SPELL TABLES (MAGIC-USERS)

                              MAGIC-USERS, Cantrlps
Number U¯fui                       Reversed                 Legerdemain             Person-Affecting        Personai                 Hauntmo                         Num




							r	c)an	4
	5	Dry	Knot	Palm	Nod	cr Gnats		Rattle	5

	6	Dust	qr Ravel	Preseqt	Scratch	Mouse		Tap	6





									10

	11	Polish	b Untie
						12
	12	Salt	Wilt






	17	Sweeten							16

	18	Tie							17
									18




				MAGIC-USERS,	Spells
				22


	Number lst Level	2nd Level	3rd Level		4th Level	5th Level	23
							24


		ar				hmposing Hi	28
	5 -	Deeppockets	X Detect Illusion		Dispet Illusion		29
	6		x Dispel Magic		Enchanted Weapon	Cloudkid	30


	g rase
		L Y Fly	4,4x		Distance Distortion

     il      Feather Fall
     12      Find Familier                   sibility              )C Gust of Wind                                           x Dolor

                                                                 Nu


		Hold orta
				Shelter
	17	N Identify	Levitate		L item		's Lementab





				c	ma
	21	meit	Mirror	Image	Meffs Minute Meteor	Otitukes Re	kaine 'a F…	10
						Sphere	Hound	1 1





		Mount                           rotechn cs
	10, Radius
			n Fr“m Normal	Rary's Mnemonic	Tel
	25V	Nystul's Magic Aura - k Ray of Enfeeblement	Protectio
			Missiles	Enhancer
		Num


	29L-	Read Magic                   Stinking Cloud	V -y Suggestion	Ultravision	Iron
	30	Run                          Strength	- lt Tongues	X Wall of Fire	Wall of Stone


	31 Ux Shield	Tashes Uncontroliable	Water Breathing	x Wall of Ice	4
		Hideous Laughter			5




     37      Unseen Servant



                               30


					SPELL TABLES (MAGIC-USEÔS)
			MAGIC-USERS, SpeliS,	Continued
	Number	6th Level	7th Level	8th Level	9th Level


		Con	Charm Plants	ne
		Control Weather	x Delayed Blast Fireball	Demand	Gate

6                    Summons         Glassteel



	;K	Extension 111	Mass Invisibility	X Mind Blank	ower Word, Kill
		Eyebite	Monster Summoning V	Monster Summoning VI	Prismatic Sphere
		X Geas	Mordenkainens Magnificent	Otitukes Telekinetic Sphere	Shape Change
			Mansion




		X Invisible Stalker	Reverse Gravity	Power Word, ‚lind	Wish
		Legend Lore	Sequester	Serten's Spell lmmunity
		Lower Water	Simulacrum	Sink


	22		Truename
	23	Part Water	AVanish

          -X Pr


          X Stone To Flash
     Tenser's Transformation
30Transmute Water To Dust



                    ILLUSIONISTS (Magic-IUsers)


	r	Minor Illusion Centrips	lst Level	2nd Level	3rd Level



			Color Spray	Deafness	Dispel Illusion
			Dancing Lights	Detect Magic	Fear
		Noise	Darkness	Fascinate	Hallucinatory Terrain



			Hypnotism	Invisibility	Paralyzation
			Light	Magic Mouth	Phantom Steed
			Phantasmai Force	mirrc	Phantom Wind





th Level                           5th Level                            6th Level                           7th Level




		Mass Suggestion	Prismatic Wall
	Improved Invisibility	Mirage Arcane	Shadow Walk
	m	Mislead	Vision


	Rainbow Pattern	Programmed Illusion
	Shadow Monsters	Shades
	Solid Fog
	Vacancy	Veil

                               31


	CREATING THE PLAYER CHARACTER	characters created for a certain class have a better chance to be	a 3rd-1
		gifted with above-average comeliness (or, more accurately, it may be	be m
	GENERATION OF ABILITY SCORES	assumed that certain classes are more of an attraction for relatively	propr
		beautifulthandsome characters).	the c

	Method V-		may
			for in
	This method can only be used to create human player characters. Il	CHARACTER CLASSES	tellige
	gives the player an opportunity to generate a character of a desired		foil
	class (subject to the DM's apprdval) and be assured that the ability	FOLLOWERS FOR UPPER LEVEL PLAYER CHARACTERS	intelli
	scores for the character will meet the minimum requirements for the		main
	class in question. 1	Cavaliers:	bearin

	After the player's s‚lection of a class is approved, he or she tolls a	Cavaliers have special requirements on the types of followers, hench.-

	certain number of six-sided dice for each ability score to be gener-	men, and retainers they may have.	HEN
	ated, as indicated on the following table. The best three die rolls for
	each ability are added together to produce the score. (For exemple, a	Followers: Unlike other characters, cavaliers beg@ to attract foi-	Cavali
	fighter's strength la determined by roiling 9d6 and keeping the three	lowers et relatively low level. These troops are men-at-arms. Their

	highest results.) If the total of the three highest die rolls is below the	numbers and type are determined as follows:	A cav
	minimum requirement for an ability in a certain class, then the player		risma
	takes the minimum number (e.g., 15 for a monks strength) as the	At 4th level: 1-4 men-at-arms	num
	character's ability score. Similarly, if a rolled score is greater than the	At 5th level: 2-8 men-at-arms	or evil
	maximum allowable (such as for a barbarian's wisdom), then the	At 6th level: 3-12 men-at-arms	accep
	score la lowered to the maximum number.	At 7th level: 6-24 men-at-arms
		At 8th level: 12-48 men-at-arms
		At 9th level: 24-96 men-at-arms

               Number of Dice Rollecl For:                                    At 10th level: 48-192 men-at-arms
Deaired               Str      lnt     Wls       Dax      Con      Cha Com

	Cavalier	8	6	4	7	9	3	5	The number ranges given above are M(Owed on a per-level basis,
	Y Paladin	7	5	8	3	6	9	4	and are not cumulative. If the dice roi for followers gained et a new
		7		9	5	8	6	3
	,t dleric		4						level is equal to or lower than the number of followers a cavalier cur-
	‡ Druid	7	4	8	5	6	9	3	rently has, then no new followers are gained et that level. Exemple: A
	Fighter	9	3	5	7	8	6	4	roll of 1 d4 et 4th level indicates that the cavalier attracts 3 followers.	Caval
	Barbarian	9	3	5	7	8	6	4	When the cavalier attains 5th level, 2d4 are rolled, and if the result is 2
	x Ranger	7	6	8	5	9	4	3	or 3, then no new followers are gained (assuming that the original to@	As
	e Magic-user	4	9	7	8	6	5	3	lowers are still in the cavalier's service).	rant),
	e Illusionist	3	8	7	9	5	6	4		can
	Thief	6	5	3	9	7	4	8	Whenever a number of new followers is gairied, roll percentile dice	be
	Assassin	6	7	4	9	8	3	5	and refer to the following table to determine how they are equipped:	the
	Monk	7	5	9	8	6	4	3		act as
									01-50    Light cavalry in ring mail and shield, each with 3 javeiins,	level, t

Sterting Hlt Pointe for Player Characters

No matter what other abilities and characteristics a player character
may possess, survival through first level will be diff icuit if the charac-
ter is saddled with a low initial roll for hit points. Accordingly, a mini-
mum has been established for starting hit points for player
characters. If the initial roll of the die (or dice, for rangers and monks)
is lower than the number given below, then the character is granted
this number of hit points to begin his or her adventuring career:


	Cavalier	6	Magic-user	3
	Paladin	6	Illusionist	3
	Cleric	5	Thief	4
	Druid	5	Assassin	4
	Fighter	6	Monk	5
	Barbarian	7
	Ranger	9

A multi@assed character uses the average of the minimums for each
applicable class, rounded up; e.g., a 1 st-level fighterimagic-user wili
have et least (6 + 3)12 - 5 hit points. This initial hit-point riumber is
subject to bonuses or penalties for high or low constitution; for in-
stance, a lst-level fighter with a constitution score of 17 will have et
least 9 hit points.

CHARACTER ABILrrIES
EXPLANATION OF ABILITIES
,wmeiineu:     This character attribute la fully described on pages 6
and 7 of this volume. This "ability," while it might more properly be
called a characteristic, does have effects (in game terms) upon those
viewing or reacting to the character. As shown above, human player

                                        74


		long sword, and hand axe; or, Heavy infantry in scale mail,	arms

		with pole arm of choice and club.

	51-75	Heavy infantry in splint mail with morning star and hand	ing m

		axe; or, Heavy infantry in leather armor with pike and shod	always
		sword.	AsaC

	76-90	Crossbowmen in chain mail with heavy crossbow and shod	o @ut 1 his
		sword; or, Crossbowmen in chain mail with light crossbow	requir

		and military fork.	ble for

	91-00	Cavalry in banded mail and shield with lance and horse-	toinsu
		mans mace; or, Cavalry in studded leather with long sword	the ci

		and horseman's flail. Either type will be mounted on Me.

		dium warhorses.
	Pale


	The cavalier must go to a locale where such men-at-arms are located	A pal
	in order to attract these followers. Those followers lost are not re.
	-rs. T
	placed except by troops gained et higher levels. A cavalier's follow"	liers.
	will not demand wages or salary, but must be fed, cared for, and r&,	chival
	warded as suitable for the conditions.	tures

Neutral cavaliers will attract men-at-arms only when they champi
specific, neutral cause, such as serving for a druid to protect c
tures of the woodland. These followers will not remain if the cav
goes elsewhere.

Evil cavaliers will onty attract bandits, brigands, and the like ae
lowers. An evil cavalier could attract orcs or hobgoblins if in the
rect area. If monsters of 1 + 1 hit dice or greater strength
considered, reduce the total number of followers accordingly, i-
result would otherwise overcompensate for penalties of using
cr‚atures.

