UA 6R -- A --
Spiritual Hammer PH 2 Add A -- A -- Wall of Fire *PH 5 -- A --
Water Breathing *PH 3 -- A --
Create Water Walk UA 3 -- A --
Wind Walk PH 7 -- A --

Animate Object PH 6 Spc Add - - Add Add -- Guardian PH 6 A -- -- A
Create Food and Water PH 3 Add -- Add -- Add -- PH 3 A -- -- A
Heroes' Feast UA 6 -- -- -- Blade Barrier PH 2 A -- -- A
Glyph of Warding PH 6/7 A -- -- A
Abbreviations: Silence 15' r. UA 2 A -- -- A
Symbol

R (after spell level #) = reversible; * = druidical; A =castable in any form; Add = addi- Wyvern Watch

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 of spells; X =

excluded, clerics of this god cannot use this spell; True = reverse of spell cannot be cast; Rev

= only reversed spell can be cast.

124

SpheRes of lnflucnce--Lhc qoOs o1: Cvll

SPHERE/SPELL BOOK Lvl Tak Sarg Morg Chem Zeb H i d d SPHERE/SPELL BOOK Lvl Tak Sarg Morg Chem Zeb H i d d
Healing Protection

Cure/Cause Blindness PH 3R -- A A -- -- -- Dispel Magic *PH 3/4 A -- -- --
Cure/Cause Critical Wnds *PH 5/6R -- Rev Rev -- -- -- 1R A -- -- --
Cure/Cause Disease *PH -- -- -- Endure/Dispel Cold/Heat UA 3A -- -- --
Cure/Cause Light Wnds *PH 3R -- Rev Rev -- -- -- 6A -- -- --
Cure/Cause Serious Wnds *PH 1R -- A A -- -- -- Flame Walk UA 3A -- -- --
Heal/Harm PH 4R -- Rev Rev -- -- -- 3A -- -- --
Neutralize/Poison *PH 6R -- A A -- -- Forbiddance UA 1R Rev -- -- --
Remove/Cause Paralysis UA 4/3R -- A A -- 4R Rev -- -- --
Slow Poison *PH 3R - - Rev Rev -- -- Magical Vestment UA 3 A Add . .. .
2 -- A A -- q 4A -- -- --
-- -- -- Negative Plane Protection UA 3R Rev -- -- --
2 -- -- 1A -- -- --
3 A -- -- Protection from Evil/Good PH 2 A Spc . .. .
5 A -- -- 1A -- -- --
3 A Prot. f r o m E v i l / G o o d 10' r. P H 4A -- -- --
3/2 A -- -- 2A -- -- --
7 A -- Protection from Fke *PH
A --
1 -- -- Protection from Lightning *PH
A -- --
Necromantic 5R -- -- Remove/Bestow Curse PH
Aid 7R Rev -- --
Animate Dead UA 7R Rev -- Resist Cold PH
Animate Dead Monsters PH 7R Rev
Death's Door UA 3 Rev Resist Fire PH
Feign Death UA A
Finger of Death *PH Sanctuary PH
Invis to Undead *PH
Raise Dead / Slay Living UA Spell Immunity UA
Regeneration /Wither PH
Restoration/Energy Drain PH Withdraw UA
Resurrection/Destruction PH
Speak with Dead PH Stellar
PH
Continual Light/Dark PH 3R Rev Rev Rev Rev Rev Rev
Light/Darkness PH 1R Rev Rev Rev Rev Rev Rev
Moonbeam *U-- 5
Starshine *U-- 3 __ m m
Sunray *U-- 7
m m m
Summoning
Abjure/Implore m m __
Aerial Servant
Plant Conjure Animals
Dispel Evil/Good
A n t i - P l a n t Shell 10' r. *PH 5 A -- -- Exaction UA 4R A A -- -- -- A
Barkskin *PH 2 Exorcise
Changestaff *UA 7 Gate PH 6 A A -- -- -- A
Entangle *PH 1 Golem
Fire Seeds *PH 6 A -- -- Succor PH 6 A A -- -- -- A
Goodberry/Badberry *UA 2R A -- m Word of Recall
Hallucinatory Forest *PH 4R PH 5R A A -- -- -- A
Hold Plant *PH 4 Weather
Liveoak *UA 6 A -- m Call Lightning UA 7 A A -- -- -- A
Pass Plant *PH 5 Cloudburst
Pass Without Trace *PH 1 Am _ Control Temperature PH 4 A A -- -- -- A
Plant Door *PH 4 Control Weather
Plant Growth *PH 3 A -- -- Control Winds PH 7 A A -- -- -- A
Shillelagh *PH 1 Faerie Fire
Snare *PH 3 A -- -- Obscurement UA 5 A A -- -- -- A
Speak with Plants *PH 4 Precipitation
Spike Growth *UA 4 A -- -- Predict Weather PH 6 A A -- -- -- A
Sticks to Snakes *PH 4/5R Rainbow
Transport via Plants *PH 4 A -- -- Weather Summoning PH 6 A A -- -- -- A
Tree *PH 3
Trip *PH 2 A -- --
Turn Wood *PH 6
Wall of Thorns *PH 6 Am _ m
Warp Wood *PH 2
Am *PH 3 -- A --
*UA 3 -- A --
A *PH 4 -- A --
*PH 7 -- A , --
A -- -- m *PH 5 -- A --
*PH 1 -- A --
A -- -- m *PH 2 -- A --
*UA 1 -- A --
A -- -- *PH 1 -- A --
UA 5 -- A --
A -- -- m *PH 6 -- A --