For every group of 20 troops which serve a cavalier, there will
fighter followerileader of 5th level, dressed in plate mail and c
with a battre axe + 2. For every 60 troops there will be a 6te
fighter leader (with plate mail + 1 and shield, longsword + 2,

                                        ARMOR, ARMOR CLASS & WEAPONS

-d-level fighter lieutenant (plate mail, battle axe). These gains will ARMOR, ARMOR CLASS & WEAPONS
,nade as the total men-at-arms in the cavalier's service reach ap-
priate totals. These leaders will not be replaced if slain, although TYPES OF ARMOR & ENCUMBRANCE, Expanded
cavalier may recruit mercenaries to take their place. Evil cavaliers
(attract monsters as leaders (a troll instead of a 6th-level fighter,                                                                                    Base
nstance). There is a 1 % par level chance that an encountered in-                            Armor Type                  Bulk          Weight* Movement Cost


gent monster of fewer hit dice and similar alignment will become a	Banded	bulky	35# +	91,	90 gp
)wer of the evil cavalier. There is a 5% par level chance that such	Bronze Plate Mail	bulky	45# +	6	100 gp
eligent monsters will be disposed to cooperate with, or et least re-	Chain Mail	fairly	30# +		75 gp
in neutral to, the cavalier, providing the evil cavalier's armorial	Elfin Chain Mail	non-	15#	12'
tring and shield are known.	Field Plate	fairly	55#	6"	2000 gp
	Full Plate	fairly	65#	6@	4000 gp
	Leather	non-	15#	12'	5 gp
:NCHMEN (RETAINERS)	Padded	fairly	10#	9@	4gp
	Plate Mai	bulky	45#	6	400 gp
valiers and Menchmen	ing Wil	fairly	25#	9@	30 gp
	Scale Mail	fairly	40#	6@	45 gp
cavalier may have as many henchmen as indicated by the Cha-	Shield, Buckler	non-	3#	-	5 gp
na Table (Players Handbook, p. 13), with a bonus of + 3 to that	Shield, Large	bulky	10#	-	15 gp
mber for cavaliers of good alignment or a bonus of + 1 for neutral	Shield, Small	non-	5#	-	logp
evil cavaliers. The types of henchmen that a cavalier will (or can)	Shield, Small, Wood	non-	3#	-	1 gp
Dept are based on the alignment of the cavalier:	Splint Mail	bulky	40#	6-	80 gp
	Studded Leather	fairly	20#	9@	15 gp


	Good	Neutral	Evil
	Clerics	Druids	Clerics	* Assumes human-size.
	Fighters	Fighters	Fighters
	Cavaliers (good)	Cavaliers	Cavaliers (evil)	* Elfin chain mail is never available on the open market.
	Magic-users	Magic-users	Magic-users
	Paladins	Thieves	Thieves
	Bards	Bards	Assassins	DESCRIPTIONS OF NEW ARMOR TYPES

ivellers and Retainers			Bronze Plate Mail is an earlier, cheaper version of plate mail, and
			consists of thick bronze plates worn over leather or padded armor. Be-

l,mon as a cavalier of good alignment reaches 4th level (Knight Er- cause it does not use iron-based metal, this armor is immune to the
@t), the cavalier must acquire et least one retainer. These retainers effect of rust monster attacks and similar perils. However, its protect-
b be either Armigers (level 1), or Scutifers (level 2), or both. Upon ive quality is not as good as regular plate mail (AC 4 compared to AC
*ming a Knight (6th level), an Esquire (level 3) must be added to 3), and in addition its construction makes the wearer more vuln‚rable
staff. Upon becoming a Grand Knight (7th level), a Horseman to to attacks f rom th‚ rear, so that such attacks are made et + 2 "to hit"
as a herald and a Lancer to act as a guard must be added. At 8th in addition to other bonuses that may apply.
BI, the Banneret must bring et least an additional mounted man-at-
na to his staff of retainers. All cavalier retairiers wili serve for noth- Elfin Chain Mail is an extremely rare form of armor made only by the
more, than care, upkeep, and training, as applicable. Gifts are elven peoples, who guard the secrets of its manufacture trom adven-
rays accepted, of course.                                                                    turers - even those of their own race. It appears as a very light form
                                        of chain mail, and may be worn by thieves, although it may somewhat
‹chevalier (9th level), the cavalier may willingly travel with or with- impair their abilities. Non-magical suits of elfin chain mail are some-
his group of retainers. At lower levels, the master of a cavalier can times given to those heroes who have performed some great and in-
@uire the cavalier to travel without retainers. A cavalier is responsi- valuable service for the elven peoples.
for the actions of his or her followers and retainers, and is required
nsure that others of the cavalier class live up to the standards of Field Plate Armor consists of light, interlocked plates covering the
class.                                                                                     entire body and includes full visored helm, gauntlets, and armored
                                                                                     boots. Because of its well-balanced construction, it la only as bulky as
adine and Retainers                                                                        chain mail, but provides protection that is superior to plate mail. Field

                                        plate must be fitted to its wearer by a skilled armor, and (if non-
aladin does not gain followers as a cavalier, but does gain retain- magical) can only be worn by the character for whom it has been man-
These retainers do not have to be paladins, but must be cave- ufactured.
s.The paladin la responsable for his retainers upholding both the
vairic code and the paladin's personal standards within the stric-                         In addition, field plate armor has the ability to absorb damage. For
>s of the lawf ul good alignment.                                                            every die of damage that would be inflicted upon the wearer from any
                                   attack, physical or magical, the armor will absorb 1 point of that dam-
age. (On a damage die roll of 1, the wearer would take no damage.)
For exemple, the armor will absorb 1 point of damage from the strike
of a long sword, and the damage from an ice storm (3-30, or 3dl O)
would be reduced by 3 points, and the damage from the breath
weapon of a 9 HD dragon is reduced by 9 points. However, after the
armor absorbs 12 points of damage in this fashion, it is damaged and
must be repaired. Until repairs are made, it cannot absorb further
damage and is considered one armor class worse in protective power.
Damaged field plate armor may be repaired by a trained armor et a
cost of 1 00 gp par point of absorbing power restored, and one day of
time par point restored.

                                   Full Plate Armor consists of perfectly forged interlocking plates
backed with chain, covering the entire body. It includes an ornate vi-
sored helm, gauntiets, and armored footgear. Because of its bal-
anced and expert construction, full plate is only as bulky as chain

                               75

CHARACTER SPELLS (SPELL BOOKS)

Casting spelis directly from books

in extremis, the DM may allow a magic-user to cast a spell directly
from any sort of spell book just as if the book were a scroll. The book
must be of appropriate sort so that the spell matches the profession of
the caster, i.e. magic-user spell, magic-user spell book. The caster
must be able to know and use the spell in question. (Note that in this
regard, reading directly from a spell book differs from the use of scroll
speils.)

Direct casting of a spell trom a speil book automatically destroys that
spell. There is also a 1% chance per level of the spell that the spells
immediately preceding and following the spell cast will likewise be de-
stroyed. There is an additional 1 % chance that the casting of a spell
directly from a spell book will destroy the entire book. A permanency
spell, for instance, would not prevent a spell from "disappearing"
when cast in this manner; even though writing might remain on the
page, that writing will no longer be magical in nature. These strictures
apply whether a spell caster is using his or her personal book or the
book of another. Read magic is required for one magic-user to read
another magic-user's spell book, and a magic-user can learn a spell
by reading it from another's book. This learning process requires 2-8
hours of study per level of the spell, after which time the spell is
learned and thereby immediately usable by the magic-user who did
the studying.


ACQUISITION OF ILLUSIONIST SPELLS

Illusionists begin with a limited book of spells, just as do regular
magic-users. The spelis available are divided into three groups; one
from each group will be known by the beginning illusionist. The illu-
sionist always has reed illusionist magic. The spell groupings are:


	Offensive Spelle	Defensive Spells	Misc. Speils
	1. Color Spray	Audible Glamer	Change Seff
	2. Hypnotism	Darkness	Dancing Lights
	3. Light	Gaze Reflection	Detect Illusion
	4. Phantasmai Force	Weil of Fo	Detect lnvisibility
		,9
	5. Chromatic Orb	Phantom Armor	(choose)
	f>. Spook	(choose)	(choose)*

The DM has three options which can be used here:
1)allow an additional (5th) miscellaneous speil, or
2)allow re-selection of an offensive spell, this time by the player's
     choice rather than the die roll, or
3)simply assume that the roll means nothing more than choice of
     ùmiscellaneous speu, just as a roll of 5 does.

Spells from this work were added to the list of initial spells because of
the limited number of illusionist spelis originally given in the Players
Handbook. You will note that this has not been done for magic-users
of the original sort, since that class already has a sufficient number of
spelis to select from.


ACQUISITION OF CANTRIPS, ILLUSIONISTS

Illusionists have available to them all of the cantrips that can be
learned and employed by regular magic-users, although an illusion-
ist's capacity for such minor magics is diff‚rent in each category from
that of a regular magic-user (see the list that follows). In addition, illu-
sionists can learn and employ from 5-8 minorillusion cantrips, none of
which are available to regular magic-users. Except where otherwise
indicated, all properties pertaining to magic-user cantrips likewise ap-
ply to those employed by the illusionist class.

The number of magic-user cantrips available to illusionists in each
category is as follows:
Usefui cantrips: One par point of intelligence, up to intelligence
minus 3; i.e., an illusionist with 18 intelligence can choose 1 5
usefui cantrips trom the magic-user list.
Reversed. 2-5               Personal. 2-5
Legerdemain: 3-6Haunting-sound. 5-8
Person-affecting: 2-5
                                    80

	ILLUSIONIST SPELL BOOKS	SP

	Illusionist spell books are the same as those of regular magic-users,	SPE
	with the following exceptions:
	MA

1.Standard speil books contain either 24 spells of 1 st or 2nd level,

	16 spells of 3rd or 4th level, or 8 spells of 5th, 6th, or 7th level. If	Eig
	1 st-level magic-user spells are known and used by the illusionist,
	he or she must have a new spell book for such spells; this tome is	Per
	essentially a standard wolrk for first level containing up to 24	effe
	spells.

	2. Travelling speil books hold 6 spells of 1 st or 2nd level, 4 spells of
	3rd or 4th level, or but 2 spells of 5th, 6th, or 7th level.


	For additional security, illusionists may opt to do their spell books us-
	ing illusionary script, which would only be recognizable as such by an-
	other illusionist. A magic-user may not learn a spell from an illusionist
	spell book (and vice versa) even if the illusionist spell in question is
	the same in name (and perhaps other respects) as a magic-user spell.	In a
	The magical forces released by the casting of "namesake" spells are	mak
	similar to one another, but the way in which that magic is triggered dit-
	fers from class to class.	a







COST OF MAGIC-USERIILLUSIONIST SPELL CASTING
                                        9




	While the cost of having a cleric cast needed spells is reasonably well	Not
	detailed in the Dungeon Masters Guide, the cost of magic-user or illu.
	con
	sionist spell casting was neglected. Rather than giving an extensive	thin
	list of spells and costs, the following set of guidelines is provided to	(suc
	enable the DM to determine a "reasonable" fee for any spell.



Basic costs: A willing magic-user or illusionist will typically work fora
fee of 200 gp par spell level. Double the material component(s), or
material components of et least such value as substitutions, is also
part of the basic fee.

Additionai costs: Failure to furnish the material component(s) of
spell which has components of ordinary sort will incur a surcharge m
1 0% or three times the value of the component(s), whichever W
greater. Failure to furhish any extraordinary component(s) that mq
be needed brings a surcharge of 100% of the casting cost or thm
times the value of the component(s), whichever is greater. Spok
which place the caster in danger (including such castings as identffy,
which causes a temporary drop in constitution of the caster) require '
least a double fee, and guarantees will be required as well. $ports:
which age the caster wili be cast only if a counter to such agingi
awarded prior to spell casting, unless the amount of aging is insigr*

	cant to the caster. (A young elf will not be overly concernait about OW
	ing 5 years, although a les of ten times normal might be charge@l)@,

	Magic item payment., A magic-user or illusionist will generally accqt',
	some item of magic in lieu of cash or like valuables. In such cases, tho@
	sale value of the item, adjusted downward by the general reaction of
	the spell caster to the individuel requesting his or her services, is toi¯.	Se
	considered the base value of the item. The character and behaviord	bon
	the NPC encountered will always be the purview of the DM. Sudi
	character or behavior will, naturally, often affect costs and- fees.
	0
	Hostile speil casters: In general, a hostile spell caster will elther
	charge at least double normal fees, or aise he or she will simply refuse
	to cast any spell whatsoever - unless possibly bribed to do so wfth
	some magic item. Any spell caster of good alignment is quite unliko
	to cast any spell for a character of evil alignment in any event. Again,
	adjudication of such events is the realm of the DM.

	Speil casting under duress: Use the rules in the Dungeon Masters	This
	Guide forall magic-user and illusionist spell casting under threƒt	abo
	magical influence, etc.	com

CHARACTER SPELLS (SPELL BOOKS)

Casting spells directly from books

in extremis, the DM may allow a magic-user to cast a spell directly
from any sort of spell book just as if the book were a scroll. The book
must be of appropriate sort so that the spell matches the profession of
the casier, i.e. magic-user spell, magic-user spell book. The caster
must be able to know and use the speil in question. (Note that in this
regard, reading directly from a spell book differs from the use of scroll
speils.)

Direct casting of a speil trom a spell book automatically destroys that
spell. There is also a 1% chance per level of the spell that the spells
immediately preceding and following the spell cast will likewise be de-
stroyed. There le an additional 1 % chance that the casting of a spell
directly from a spell book will destroy the entire book. A permanency
spell, for instance, would not prevent a spell from "disappearing"
when cast in this manner; even though writing might remain on the
page, that writing will no longer be magical in nature. These strictures
apply whether a spell caster is using his or her personai book or the
book of another. Read magie is required for one magic-user to read
another magic-user's spell book, and a magic-user can learn a spell
by reading it from another's book. This learning process requires 2-8
hours of study par level of the spell, after which time the spell is
learned and thereby immediately usable by the magic-user who did
the studying.


ACQUISITION OF ILLUSIONIST SPELLS

Illusionists begin with a limited book of spells, just as do regular
magic-users. The spelis available are divided into three groups; one
from each group will be known by the beginning illusionist. The illu-
sionist always has read illusionist magie. The spell groupings are:


	Offensive Spelle	Defensive Spells	Mise. Spelle
	1. Color Spray	Audible Glamer	Change Self
	2. Hypnotism	Darkness	Dancing Lights
	3. Light	Gaze Reflection	Detect allusion
	4. Phantasmai Force	Weil of Fo	Detect lnvisibility
		,9
	5. Chromatic Orb	Phantom Armor	(choose)
	15. Spook	(choose)	(choose)*

The DM has three options which can be used here:
1)allow an additional (5th) miscellaneous speil, or
2)allow re-selection of an offensive spell, this time by the player's
     choice rather than the die roll, or
3)simply assume that the roll means nothing more than choice of
     ùmiscellaneous speu, just as a roll of 5 does.

Speils from this work were added to the list of initial spells because of
the limited number of illusionist spells originally given in the Players
Handbook. You will note that this has not been dons for magic-users
of the original sort, since that class already has a sufficient number of
spelis to select f rom.


ACQUISITION OF CANTRIPS, ILLUSIONISTS

Illusionists have avaitable to them all of the cantrips that can be
learned and employed by regular magic-users, although an illusion-
ist's capacity for such minor magics is diff‚rent in each category from
that of a regular magic-user (see the list that follows). In addition, illu-
sionists can learn and employ from 5-8 minorillusion cantrips, none of
which are avaitable to regular magic-users. Except where otherwise
indicated, ait properties pertaining to magic-user cantrips likewise ap-
ply to those employed by the illusionist class.

The number of magic-user cantrips available to illusionists in each
category is as follows:
Usefui cantrips: One par point of intelligence, up to intelligence
minus 3; i.e., an illusionist with 18 intelligence can choose 15
usefut cantrips from the magic-user list.
Reversed. 2-5               Personal.- 2-5
Legerdemain: 3-6Haunting-sound. 5-8
Person-affecting: 2-5


	ILLUSIONIST SPELL BOOKS	SP

	Illusionist spell books are the same as those of regular magic-users,	SPE
	with the following exceptions:
	MA

1.Standard speil books contain either 24 spells of 1 st or 2nd level,


	16 spells of 3rd or 4th level, or 8 spells of 5th, 6th, or 7th level. If	Elq
	lst-level magic-user spells are known and used by the illusionist,
	he or she must have a new spell book for such spells; this tome is	Per
	essentially a standard wolrk for first level containing up to 24	effe
	spells.

	2. Travelling speil books hold 6 spells of 1 st or 2nd level, 4 spells of
	3rd or 4th level, or but 2 spells of 5th, 6th, or 7th level.


	For additional security, illusionists may opt to do their spell books us-
	ing illusionary script, which would only be recognizable as such by an-
	other illusionist. A magic-user may not learn a spell from an illusionist	p
	spell book (and vice versa) even if the illusionist spell in question is
	the same in name (and perhaps other respects) as a magic-user spell.	In a
	The magical forces released by the casting of "namesake" spells are	mak
	similar to one another, but the way in which that magic is triggered dit-
	fers from class to class.	a





COST OF MAGIC-USERIILLUSIONIST SPELL CASTING


While the cost of having a cleric cast needed spells is reasonably well
detailed in the Dungeon Masters Guide, the cost of magic-user or illu.
sionist spell casting was neglected. Rather than giving an extensive
list of spells and costs, the following set of guidelines is provided to
enable the DM to determine a "reasonable" fee for any spell.


Basic costs: A willing magic-user or illusionist will typically work for&
fee of 200 gp par spell level. Double the material component(s), or
material components of et least such value as substitutions, is also
part of the basic fee.

Additionai costs: Failure to furnish the material component(s) of$
spell which has components of ordinary sort will incur a surcharge$
1 0% or three times the value of the component(s), whichever W
greater. Failure to furhish any extraordinary component(s) that May,
be needed brings a surcharge of 100% of the casting cost or thra
times the value of the component(s), whichever is greater. Spelb
which place the caster in danger (including such castings as identffy,
which causes a temporary drop in constitution of the caster) requirent
least a double fee, and guarantees will be required as well. $peut
which age the caster will be cast only if a counter to such aging W,
awarded prior to spell casting, unless the amount of aging is insigr*,,
cent to the casiers (A young elf will not be overly concernait about
ing 5 years, although a fee of ten times normal might be chargedt)

                                   If @
Magic item payment: A magic-user or illusionist will generally accqt,
some item of magic in lieu of cash or like valuables. In such cases, the
sale value of the item, adjusted downward by the general reaction of
the spell caster to the individuel requesting his or her services, is to I¯
considered the base value of the item. The character and behaviord
the NPC encountered will always be the purview of the DM. Sudi
character or behavior will, naturally, often affect costs and- fees.

Hostile speil castors: In general, a hostile spell caster will elther
charge at least double normal fees, or aise he or she will simply refuse
to cast any spell whatsoever - unless possibly bribed to do so wb
some magic item. Any spell caster of good alignment is quite unlikew
to cast any spell for a character of evil alignment in any event. Again,
adjudication of such events is the realm of the DM.

Speil casting under duress: Use the rules in the Dungeon Masters
Guide forall magic-user and illusionist spell casting under threat
magical influence, etc.

                                    80

9

Nat
con
thin
(suc








se
bon








This
abo
com

THE AD VENTURE (UNDER WATER AD VENTURES)

Magic-user:

          Cantrips - sait.- This spell will produce a small amount of salt water,
about 1 pint total. Unless contained, the sait water
will quickly disperse irito the surrounding water.
1 st level - firewater. The substance produced by this spell will float to
the top of the body of water. The firewater may not be
ignited underwater.
2nd level - Melf's acid arrow: The acid from this arrow lasts only a
single round, then is washed away by the surround-
ing water.
6th level - chain lightning: Effects underwater as a lightning boit of
double normal radius, but inflicts only ld6 of dam-
age for every level of the caster (saving throw for half
damage).
transmute water to dust., As for the 6th level druid spell.
7th level - Mordenkainens magnificent mansion: At the caster's op-
tion, the mansion can be filled with water, or the
membrane can prevent the influx of water, leav-
ing the mansion's interior tidy and dry.
8th level - sink. This spell will place a creature the given number of
feet below the floor of the river or sea. The magic
of the containment will, however, radiate through the
water to the surface.

lllusionist:

3rd level - phantom steed. Such cr‚atures summoned underwater
are hippocampe with black forebodies and silver-
gray scales. They do not gain the special abilities in
traveling or flying, but do gain the 4'ilevel move-
ment of the phantom steed. Otherwise they are sim-
ilar to the steed summoned by the spell.


COMBAT

EFFECTS OF DARKNESS

On many occasions, a situation will present itself where combat must
be conducted in conditions of darkness or poor illumination. The ef-
fects of darkness on combat are as follows:

1.If an opponent cannot be seen, then attacks against that oppo-
     nent are as against an invisible target, i.e. at -4 "to hit."
2.If the opponent is vaguely discernible, such as a faint blur or a
     darker shape that stands out against the background, then et-
     tacks against that opponent are et -2 "to hit."
3.Combat is not affected by illumination (or lack thereof) in condi-
     tions of daylight or in light conditions such as those produced by
     most light-giving devices and spells, including the illumination
     of torches, lanterns, light spells or continuai light speils.
4.In essence, the converse of all the above cases will hold true
     when considering cr‚atures which function normally or et some
     relative advantage in conditions of darkness. For instance,
     cr‚atures with infravision will still be able to "see" opponents in
     the absence of normal (visible spectrum) light. Creatures that
     are accustomed to operating in darkness will suffer vision pen-
     alties when attacking opponents in illuminated conditions (cf.
     descriptions of gray dwarves, dark elves, and dark gnomes
     elsewhere in this volume).