A -- --

A -- --

A -- --

A -- --

A -- --

A -- --

Abbreviations:

R (after spell level #) = reversible; * = 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 of spells; X =
excluded, clerks of this god cannot use this spell; True = reverse of spell cannot be cast; Rev
= only reversed spell can be cast.

125

spell Summaoy

In the following spell lists, the first entry is a somewhat abbreviated version of the spell name, the second entry is the level and magical type of the
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; Il = Illusion; N = Necromantic; P = Phantasm; S = Summoning.

Conjuration /Summoning Salt UC Weird 7I (Il/P) Knot RC

Bee PC (S only) Scratch PA Mute LC

Bluelight PC (C only) Sour RC Enchantment / Charm Polish UC

Bug PC (S only) Sneeze PA Creak HC Present LC

Gnats PC (S only) Spke UC Curdle RC Ravel RC

Mouse PC (S only) Sweeten UC Distract LC Shine UC

Spider PC (S only) Twitch PA Flavor UC Spill RC

Tweak PC (C only) Warm UC Freshen UC Sprout UC

Unlock PC (C only) Yawn PA Smokepuff PC Stitch UC

Armor 1M (C only) Alarm 1M Tap HC Tangle RC

Bed~on 5M (RevAvoidance) Astral Spell 9M Whistle HC Tarnish RC

CAmodemon 7M Banishment 7M (Ab) Wik RC Tie UC

Conjure Elem 5M Bigby'sClenchFist 8M (En) Wink PAC Untie RC

Death Spell 6M Bigby'sCrush Hand 9M (En/charm) Anti/Sympathy 8M Wrap UC

Drawmij'sIns Sum 7M Bigby'sForceHand 6M (A) Bind 2M (En & A) Aft Norm Fires 1M

Enchant An Item 6M Bigby'sGrspg Hand 7M (A & En/Ch) Binding 8M (En & E) Airy Water 5M
(A)
Ensnarement 6M Bigby'sInter Hand 5M (En) Charm Monster 4M Animal Growth 5M
(C)
Evard'sBlckTent 4M Binding 8M (A) Charm Person IM Avoidance 5M (Ab)
(A) (En)
Find Familiar 1M Chain Lightning 6M (A) Charm Plants 7M Bind 2M
(En)
Flame Arrow 3M CloudkiU 5M (Ab) Confusion 4M Blink 3M
(A) Deeppockets 2M (En ,, A) (En)
Gate 9M Cone of Cold 5M (A) Burning Hands 1M (E)
(E)
InvisStalker 6M Contingency 6M (A) Demand 8M (En/Ch & E) Cloudburst 3M (E & En/Ch)
(A) (E)
Leomund's Chest 5M (Ab) Delay BlastFball 7M Dolor 4M Comp Languages 1M
(C/S)
Limited Wish 7M Demand 8M Eyebite 5M (En/Charm&II/F Cont Light 2M (En)