The eff ects of a faerie lire spell will be of benef it only when outlining
opponents in poor lighting conditions, such as an area of a dungeon
where the only light comes from softly glowing magic weapons, or in
total darkness. In illumination similar to that of a torch or a light spell
(or anything stronger), the spell will function normally, but will not con-
tribute to the visibility of the target it encompasses.

As in so many other cases, particularly those relating to combat, com-
mon sense muet be the final d‚terminant of whether or not an act is
possible, or whether a bonus or penalty to its chance of success
should be applied. If a certain situation seems to warrant an excep-
tion to these rules, it is within the purview of the Dungeon Master to
moderate the events accordingly.


	THE CAMPAIGN	CIRCU

	SOCIAL CLASS AND RANK
	By the

	The Dungeon Master should determine the social class of each char-	rules"

	acter he or she has in the campaign. This is accomplished by use of	the cam

	the Social Class Table given below. You will note that this table does	individu

	ocial or political information, but that guideline of	venturin


	not include any s                                                            s @
	this sort are included in a reference immediately following the table.	point, h
	This allows the DM to model the social class distirictions to the tenor	aetermi
	of his or her individuel milieu.	charac

	Social Class Table	Birth Ta


	Dice roll	Social (/Economic) Class	01
	01-04	Lower Lower Class (LLC)	0
	05-10	Middle Lower Class (MLC)
	11-20	Upper Lower Class (ULC)	1
	21-35	Lower Middle Class (LMC)	2
	36-55	Middle Middle Class (MMC)	5
	56-87	Upper Middle Class (UMC)
	88-96	Lower Upper Class (LUC)
	97-99	Middle Upper Class (MUC)
	00	Upper Upper Class (UUC)

Typical members of a class
     LLC:Freed slaves, peasants, tinkers, vagabonds, beggars,
criminels, low-level thieves, low-level and mid-level
assassins
     MLC:Herdsmen, laborers, pŠddiers, actors, jugglers, men.at-
arms, low-level barbarians, mid-level thieves, high-
level assassins, low-level bards

     ULC:Freemen, tradesmen, petty officers, money-changers,
          fences, low-level fighters, high-level thieves
     LMC:Artisans, craftsmen, petty merchants, junior officers,
          bankers, landless knights, druids, rangers
     MMC:Landed gentry, merchants, petty off icials, senior

officers, landiess petty nobles, mid-level fighters,
low-level magic-users, low-level illusionists
     UMC:Guild masters, great merchants, military command‚s,
officials, landless nobles, lasser clerics, high-level
fighters, mid-level magic-users, mid-level illusionists
     LUC:Great landed gentry, generais and marshals, greater

officials, knights, mid-level clerics, cavaliers,
paladins, high-level magic-users, high-level illusionists
     MUC:Knights, command‚s, great clerics, nobles, high-level
          paladins, very high-level madic-users and illusionists
     UUC:     Great nobles, sovereign nobility, royalty

For player characters, initial social status has no effect on starting@
money and equipment, with the exception of cavaliers and paladins.
Rules for starting gold and equipment for those classes are
under the "Money" heading in the Players' Section of this b

The various occupations and status positions can be adjuste
quired by the background of each milieu. The positioning
humans is entirely d‚pendent upon the individuel milieu. As a
rule, a human society would probably consider the non-hum

     Dwarves - MMC (they are reputed to have gold and gems'
     Elves - ULC (wood elves) to LUC (gray elves)

     Gnomes - ULC to LMC
     Halflirigs - ULC (they are small and rustic)
     Half-elves - Slightly above a human counterpart
     Half-orcs - LLC

Social Class and Profession: As a general ruie, any character m
have a social status of, et the lowest, one rank below that specified
his or her profession in the milieu. For instance, using the system 01,
lined above, a character embarking on a career as a fighter mLm
have a social standing of no lower than Middle Lower Class, and col
versely a character with a standing lower than that cannot hope to,
make his or her way in the fighter profession. At the lowest extreme,
this means that a character born to the Lower Lower Class can in
only a thief or assassin.

                                    82

IRCUMSTANCES OF BIRTH

Dy the nature of the topic, not much can be offered in the way of
rules" for ascertaining the origin and background of characters in
#je campaign milieu. Virtually all such d‚cisions must be made by the
@individual Dungeon Master, so that the results fit smoothly into the ad-
venturing environment that he or she has designed. As a starting
point, however, the following tables will suff ice for those who wish to
d‰ermine what role fate has played with regard to when and how a
character came into the world.

     THE CAMPAIGN (CIRCUMSTANCES OF BIRTH)
Parents'Marital Status Table
     Dice Roll Marital Statue
     01-80       Parents legally married
     81-00       Parents unmarried*

     The child of unmarried parents is typically one social class
lower than the social class of the father.

                       Racial Modifiers


	1rth Table			Dwarves, all	-1 5 to dice rolls on both tables
				Elves	Modify dice rolis on both tables as follows:
	Dice Roll	Order of Birth	Dice Roll Order of Birth	Drow	-15


	01-05	Only child	81-85	7th child	Gray	-30
	06-10	1 st child	86-90	8th child	High	-20
	11-20	2nd child	91-94	9th child	Wood	-10
	21-35	3rd child	95-97	1 Oth child	All others	-15
	36-50	4th child	98-99	1 l th child	Gnomes, all	-20 to dice rolls on both tables
	51-65	5th child	00	12th child	Half-elves	-10 to dice rolls on both tables
	66-80	6th child			Halflings, ali	-1 0 to dice roils on both tables
					-orcs	10 to dice rolls on Birth Table,
					Half
	+ 75 to dice rolls on Marital Status Table

					Humans	no modifi‚s to dice rolls








                              83


		III.A.,	Continued			111.8.1
	TREASURE			Experience	G. P.

		Dice	Resuit	Point Value	Sale Value	Dice
	RANDOM TREASURE DETERMINATION	73-75	Philter of Persuasiveness	400	850	88-92

	Ili. MAGIC ITEMS (Revised Table)	76-78	Pidnt Controi	250	300	93-97

		79-81	Polymorph (self)	200	350	98
		82-84	Poison
	Dice         Resuits			200	450	- 30
		85-87	Speed			of all CI

		88-go	Super-Heroism (F)	450	750
	01-20        Potions	91-93	Sweet Water	200	250	are illu
	01-65 Table III.A.					numbe
	66-00 Table III.A.2.	94-96	Treasure Finding	600	2,000
		97	Undead Controi	700	2,500	Itis

	21-35        Scrolle	98-00	Water Breathing	400	900	vince
	01-85      Table III.B.					See D
	86-00      Table 111-B-2.	III.A.2.	POTIONS

	36-40        Rings			Experience	G.P.	III.B.2.

                              Dice       Result                                    Point Value Sale Value


		01-67	Table lit-C.			350	2,000
		68-00	Table III.C.2.	oi-o5	Elixir of Heaith
				06-15	Elixir of Life	250	2,500	Die
	41-45	Rode,	Staves & Wands	16-20	Elixir of Madness			01-0

				21-25	Elixir of Youth	500	io,ooo	03


		01-40 Table 111-D.			400	4,000	08-1
		41-00      Table III.D.2.	26-30	Fire Breath	500	5,000	13-1
			31-35	Oil of Acid Resistance	750	3,500	18-

	46-60	Miscelleneous Magie	36-40	Oil of Disenchantment
			41-45	Oil of Etementai lnvulnerability	1,000	5,000	23-2
		01-14      Table III.E.1.	46-49	Oil of Fiery Buming	500	4,000	28-3
		15-28      Table 111-E-2.	50-55	Oil of Fumbling		i,ooo	33
		29-42      Table 111-E-3.				0	3
		Table III.E.4.	56-60	Oil of Impact	750	5,00


		43-56		61-65	Oil of Sharpness	100/appl.	1,000/appl.	43
		57-70	Table 111-E-5	66-70	Oil of Timelessness	500	2,000	4
		71-85	Table 111-E-6.	71-75	Phitter of Beauty	250	1,500	55
		86-00	Table III.E.7.	76-80	Philter of Glibness	500	2,500	6

	61-75	Armor	& Shields	81-85	Phitter of Stammering			65
					& Stuttering			71-


		01-50 Table 111-F	86-90	Rainbow Hues	200	800
		51-00      Table Ill.F2.	91-95	Ventriloquism	200	800	8

	76-86	Sworde	96-00	Vitality	300	2,500	8
							9
		01-95 Table III.G.


		96-00      Table 111-G-2.	Effectiveness on type of creature controlled must be determined
			by die roll; consult item explanation.
	III.C.
	87-W	Mlsoellaneous Weapons	The Dungeon Master must mislead the possessor of the potion 80
		01-50 Table III.H.
		51-00 Table III.H.2.	as to convince him that il is not harmful. (Ses the appropriate item de.

			scription for particulars.)	oi O


	III.A.	POTIONS			(F) = Fighter and cavalier classes only may use.	07
						13-

			Experience	G. P.		1
	oice	Result	Point Value	Sale Value	III.B. SCROLLS	1

	01-03	Animal Control	250	400		ti 2

		Clairaudience	250	400	Spell Level Range oi


	07-oe	Clairvoyance	300	500	Dice	Result	Experience Point Value	31
	10-12	C‹mbing	300	500	01-10	1 spell	1-4
	13-1-5	lmusion		150	11-16	1 speil	1-6	41
	16-18	Diminution	300	500	17-19	1 spell	2-9 (d8 + 1) or 2-7* (d6 +


	.19-20	Dragon Controi		500-1,000	5,000-9,000	20-24	2 spells	1-4
	21-93	ESP		500	850	25-27	2 spells	1-8 or 1-6*	6
		Edre-Healing		400	800	28-32	3 spells	14	62
	27-29	Fire Rosistance		250	400	33-35	3 speils	2-9 or 2-7*
	30-32	Flying		500	750	36-39	4 spells	1-6
	33-34	Gaseous Form		300	400	40-42	4 spells	1-8 or 1-6*	7
	35-36	Giant Controi		400-900	1,000-6,000	43-46	5 spells	1-6	7
	37-39	Gient Strength	(F)	500-750	900-1,400	47-49	5 spells	1-8 or 1-6*
	40-41	Growth		250	300	50-52	6 spells	1-6
	42-47	Hoaling		200	400	53-54	6 spelis	3-8 (d6 + 2) or 3-6 (d4 +
	48-49	Heroism (F)		300	500	55-57	7 spells	1-8	91
	50-51	Human Controi		500	900	58-59	7 spells	2-9
	52-54	lnvisibility		250	500	60	7 spells	4-9 (d6     3) or 4-7 (d4
	55-57	lnvulnerability (F)		350	500	61-62	Protection - Demons	2,500
	58-60	Levitation		250	400	63-64	Protection - Devils	2,500	T
	61-63	Longevity		500	1,000	65-70	Protection - Elementais	1,500	PO


	6"6	011 of Ethoreainess	600	1,500	71-76	Protection - Ly@anthropes	1,000	plat
	67-69	Oit of Stipperiness	400	750	77-82	Protection '- Magic	1,500
	70-72	Philter of Love	200	300	83-87	Protection - Petrification	2,000

                                    84


	TREASURE	III.A.,	Continued

	Experience	G. P.
		Dice	Resuit	Point Value	Sale Value	Dice
	RANDOM TREASURE DETERMINATION	73-75	Philter of Persuasiveness	400	850	88-92

	Ili. MAGIC ITEMS (Revised Table)	76-78	Pidnt Controi	250	300	93-97

		79-81	Polymorph (self)	200	350	98
		82-84	Poison
	Dice        Resuite	85-87	Speed	200	450	30


		88-90	Super-Heroism (F)	450	750	of all CI
	01-20       Potions	91-93	Sweet Water	200	250	are illu

	01-65 Table 111-A.	94-96	Treasure Finding	600	2,000	numbe

	66-00 Table III.A.2.	97	Undead Controi	700	2,500

		98-00	Water Breathing	400	900	Itis
	21-35       Scrolla					vince

	01-85     Table III.B.					See D

	86-00     Table III.B.2.	III.A.2.	POTIONS


	36-40       Rings			Experience	G.P.	III.B.2.

                              Dice      Result                                   Point Value Sale Value


		01-67	Table lit-C.		oi-o5	Elixir of Heaith	350	2,000
		68-00	Table 111-C-2.		06-15	Elixir of Life	250	2,500	Di

	41-45	Rode,	Staves & Wands	4	16-20	Elixir of madness			01-0
					21-25	Elixir of Youth	500	io,ooo	03


		01-40 Table 111-D.			400	4,000	08-1
		41-00     Table III.D.2.	26-30	Fire Breath	500	5,000	13-1
			31-35	Oil of Acid Resistance	750	3,500	18-

	46-60	Miscelleneous Magic	36-40	Oil of Disenchantment
			41-45	Oit of Elementai lnvulnerability	1,000	5,000	23-2
		01-14     Table III.E.1.	46-49	Oil of Fiery Buming	500	4,000	28-3
		15-28     Table 111-E-2.	50-55	Oil of Fumbling		i,ooo	33
		29-42     Table 111-E-3.				0	3
		Table III.E.4.	56-60	Oil of Impact	750	5,00


		43-56		61-65	Oil of Sharpness	100/appl.	1,0001appl.	43
		57-70	Table 111-E-5.	66-70	Oil of Timetessness	500	2,000	4
		71-85	Table 111-E-6.
		86-00	Table III.E.7.	71-75	Phitter of Beauty	250	1,500	55

				76-80	Philter of Glibness	500	2,500	6
	61-75	Armor	& Shields	81-85	Philter of Stammering			65

					& Stuttering			71-


		01-50 Table 111-F	86-90	Rainbow Hues	200	800	7
		51-00     Table 111-F-2.	91-95	Ventriloquism	200	800	8

	76-86	Sworde	96-00	Vitality	300	2,500	8
							9
		01-95 Table III.G.


		96-00     Table 111-G-2.	Effectiveness on type of creature controlled must be determined
			by die roll; consuit item explanation.
	III.C.
	87-W	Mlsoellaneous Weapons
		01-50 Table III.H.	The Dungeon Master must mislead the possessor of the potiori 80
		51-00 Table III.H.2.	astoconvincehimthatitisnotharmful.(Seetheappropriateitemde.

			scription for particulars.)	oi O


	III.A.	POTIONS			(F) = Fighter and cavalier classes only may use.
	13-

			Experience	G. P.		1
	Dice	Result	Point Value	Sale Value	III.B. SCROLLS	1

	01-03	Animal Control	250	400
		Clairaudience	250	400	Speil Level Range or


	07-oe	Clairvoyance	300	500	Dice	Reault	Exporience Point Value.,	3
	10-12	Climbing	300	500	01-10	1 spell	1-4
	13-1-5	lmusion		150	11-16	1 spell	1-6	41
	16-18	Diminution	300	500	17-19	1 spell	2-9 (d8 + 1) or 2-7* (d6 +


	.19-20	Dragon Controi		500-1,000	5,000-9,000	20-24	2 spells	1-4
	21-23	ESP		500	850	25-27	2 spells	1-8 or 1-6*		6
	24-M	Edre-Healing		400	800	28-32	3 spells	14
	27-29	Fire Rosistance		250	400	33-35	3 spells	2-9 or 2-7*
						36
	30-32	FJyng		500	750	-39	4 spells	1-6
	33-34	Gaseous Form		300	400	40-42	4 spells	1-8 or 1-6*	7
									7
	35-36	Giant Controi		400-900	1,000-6,000	43-46	5 spells	1-6
	37-39	Giant Strength	(F)	500-750	900-1,400	47-49	5 spelis	1-8 or 1-6*	7
	40-41	Growth		250	300	50-52	6 spells	1-6
	42-47	Hoaling		200	400	53-54	6 spelis	3-8 (d6 + 2) or 3-6* (d4 +@
	48-49	Heroism (F)		300	500	55-57	7 spells	1-8	91
	50-51	Human Controi		500	900	58-59	7 spells	2-9
	52-54	lnvisibility		250	500	60	7 spelis	4-9 (d6 + 3) or 4-7 (d4 +
	55-57	lnvulnerability (F)		350	500	61-62	Protection - Demons	2,500
	58-60	Levitation		250	400	63-64	Protection - Devils	2,500	T
	61-63	Longovily		500	1,000	65-70	ProtectŒon - Elementais	1,500


	64-M	011 of Ethoreainess	600	1,500	71-76	Protection - Lyganthropes	1,000	plat
	67-69	Oil of Stipperiness	400	750	77-82	Protection ' Magic	1,500
	70-72	Philter of Love	200	300	83-87	Protection - Petrification	2,000	(M)

                                     84


	TREASURE	III.A.,	Continued
	Experience	G. P.
	RANDOM TREASURE DETERMINATION	Dice	Resuit	Point Value	Sale Value	Dire
		73-75	Philter of Persuasiveness	400	850	88-92
	Ili. MAGIC ITEMS (Revised Table)	76-78	Pi…nt Controi	250	300	93-97
		79-81	Polymorph (self)	200	350	98
	Dice        Resuits	82-84	Poison
		85-87	Speed	200	450	30
	01-20       Potions	88-90	Super-Heroism (F)	450	750	of all CI
	01-65 Table III.A.	',Œ 91-93	Sweet Water	200	250	are illu
	66-00 Table III.A.2.	94-96	Treasure Finding	600	2,000	numbe
		97	Undead Controi	700	2,500
	21-35       Scrolle	98-00	Water Breathing	400	900	Itis
	01-85     Table III.B.					vince
	86-00     Table III.B.2.					See D
		III.A.2.	POTIONS
	36-40       Rlngs			Experience	G.P.

     01-67     Table III.C.                                                             Dice      Result                                   Point Value Sale Value                       III.B.2.


		68-00	Table III.C.2.	01-05	Elixir of Heaith	350	2,000
				06-15	Elixir of Life	250	2,500	Di
	41-45	Rode,	Staves & Wands	16-20	Elixir of Madness			01-0


		01-40 Table III.D.	21-25	Elixir of Youth	500	io,ooo	03
		41-00 Table III.D.2.	26-30	Fire Breath	400	4,000	08-1
			31-35	Oil of Acid Resistance	500	5,000	13-1
	46-60	Miscellaneous Magic	36-40	Oil of Disenchantment	750	3,500	18-2
		01-14     Table III.E.1.	41-45	Oil of Etementai lnvulnerability	1,000	5,000	23-2
		15-28     Table III.E.2.	46-49	Oil of Fiery Buming	500	4,000	28-3
		29-42     Table III.E.3.	50-55	Oil of Fumbling	--	i,ooo	33
		43-56     Table III.E.4.	56-60	Oil of Impact	750	5,000	3


		57-70	Table III.E.5.	61-65	Oil of Sharpness	100/appl.	1,000/appl.	43
		71-85	Table III.E.6.	66-70	Oil of Timetessness	500	2,000	4
		86-00	Table III.E.7.	71-75	Phitter of Beauty	250	1,500	55
				76-80	Philter of Glibness	500	2,500	6
	61-75	Armor	& Shields	81-85	Phitter of Stammering			65
		01-50	Table III.F		& Stuttering			71


		51-00 Table III.F2.	86-90	Rainbow Hues	200	800
			91-95	Ventriloquism	200	800	8
	76-86	Sworde	96-00	Vitality	300	2,500	8
		01-95 Table III.G.					9


		96-00 Table III.G.2.	Effectiveness on type of creature controlled must be determined
			by die roll; consult item explanation.
	87-00	Mlwellaneous Weapons		III.C.
		01-60 Table III.H.	The Dungeon Master must mislead the possessor of the potion 80
		51-00 Table III.H.2.	astoconvincehimthatitisnotharmful.(Seetheappropriateitemde.
			scription for particulars.)	O

				oi


	III.A.	POTIONS			(F) = Fighter and cavalier classes only may use.
	13-
			Experience	G. P.		1
	Ok¯	Result	Point Value	Sale Value	III.B. SCROLLS	1
	01-03	Animal Controi	250	400		ti 2


		Clairaudience	250	400			SDell Level Range or
	07-oe	Clairvoyance	300	500	Dice	Resuit	Ekperience Point Value	31
	10-12	Climbing	300	500	oi-io	i spell	1-4
	13-1-5	@usion		150	11-16	1 spell	1-6	41
	16-18	Diminution	300	500	17-19	1 spell	2@ (d8 + 1) or 2-7* (d6 +