MagicJar 5M Dig 4M Fabricate 5M (En & A) Control Weather 6M

Material 3M (C & E) Energy Drain 9M Feeblemind 5M Crystaibrittle 9M

Maze 8M Fireball 3M Fire Charm 4M Dancing Lights 1M

MonsterSum I 3M Fire Shield 4M Forget 2M Darkness 15' r 2M

MonsterSum II 4M Fire Trap 4M Friends 1M Deeppockets 2M

MonsterSum III 5M Flaming Sphere 2M Fumble 4M DimensionDoor 4M

MonsterSum IV 6M ForceCage 7M Geas 5M Disintegrate 6M

MonsterSum V 7M Grease 1M 'Guards & Wards 5M (En/Ch & A, E) Distance Distort 5M

MonsterSum VI 8M Guards & Wards 6M Hold Monster 5M Duo-Dimension 7M

MonsterSum VII 9M Ice Storm 4M Hold Person 3M Enchanted Weapon 4M

Mord's Hound 5M IncendiaryCloud 8M Leomund'sBelab 5M (E) Enlarge 1M

Mord'sMansion 7M Leomund'sBelab 5M Leomund'sShelter 4M (En & A) Erase 1M

Mount 1M Lightning Bolt 3M Magic Mirror 4M (En&Conjuration' ExplosiveRunes 3M

PowerWd Blind 8M Magic Missile IM MassCharm 8M Extension I 4M

PowerWd Kill 9M Material 3M Mord'sDisjuurt 9M (En & A) ExtensionII 5M

PowerWd Stun 7M MeWsAcid Arrow 2M Otiluke's Irr Dance 8M Extension III 6M

Prismatic Sphere 9M (Ab) Meteor Swarm 9M Ray of Enfeeb 2M Fabricate 5M

Push 1M Morden's Sword 7M Run 1M (En only) Feather Fall IM

Sepia Snake Symb 3M Otiluke's Frzg Sph 6M ~are 2M Fire Shield 4M

Symbol 8M Otiluke's Res Sphere 4M Sink 8M (En & A) Firewater 1M

Trap the Soul 8M Otiluke's TeleSph 8M Sleep 1M Flaming Sphere 2M

Unseen Servant 1M Sending 5M Succor 9M (En & A) Fly 3M

Wish 9M Shield 1M Suggestion 3M FoolsGold 2M

Alter Reality 71 (II/P) Shout 4M Taunt IM (En only) Glassee 6M

Conjure Animals 6I Spiritwtack 6M Truename 7M (En & A) Glassteel 8M

Maze 5I Stinking Cloud 2M Chaos 5I Guards & Wards 6M

Prismatic Spray 7I (Ab) Tasha'sLaughter 2M Confusion 4I Gust of Wind 3M

Prismatic Wall 7I (Ab) Tenser'sTransf 6M Emotion 4I Haste 3M

Summon Shadow 5I Torment 7M Hypnotism 1I Hold Portal IM

Wall of Fire 4M Magic Mirror 51 (En & D) IncendiaryCloud 8M

Invocation / Evocation Wall of Force 5M Mass Suggestion 6I Infravision 3M

Belch PA Wall of Ice 4M ShadowWalk 71 (En & II) Irritation 2M

Blink PA Wall of Iron 5M Suggestion 31 Item 3M

Chill UC Wall of Stone 5M Jump 1M

Color UC Web 2M Alteration Knock 2M

Cough PA Whip 2M Change LC Leomund'sChest 5M
Fire Finger PC
Dampen UC Write 1M Gather UC Leomund'sHut 3M
RC
Dirty RC Zephyr 2M Hairy Leomund's Shelter 4M