	.19-20	@n Controi		500-1,000	5,000-9,000	20-24	2 spells	1-4
	21-93	ESP		500	850	25-27	2 spells	1-8 or 1-6*	6
	24-26	Extra-Heeling		400	800	28-32	3 spells	1-4	62
	27-29	Fire Resistance		250	400	33-35	3 spells	2-9 or 2-7*
	30-32	F4#ng		500	750	36-39	4 spelis	1-6
	33-34	Gaseous Form		300	400	40-42	4 spells	1-8 or 1-6*	7
	35-36	Giant Controi		400-900	1,000-6,000	43-46	5 spells	1-6	7
	37-39	Gient Strongth	(F)	500-750	900-1,400	47-49	5 spelis	1-8 or 1-6*	7
	40-41	Growth		250	300	50-52	6 spells	1-6
	42-47	Hoaling		200	400	53-54	6 spelis	3-8 (d6 + 2) or 3-6 (d4
	48-49	Haroism (F)		300	500	55-57	7 spells	1-8	91
	50-51	Humen Controi		500	900	58-59	7 spells	2-9
	52-54	lnvisibility		250	500	60	7 spells	4-9 (d6 + 3) or 4-7* (d4
	55-57	lnvulnerability (F)		350	500	61-62	Protection - Demons	2,500
	58-60	Levitation		250	400	63-64	Protection - Devils	2,500	T
	61-63	Longovity		500	1,000	65-70	Protection - Elementais	1,500	PO


	6"6	Oil of Ethoreainess	600	1,500	71-76	Protection - Lyganthropes	1,000	plat
	67-69	Oil of Stipperiness	400	750	77-82	Protection '- Magic	1,500
	70-72	Philter of Love	200	300	83-87	Protection - Petrification	2,000	(M)

                                        84


	TREASURE	III.A.,	Continued

	Experience	G. P.
		Dice	Resuit	Point Value	Sale Value	Dire
	RANDOM TREASURE DETERMINATION	73-75	Philter of Persuasiveness	400	850	88-92

	Ili. MAGIC ITEMS (Revised Table)	76-78	Pidnt Controi	250	300	93-97

		79-81	Polymorph (self)	200	350	98
		82-84	Poison
	Dice        Resuite	85-87	Speed	200	450	30


		88-90	Super-Heroism (F)	450	750	of all cl
	01-20       Potions	91-93	Sweet Water	200	250	are illu

	01-65 Table 111-A.					numbe
	66-00 Table III.A.2.	94-96	Treasure Finding	600	2,000
		97	Undead Controi	700	2,500	It is

	21-35       Scrolle	98-00	Water Breathing	400	900	vince

	01-85     Table III.B.					Ses D

	86-00     Table III.B.2.	III.A.2.	POTIONS


	36-40       Rlngs			Experience	G.P.	III.B.2.

                              Dice      Result                                   Point Value Sale Value


		01-67	Table lit-C.			350	2,000
		68-00	Table III.C.2.	oi-o5	Elixir of Heaith
				06-15	Elixir of Life	250	2,500	01
	41-45	Rode,	Staves & Wands	16-20	Elixir of Madness			01-0

				21-25	Elixir of Youth	500	io,ooo	03


		01-40 Table 111-D.			400	4,000	08-1
		41-00     Table III.D.2.	26-30	Fire Breath	500	5,000	13-1
			31-35	Oil of Acid Resistance	750	3,500	18-2

	46-60	Miscellaneous Magic	36-40	Oil of Disenchantment
			41-45	Oil of Elementai lnvulnerability	1,000	5,000	23-2
		01-14     Table III.E.1.	46-49	Oil of Fiery Buming	500	4,000	28-3
		15-28     Table 111-E-2.	50-55	Oit of Fumbling		i,ooo	3
		29-42     Table 111-E-3.				0	3
		Table III.E.4.	56-60	Oil of Impact	750	5,00


		43-56		61-65	Oil of Sharpness	100/appl.	1,000/appl.	43
		57-70	Table 111-E-5.	66-70	Oil of Timetessness	500	2,000	4
		71-85	Table 111-E-6.	71-75	Phitter of Beauty	250	1,500	55
		86-00	Table III.E.7.	76-80	Philter of Glibness	500	2,500	6

	61-75	Armor	& Shields	81-85	Phitter of Stammering			65
					& Stuttering			71-


		01-50 Table 111-F	86-90	Rainbow Hues	200	800	7
		51-00     Table 111-F-2.	91-95	Ventriloquism	200	800	8

			96-00	Vitality	300	2,500	8
	76-86	Sword$					9
		01-95 Table III.G.


		96-00 Table 111-G-2.	Effectiveness on type of creature controlled must be determined
			by die roll; consuit item explanation.	III.C.

	87-W	Mlsoellaneous Weapons	The Dungeon Master must mislead the possessor of the potion 80
		01-50 Table III.H.
		51-00 Table III.H.2.	astoconvincehimthatitisnotharmful.(Seetheappropriateitemde.

			scription for particulars.)	O
			.%	01


	III.A.	POTIONS			(F) = Fighter and cavalier classes only may use.	0
						13-

			Experience	G. P.		1
	Ok¯	Result	Point Value	Sale Value	III.B. SCROLLS	1
	01-03	Animal Controi	250	400		412


		Clairaudience	250	400			SDeil Level Range or
	07-09	Clairvoyance	300	500	Dice	Result	Ekperience Point Value	31
	10-12	Climbing	300	500	01-10	1 spell	1-4
	13-1-5	@sion		150	11-16	1 spell	1-6	41
	18-18	Diminution	300	500	17-19	1 spell	2-9 (d8 + 1) or 2-7* (d6 +


	.19-20	Dragon Controi		500-1,000	5,000-9,000	20-24	2 spells	1-4
	21-93	ESP		500	850	25-27	2 spells	1-8 or 1-6*	6
		Edra-Healing		400	800	28-32	3 spells	1-4	62
	27-29	Fire Rosistance		250	400	33-35	3 spells	2-9 or 2-7*
	30-32	Flying		500	750	36-39	4 spells	1-6
	33-34	Gaseous Form		300	400	40-42	4 spells	1-8 or 1-6*	7
									7
	35-36	Giant Controi		400-900	1,000-6,000	43-46	5 spells	1-6
	37-39	Giant Strength	(F)	500-750	900-1,400	47-49	5 spelis	1-8 or 1-6*	7
	40-41	Growth		250	300	50-52	6 spells	1-6
	42-47	Hoaling		200	400	53-54	6 spelis	3-8 (d6 + 2) or 3-6* (d4 +
	48-49	Heroism (F)		300	500	55-57	7 spells	1-8	91
	50-51	Human Controi		5w	900	58-59	7 spells	2-9
	52-54	lnvisibility		250	500	60	7 spells	4-9 (d6 + 3) or 4-7* (d4 +
	55-57	lnvulnerability (F)		350	500	61-62	Protection - Demons	2,500
	58-60	Levitation		250	400	63-64	Protection - Devils	2,500	T
	61-63	Longevity		500	1,000	65-70	Protection - Elementais	1,500	PO


	6"6	011 of Ethereainess	600	1,500	71-76	Protection - Ly@anthropes	1,000	plat

	67-69	Oit of Stipperiness	400	750	77-82	Protection @ Magic	1,500

		Philter of Love
	70-72		200	300	83-87	Protection - Petrification	2,000

                                    84


	TREASURE	III.A.,	Continued
	Experience	G. P.
	RANDOM TREASURE DETERMINATION	Dice	Resuit	Point Value	Sale Value	Dire
		73-75	Philter of Persuasiveness	400	850	88-92
	Ili. MAGIC ITEMS (Revised Table)	76-78	Pi…nt Controi	250	300	93-97
		79-81	Polymorph (self)	200	350	98
	Dice        Resulte	82-84	Poison
		85-87	Speed	200	450	30
	01-20       Potions	88-90	Super-Heroism (F)	450	750	of all CI
	01-65 Table III.A.	91-93	Sweet Water	200	250	are illu
	66-00 Table III.A.2.	94-96	Treasure Finding	600	2,000	numbe
		97	Undead Controi	700	2,500
	21-35       Scrolle	98-00	Water Breathing	400	900	Itis
	01-85     Table III.B.					vince
	86-00     Table III.B.2.					See D
		III.A.2.	POTIONS
	36-40       Rlngs			Experience	G.P.

     01-67     Table III.C.                                                             Dice      Result                                   Point Value Sale Value              III.B.2.

		68-00	Table III.C.2.	01-05	Elixir of Heaith	350	2,000
				06-15	Elixir of Life	250	2,500	Di
	41-45	Rode,	Staves & Wands	16-20	Elixir of Madness			01-0


		01-40 Table III.D.	21-25	Elixir of Youth	500	io,ooo	03-0
		41-00 Table III.D.2.	26-30	Fire Breath	400	4,000	08-1
			31-35	Oil of Acid Resistance	500	5,000	13-1
	46-60	Miscellaneous Magic	36-40	Oil of Disenchantment	750	3,500	18-2
		01-14     Table III.E.1.	41-45	Oit of Etementai lnvulnerability	1,000	5,000	23-2
		15-28     Table III.E.2.	46-49	Oil of Fiery Buming	500	4,000	28-3
		29-42     Table III.E.3.	50-55	Oil of Fumbling	--	i,ooo	33-
		43-56     Table III.E.4.	56-60	Oil of Impact	750	5,000	38-4


		57-70	Table III.E.5.	61-65	Oil of Sharpness	100/appl.	1,000/appl.	43
		71-85	Table III.E.6.	66-70	Oil of Timetessness	500	2,000	4
		86-00	Table III.E.7.	71-75	Philter of Beauty	250	1,500	55
				76-80	Philter of Glibness	500	2,500	6
	61-75	Armor	& Shields	81-85	Phitter of Stammering			65-
		01-50	Table III.F		& Stuttering			71


		51-00 Table III.F2.	86-90	Rainbow Hues	200	800	77
			91-95	Ventriloquism	200	800	8
	76-86	Sworde	96-00	Vitality	300	2,500	8
		01-95 Table III.G.					9


		96-00 Table III.G.2.	Effectiveness on type of creature controlled must be determined
			by die roll; consult item explanation.
	87-00	Mlwellaneous Weapons		III.C.
		01-60 Table III.H.	The Dungeon Master must mislead the possessor of the potion 80
		51-00 Table III.H.2.	astoconvincehimthatitisnotharmful.(Seetheappropriateitemde.
			scription for particulars.)	O
			.%	@ oi


	III.A.	POTIONS			(F) = Fighter and cavalier classes only may use.
	13-
			Experience	G. P.		1
	Ok¯	Result	Point Value	Sale Value	III.B. SCROLLS	1
	01-03	Animal Controi	250	400
	04-06	Clairaudience	250	400	Spell Level Range or