Dusty RC Chromatic Orb 11 Levitate 2M

Nod PA Death Fog 6I Light 1M

126

Spell SummaRy

Lower Water 6M Colored Lights MIC Phantasmagoria 6I
Dim MIC
Magic Mouth 2M Haze MIC Illusion / Phantasms Phantasmal Force 1I
R~nbow MIC
MeWs Meteors 3M (E) Chromatic Orb lI (E) Footfall HC (II only) Phantasmal Killer 4I
Color Spray lI
Melt 1M Cont Darkness 3I Groan HC (II only) Phantom Armor " 11 (11only & A)
Cont Light 3I (P & C)
Mending 1M Dancing Lights II Hide LC (I1 only) Phantom Steed 3I (P & A)
Darkness II (A)
Message 1M Death Fog 6I (E) Moan HC (II only) Phantom Wind 3I (P & A)
Delude 3I
Mord's Disjunct 9M (En) Dream Palm LC (II only) Programmed lllusn 61 (II, & En)
Fog Cloud 5I (II/P)
Mord's Mansion 7M (C) Gaze Reflection Rattle HC (II only) Project Image 5I (P & A)
2I
Move Earth 6M Light lI Thump HC (ll only) Rainbow Pattern 4I (E)
lI (P & A)
Otiluke's Frzg Sph 6M (E) Magic Mouth 2I Audible Glamer 2M Shades 6I (Il & A)
Major Creation 51
Oriluke's Res Sph 4M (E) Minor Creation 41 Eyebite 6M (En/Ch) Shadow Door 5I
Phantom Armor
Otiluke's Tele Sph 8M (E) Phantom Wind lI (II) Fear 4M Shadow Magic 51
Project Image 31 (P)
Parx Water 6M Rainbow Pattern 5I (II/P) Halluc Terrain 4M Shadow Monsters 4I
Rope Trick 41 (P)
Passwall 5M Solid Fog Invisibility 2M Shadow Walk 7I
Ultravision 3I
Permanency 8M Vacancy 4I Invis 10' r 3M Spectral Force 3I
Walt of Fog 2I
Plant Growth 4M Wraithform Leomund's Trap 2M Spook 1I
Whispering Wind 4I (P)
Phase Door 7M Mass Invis 7M Tempus Fugit 5I
Necromantic 11
Polymorph Any Obj 8M Massmorph 4M Vacancy 4I
Animate Dead 31 (il)
Polymorph Other 4M Clone 2I (P) Mirror Image 2M Veil 6I
Feign Death
Polymorph Self 4M Reincarnate 5M Nysml's Mag Aura 1M Ventriloquism 2I
8M
Project Image 6M (ll/P) Divination 3M Phantasmal Force 3M Weird 7I
6M
Precipitation 1M Clairandience Project Image 6M (A) Whispering Wind 21
Clairvoyance 3M
Pyrotechnics 2M Cont Other Plane 3M Sequester 7M (Ab) Wraithform 3I
Detect Evil 5M
Rary's Mnem Enhan 4M Detect Illusion 2M Simulacrum 7M
Detect Invis 3M
Reverse Gravity 7M Detect Magic 2M Ventriloquism 1M Abjurations
ESP 1M
Rope Trick 2M Identify 2M Mask MIC (I1only) Clean UC
Know Alignment 1M
Setten's Sp Immun 8M Legend Lore 2M Mirage MIC (Il only) Dry UC
Locate Object 6M
Secret Page 3M Read Magic 2M Noise MIC (II only) Dust UC
Detect Illusion 1M
Shape Change 9M Detect Invis 1I Two-D Illusn MIC (Il only) Exterminate UC
Detect Magic II
Shatter 2M Read Illus Magic 21 Advanced Ilium 51 Anti-Magic Shell 6M
True Sight lI
Shocking Grasp 1M Vision 6I Alter Realty 7I (C/S) Avoidance 5M (A)
7I
Sink 8M (En) Alter Self 2I (Il only & A) Banishment 7M (E)

Slow 3M Audible Glamer lI Dismissal 5M

Spider Climb IM Blindness 2I Dispel Illusion 4M

Statue 7M Blur 2I Dispel Magic 3M

Stone Shape 5M Change Self 1I Globe of Invuln 6M

Stone to Flesh 6M Deafness 21 Imprisonment 9M

Stoneskin 4M Demi-Shadow Mort 5I Mind Blank 8M

Strength 2M Demi-Shadow Magic 6I Minor Globe Invuln 4M

Succor 9M (En) Dispel Exhaust 4I Preserve 2M

Telekinesis 5M Fascinate 2I Prismatic Sphere 9M

Teleport 5M Fear 31 Prot/Cantrips 2M

Temporal Stasis 9M Halluc Terrain 3I Prot /Evll 1M

Tenset's Transf 6M (E) Hypnotic Pattern 21 Prot/Evil 10' r 3M

Time Stop 9M Illusion Script 31 ProtJNormal Miss 3M

Tongues 3M Improved Invis 41 Remove Curse 4M

Trans Rock/Mud 5M Impr Phan Force 2I Repulsion 6M

Trans Water/Dust 6M Invis 10' r 31 Spiritwrack 6M (E)

Truename 7M (En) Dream 5I (A) Sequester 7M (II/P)

Ultravision 4M Invisible 2I Volley 7M

Vanish 7M Massmorph 4I Dispel Illusion 3I

Vocalize 2M Mirage Arcane 6I Dispel Magic 4I

Water Breathing 3M Mirror Image 2I Non-Detection 3I

Wind Walk 3M Misdirection 2I Prismatic Spray 7I (C/S)