	07-oe	Clairvoyance	300	500	Dice	Resuit	Exporience Point Value	31
	10-12	Cftbing	300	500	01-10	1 spell	1-4
	13-15	D"sion		150	11-16	1 speil	1-6	41
	16-18	Diminution	300	500	17-19	1 spell	2-Q (d8 + 1) or 2-7* (d6 + Il


		Dragon Controi		500-1,000	5,000-9,000	20-24	2 spells	1-4
	21-23	ESP		500	850	25-27	2 spells	1-8 or 1-6*	6
	24,U	Extra-Healing		400	800	28-32	3 spells	1-4	62
	27-29	Fire Rosistance		250	400	33-35	3 speils	2-9 or 2-7*
	30-32	Flying		500	750	36-39	4 spelis	1-6	6
	33-34	Gaseous Form		300	400	40-42	4 spells	1-8 or 1-6*	7
	35-36	Glant Controi		400-900	l,ooo-6,ooo	43-46	5 spells	1-6	7
	37-39	Giant Strongth	(F)	500-750	900-1,400	47-49	5 spells	1-8 or 1-6*
	40-41	Growth		250	300	50-52	6 spells	1-6
	42-47	Hoaling		200	400	53-54	6 spelis	3-8 (d6 + 2) or 3-6 * (d4 +
	48-49	Heroism (F)		300	500	55-57	7 spells	1-8	91
	50-51	Human Controi		5w	900	58-59	7 spells	2-9
	52-54	lnvisibility		250	500	60	7 spells	4-9 (d6 + 3) or 4-7 * (d4
	55-57	lnvulnerability (F)		350	500	61-62	Protection - Demons	2,500
	58-60	Levitation		250	400	63-64	Protection - Devils	2,500
	61-63	Longovity		500	1,000	65-70	Protection - Elementais	1,500


	64-W	Oil of Ethoreainess	600	1,500	71-76	Protection - Ly@anthropes	1,000	plat
	67-69	Oil of Stipperiness	400	750	77-82	Protection '- Magic	1,500
	70-72	Philter of Love	200	300	83-87	Protection - Potrification	2,GW	(M)

                                        84


	TREASURE	III.A.,	Continued

	Experience	G. P.
		Dice	Resuit	Point Value	Sale Value	Dice
	RANDOM TREASURE DETERMINATION	73-75	Philter of Persuasiveness	400	850	88-92

		76-78	Pidnt Controi	250	300	93-97
	Ili. MAGIC ITEMS (Revised Table)	79-81	Polymorph (self)	200	350	98

		82-84	Poison
	Dice        Results			200	450	30
		85-87	Speed			of ali cl

		88-go	Super-Heroism (F)	450	750
	01-20       Potions	91-93	Sweet Water	200	250	are illu
	01-65 Table 111-A.					numbe
	66-00 Table 111-A-2.	94-96	Treasure Finding	600	2,000
		97	Undead Controi	700	2,500	It is

	21-35       Scrolla	98-00	Water Breathing	400	900	vince
	01-85      Table III.B.					See D
	86-00      Table III.B.2.	III.A.2.	POTIONS

	36-40       Rlngs			Experience	G.P.	III.B.2.

     01-67      Table lit-C.                                                            Dice      Result                                   Point Value Sale Value


				oi-o5	Elixir of Heaith	350	2,000
		68-00	Table 111-C-2.	06-15	Elixir of Life	250	2,500	Di

	41-45	Roda,	Staves & Wancla	16-20	Elixir of Madness			01-0

				21-25	Elixir of Youth	500	io,ooo	03
		01-40	Table 111-D.			400	4,000	08-1
		41-00	Table III.D.2.	26-30	Fire Breath	500	5,000	13-1
				31-35	Oil of Acid Resistance	750	3,500	18-2


	46-60	Miscellaneous	Magic	36-40	Oil of Disenchantment
				41-45	Oit of Etementai invulnerability	1,000	5,000	23-2
		01-14	Table III.E.1.	46-49	Oil of Fiery Buming	500	4,000	28-3


	15-28	Table 111-E-2.	50-55	Oil of Fumbling		i,ooo	33-
	29-42	Table 111-E-3.				0	38-4
		Table III.E.4.	56-60	Oil of Impact	750	5,00


		43-56	able 111-E-5.	61-65	Oil of Sharpness	100/appl.	1,000/appl.	43
		57-70	T	66-70	Oil of Timetessness	500	2,000	4
		71-85	Table 111-E-6.	71-75	Philter of Beauty	250	1,500	5
		86-00	Table III.E.7.	76-80	Philter of Glibness	500	2,500	6

	61-75	Armor	& Shields	81-85	Phitter of Stammering			65
					& Stuttering			71


		01-50 Table 111-F	86-90	Rainbow Hues	200	800
		51-00      Table 111-F-2.	91-95	Ventriloquism	200	800	8

			96-00	Vitality	300	2,500	8
	76-86	Sworde					9
		01-95 Table III.G.


		96-00 Table III.G.2.	Effectiveness on type of creature controlled must be deterrhined
			by die roll; consult item explanation.	III.C.

	87-W	Mlooellaneous Weapons	The Dungeon Master must mislead the possessor of the potiori so
		01-50 Table III.H.
		51-00 Table III.H.2.	as to convince him that il is not harmful. (See the appropriate item de.
			scription for particulars.)	D
			.%	01


	III.A.	POTIONS			(F) = Fighter and cavalier classes only may use.
	13-

			Experience	G. P.		1
	Ok¯	Result	Point Value	Sale Value	III.B. SCROLLS	1
	01-03	Animal Controi	250	400		d 2


		Clairaudience	250	400			Speil Level Range oi
	07-09	Clairvoyance	300	500	Dice	Requit	Experience Point Value	31
	10-12	Ckmbing	300	500	01-10	1 spell	1-4
	13-@15	DiWusion		150	11-16	1 spell	1-6	41
	16-18	Diminution	300	500	17-19	1 spell	9-Q (d8 + 1) or 2-7* (d6 +


	19-20	Dragon Controi	500-1,000	5,000-9,000	20-24	2 spells	1-4
	21-23	ESP	500	850	25-27	2 spells	1-8 or 1-6*		6
		Edre-Healing	400	800	28-32	3 spells	14
	27-29	Fire Rosistance	250	400	33-35	3 spells	2-9 or 2-7'
					36-39		1-6
	30-32	Flying	500	750		4 spelis
	33-34	Gaseous Form	300	400	40-42	4 spells	1-8 or 1-6*	7
	35-36	Giant Controi *	400-900	1,000-6,000	43-46	5 spells	1-6	7
	37-39	Gient Strength * (F)	500-750	900-1,400	47-49	5 spelis	1-8 or 1-6*
	40-41	Growth	250	300	50-52	6 spells	1-6
	42-47	Heeling	200	400	53-54	6 spelis	3-8 (d6 + 2) or 3-6 * (d4 +
	48-49	Heroism (F)	300	500	55-57	7 spells	1-8	91
	50-51	Human Controi	5w	900	58-59	7 spells	2-9
	52-54	lnvisibility	250	500	60	7 spelis	4-9 (d6 + 3) or 4-7 * (d4 +
	55-57	lnvulnerability (F)	350	500	61-62	Protection - Demons	2,500
	58-60	Levitation	250	400	63-64	Protection - Devils	2,500	T
	61-63	Longevity	500	1,000	65-70	ProtectŒon - Elementais	1,500	PO
	64-66	Oit of Ethereainess	600	1,500	71-76	Protection - Ly@anthropes	1,000	plat
	67-69	011 of Stipperiness	400	750	77-82	Protection @ Migic	1,500
	70-72	Phitter of Love	200	300	83-87	Protection - Petrification	2,000

                                     84


	III.B., Continued
	Speil Level Range or
	Dice Result	Experience Point Value
	88,92 Protection - Possession 'k	2,000
	93-97 Protection - Undead	1,500
	98-00 Curse	---

30% of ali spell scrolls are of clerical nature (dice 71 -00), and 25%
of all clerical scrolls are druidical. 1 0% of all magic-user spell scrolls
are illusionist. This applies only to scrolls 01-60 above. Asterisked
numbers indicate cierical speil levels.

It is incombent upon the Dungeon Master to do his utmost to con-
vince players that cursed scrolls should be read by their characters.
Ses DMG, p. 121.



	III.B.2.	SCROLLS
	Experlence
	Dice	Result	Point Velue
	01-02	Protection - Acid	2,500
	03-07	Protection - Breath Weapons, Dragon	2,000
	08-12	Protection - Breath Wtapons, Non-dragon	2,000
	13-17	Protection - Cold	2,000
	18-22	Protection - Etectricity	1,500
	23-27	Protection - Fire	2,000
	28-32	Protection - Gas	2,000
	33-37	Protection - Illusions	1,500
	38-42	Protection - Paralyzation	1,500
	43-48	Protection - Plants	1,000
	49-54	Protection - Poison	1,000
	55-59	Protection - Traps	2,000
	60-64	Protection - Water	1,500
	65-70	Protection - Mapons, Magical blunt	1,000
	71-76	Protection - kwapons, Magical edged	1,000
	77-82	Protection - Weapons, Magical missile	1,000
	83-88	Protection - Mapons, Non-magic blunt	1,000
	89-94	Protection - kwapons, Non-magic edged	1,000
		Protection - Weapons, Non-magic missile	1,000


M.C. RINGS


			Experience	G. P.
	Dice	Result	Point Value	Sale Value
	eoi-W	contrariness		1,000
	07-12	I¯Iusion	--	2,000
	13-14	Djinni Summoning	3,000	20,000
	15	Elementat'Command	5,000	25,000
	16-21	Fe@ @,MjV	1,000	5,000
	4 22-27	Fh* @ar®	1,000	5,000
	UM	Fr"	1,000	5,DW
	31-.W	Hunm lnfkmnce	2,000	10,000
	34-40	ln@lity	1,500	7,500
	41-43	Mammai Controi	1,000	5,000
	44	MU#ipie WiSh6t	5,000	25,000
	45-60	Protection	2,000-4,000	10,000-20,000
	61	R@ration		40,000
			5,000
	62-63	@ting Stars	3,000	15,000
	64-65	Speil Storing	2,500	22,500
	6&69	Speil Turning	2,000	17,500
	70-75	Swimming	1,000	5,000
	76-77	Telekinesis	2,000	10,000
	78-79	Three Wishes	3,000	15,000
		warmth	1,000	5,000
	88-90	Water Walking	1,000	5,000
	91-98	Makness
	99	Wizardry - (M)	4,000	50,000
	00	X-Rey Vision	4,000	35,000

These rings contain the most powerful magical abilities and may
,pmss only a lirnited number of magical charges before being de-
,eed, ai the DM's option.