Wizard Eye 4M Mislead 6I Prismatic Wall 7I (C/S)

Wizard Mark IM Paralyzation 3I

Wizard Lock 2M Permanent Illusn 6I

127

<----- ' - O rir

kmGhl;s Cmcle l Ble

ld6 + modifier Coin" Equipment Healing Ranking Authority

1 or less n/a n/a n/a No Circle Present
2 1d4 stl dagger / none n / a Knight of the Crown (Crown 3rd)
3 ld6 stl spear/ none n / a Knight of the Crown (Crown 3rd)

7 ld12 stl battle axe/ring 4/1/- Knight of the Sword (Sword 4th)
Knight of the Heart (Rose 5th)
8 ld20 stl short bow/ring & shield 5/2/- Shield Knight (Crown 5th)
Bladeknight (Sword 5th)
9 2d10 stl long bow/chain 6/2/1 Knight of the Rose (Rose 6t
Lord of Shields (Crown 7~'
I0 2d20 st] long sword/chain & shield 7/3/1 Elder of Sword (Sword 8th)
Keeper of the Rose (Rose 9th)
11 l d l 0 0 s t l crossbow/banded ~ 8/3/1 Lord Warrior (Crown 10th)
Master Clerist (Sword
3d20 shield '~ ~ 9/4/1 Lord of Roses (Rose 12
Lord Warrior (Crown 10th) ..........
13 4d20 stl lance (light)/plate 10/4/2 Lord Clerist (Sword 12th)
Lord ofJustice (Rose 14th)
14 5d20 stl lance (heavy)/plate & shield 11/ 5/ 2

15 2d100 stl sword + 1/Solamnic armor 12/5/3

16 3d 100 st] sword +21Solamnic armor 13/ 5/ 3

17 .... 4all00 stl sword +3/Solamnic armor ...... 14/6/3

5dlO0 artifactt /plate +1

19 6d 100 stl Dragonlance +/plate +2 17/ 7/ 5

20 or above 10d100 stl Dragonlance/plare +3 18/8/6

* 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 10th-level Knight of
Solamnia could draw no more than 20 stl 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 large Circle (with modifiers the Circle turns 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 5d100 stl. Srlstands for steel pieces, the universal equivalent
of gold pieces in Krynn.

t" This artifact is a weapon or magical device of combat value found either in the Dungeon Masters Guide or in this DRAGONLANCE|
book. The exact device is up to the DM, who should exercise discretion.

The type of lance is determined by a roll of ld6. It would 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 1d 12. This could be made without the use of either the Hammer o f Kharas or the Silver Arm (1-9); made with one of the artifacts
(10-11) or with both from ancient times (12).

knlcohts Cmcl6 ITlO(blfleOS

Description Modifier Description Modifier
Society
Community Size -2 +2
Village, Small -1 Capital of Region
Village, Medium none Major Constructions +1
Village, Large +1 +2
Town, Small +2 Small Keep present +2
Town, Medium +3 Large Keep present +3
Town, Large +4 Small Castle present +1
City, Small +5 Large Castle present +4
City, Medium +6 Major Fortifications -10
City, Large Inside traditional Solamnia borders*
Inside areas controlled by Dragon Highlords,t

* This would include mainland Solamnia and Sancrist.

Circles in these areas, when they are present, are maintained and operated clandestinely by the Knights. Merelyfinding and getting in touch with
such Circles can often be difficult or impossible.

128

officialAdvanced Dun3eons~ragons ~

ADVENTURES

by Tracy Hickman and Margaret Weis

"... For in ages past, beyond memory and
word, in the first blush of the world,

Dragons terrible and great made war on
this world of Krynn."

For DRAGONLANCE| saga enthusiasts
and AD&D| game players everywhere,

here is the latest information on the
world shattered by dragons and their
armies. The backgrounds for Knights of
Solamnia, the wizards of High Sorcery,
tinker gnomes, kender, and much more
are detailed along with their AD&D game
system rules. The struggle for the fate of

Krynn awaits!

~1987 TSR, Inc. All Rights Reserved. Printed in U.S.A.

TSR, Inc. TSR UK Ltd.
POB 756 The Mill, Rathmore Road
Lake Geneva,
Wl 5 3 1 4 7 Cambridge, CB1 4AD
United Kingdom

0-88038-452-2

2021XXX7301 $15.00


Click to View FlipBook Version