     Usable by the magic-user class only.

          TREASURE (RANDOM DETERMINATIOA9


	III.C.2.	RINGS

	Experience	G.P.
	Dice	Resuit	Point Value	Sale Value
	01-08	Animal Friendship	1,000	5,000
	09-10	Anything	5,000	55,000
	11-20	Blinking	1,000	5,000
	21-22	Boccob	250	2,500
	23-31	Chameleon Power	1,000	5,000
	32-40	Clumsiness		3,000
	41-49	Faerie	1,000	7,500
	50-58	Jumping	1,000	5,000
	59-67	Mind Shieiding	500	5,000
	68-70	Ram (of the)	750	7,500
	71-79	Shocking Grasp	1,000	5,000
	80-92	Sustenance	500	3,500
	93-00	Truth	1,000	5,000

     RODS & STAVES

                    Experience             G. P.
Dice     Result                            Point Value' Sale Value

	01-06	Rod of Absorption (C,M)	7,500	40,000
	07-10	Rod of Aiertness	7,000	50,000
	11	Rod of Beguiting (C,M,T)	5,000	30,000
	12-21	Rod of Cancellation	10,000	15,000
	22-26	Rod of Flaiting	2,000	20,000
	27	Rod of Lordly Might (F)	6,000	20,000
	28-30	Rod of Passage	5,000	50,000
	31	Rod of Resurrection (C)	10,000	35,000
	32	Rod of Rutership	8,000	35,000
	33-36	Rod of Security	3,000	30,000
	37	Rod of Smiting (C, F)	4,000	15,000
	38-40	Rod of Spiendor	2,500	25,000
	41	Staff of Command (C, M)	5,000	25,000
	42-48	Staff of Curing (C)	6,000	25,000
	49-55	Staff-Mace	1,500	12,500
	56	Staff of the Magi (M)	15,000	75,000
	57	Staff of Power (M)	12,000	60,000
	58-63	Staff of the Serpent (C)	7,000	35,000
	64-70	Staff of Stinging (D)	2,000	io,ow


	71-76	Staff-Spear	1,000-3,500	5,000-25,000
	77-82	Staff of Striking (C,M)	6,000	15,000
	83-85	Staff of Swarming
		lnsects (C,M)	1 00/chg.	500/chg.
	86	Staff of Thunder & Lightning	8,000	20,000
	87-90	Staff of Withering (C)	8,000	35,000
	91-00	Staff of the Woodiands (D)	8,000	40,000

     Assumes full charges are in item.

     Items are usable by characters of all classes uniess restriction(s)
specified: (C) = cleric classes; (D) = druid; (FI - fighter and cavalier
classes; (M) magic-user classes; (T) thief classes.


	111.8., Continued
	Speil Level Range or
	Dlce Result	Experience Point Value
	8@92 Protection - Possession	2,000
	93-97 Protection - Undead	1,500
	98-00 Curse	---

     30% of all speil scrolls are of clerical nature (dice 71 -00), and 25%
of all clerical scroils are druidical. 1 0% of all magic-user spell scrolls
are illusionist. This applies only to scrolls 01-60 above. Asterisked
numbers indicate clerical spell levels.

     It is incombent upon the Dungeon Master'to do his utmost to con-
vince players that cursed scrolls should be read by their characters.
See DMG, p. 121.



	III.B.2.	SCROLLS	Experience
	Dice	Result	Point Value
			2,500
	01-02	Protection - Acid
	03-07	Protection - Breath Mapons, Dragon	2,000
	08-12	Protection - Breath Mapons, Non-dragon	2,000
	13-17	Protection - Cold	2,000
	18-22	Protection - Efectricity	1,500
	23-27	Protection - Fire	2,000
	28-32	Protection - Gas	2,000
	33-37	Protection - Illusions	1,500
	38-42	Protection - Paralyzation	1,500
	43-48	Protection - Plants	1,000
	49-54	Protection - Poison	1,000
	55-59	Protection - Traps	2,000
	60-64	Protection - Water	1,500
	65-70	Protection - VWapons, Magical blunt	1,000
	71-76	Protection - Mapons, Magical edged	1,000
	77-82	Protection - VVeapons, Magical missile	1,000
	83-88	Protection - Mapons, Non-magic blunt	1,000
	89-94	Protection - Weapons, Non-magic edged	1,000
		Protection - VWapons, Non-magic missile	1,000
d

     M.C. RINGS


			Experience	G. P.
	Dice	Reault	Point Value	Sale Value
	C01-oe	Contrariness		1,000
	07-12	Delusion		2,000
	13-14	Djinni Summoning	3,000	20,000
	15	Elemetal Command	5,000	25,000
	16-21	FEOW epfflng	1,000	5,000
	4 22-27	Fu* @anoe	1,000	5,000

			l'OW	5,000
		Frue Adbn
	31,W	Hu@ lnfh¯nce	2,000	10,000
	34-40	ln@lity	1,500	7,500
	41-43	Mommai Controi	1,000	5,000
,il	44	Multiple Wish6%	5,000	25,000
	.46-W	Protection	2,000-4,000	10,000-20,000
	61	Reffleration	5,000	40,000
	62-63	Shooting Stars	3,000	15,000
	64-65	Speil Storing	2,500	22,500
	8&69	Speil Turning	2,000	17,500
	70-75	Swimming	1,000	5,000
	76-77	Tolekinesis	2,000	10,000
	78-79	Three Wishes	3,000	15,000
		Warmth	1
			'000	5,000
	86-90	Water Walking	1,000	5,000
	91-98	Makness	--	.,r)oo
	99	Wizardry * (M)	4,000	50,000
	00	X-Rey Vision	4,000	35,000

     These rings contain the most powerful magical abilities and may
     @@ss only a lirnited number of magical charges before being de-

     iipwed, et the DM's option.

     - Usable by the magic-user class only.

                                 85

          TREASURE (RANDOM DETERMINATION)


	III.C.2.	RINGS

	Experience	G. P.
	Dice	Resuit	Point Value	Sale Value
	01-08	Animal Friendship	1,000	5,000
	09-10	Anything	5,000	55,000
	li-   11-20	Blinking	1,000	5,000
	21-22	Boccob	250	2,500
	23-31	Chameteon Power	1,000	5,000
	32-40	Clumsiness		3,000
	41-49	Faerie	1,000	7,500
	50-58	Jumping	1,000	5,000
	59-67	Mind Shieiding	500	5,000
	68-70	Ram (of the)	750	7,500
	71-79	Shocking Grasp	1,000	5,000
	80-92	Sustenance	500	3,500
	93-00	Truth	1,000	5,000

	III.D.	RODS & STAVES

                    Experience              G. P.
Dice     Result                               Point Value' Sale Value*

	01-06	Rod of Absorption (C,M)	7,500	40,000
	07-10	Rod of Aiertness	7,000	50,000
	11	Rod of Beguiling (C,M,T)	5,000	30,000
	12-21	Rod of Cancellation	10,000	15,000
	22-26	Rod of Flailing	2,000	20,000
	27	Rod of Lordly Might (F)	6,000	20,000
	28-30	Rod of Passage	5,000	50,000
	31	Rod of Resurrection (C)	10,000	35,000
	32	Rod of Rutership	8,000	35,000
	33-36	Rod of Security	3,000	30,000
	37	Rod of Smiting (C,F)	4,000	15,000
	38-40	Rod of Spiendor	2,500	25,000
	41	Staff of Commend (C, M)	5,000	25,000
	42-48	Staff of Curing (C)	6,000	25,000
	49-55	Staff-Mace	1,500	12,500
	56	Staff of the Magi (M)	15,000	75,000
	57	Staff of Power (M)	12,000	60,000
	58-63	Staff of the Serpent (C)	7,000	35,000
	64-70	Staff of Stinging (D)	2,000	10,000


	71-76	Staff-Spear	1,000-3,500	5,000-25,000
	77-82	Staff of Striking (C,M)	6,000	15,000
	83-85	Staff of Swarming
		lnsects (C,M)	1 00/chg.	500/chg.
	86	Staff of Thunder & Lightning	8,000	20,OW
	87-90	Staff of Withering (C)	8,000	35,000
	91-00	Staff of the Woodiands (D)	8,000	40,000

     Assumes full charges are in item.

     Items are usable by characters of all classes unless restriction(s)
specified: (C) = cleric classes; (D) = druid; (FI= fighter and cavalier
classes; (M) magic-user classes; (T) thief classes.

TREASURE (RANDOM DETERMINATION)


								III.E.3.,
	III.D.2. WANDS l@,i-			III.E.1.,	Continued	Experience	G.P.	Dlce
		Experience	G. P.	Dice	Result	Point Value	Sale Value	28
	Dice Result	PointVƒlue*	SaleValue'	59	Bowl of Watery Death (M)		1,000

	01 Anything Wand	2,500	12,500	60-79	Bracers of Defense	5001	3,000'	29
	-05 Buckier Wand (FM		5,000	80-81	Bracers of Defenselessness	--	2,000	30
	02	600


	06-07	Conjuration (M)	7,000	35,000	82-84	Brazier Commanding Fire			31-35
	08-10	Defoliation	1,000	6,000		Elementais (M)	4,000	25,000


	11-12	Earth & Stone	1,000-1,500	10,000-15,000	85	Brazier of Sieep Smoke (M)		1,000	36-37
	13-16	Enemy Detection	2,000	10,000	86-92	Brooch of Shieiding	1,000	10,000	38-39
	17-20	Fear (C,M)	3,000	15,000	93	Broom of Animated A ttack		3,000	40
	21-22	Fire (M)	4,500	25,000	94-98	Broom of Flying	2,000	10,000	41-45

23-26 Firebalis                                 2,000      16,000                          99-00 Bucknards Everfuil Purse      1,50012,500115,000125,0001                          46


	27-30	Flame Extinguishing	1,250	10,000	4,000	40,000	47-48
	31	Force (FM)	3,000	30,000			49
	32	Frost (M)	6,000	50,000	1: Per armor class step better than 1 0, i.e., AC 6 is	worth 2,000 in x.p.,	50-53
	33-35	lce Storms	2,500	20,000	12,000 gp if sold.		54-60
	36-39	Illumination	2,000	10,000			61-63
	40-43	Illusion (M)	3,000	20,000	TABLE III.E.2.		64-65


	44-45	Lightning (M)	4,000	30,000				Experience	G. P.	66-70
	46-49	Lightning Boits	2,000	16,000	Dice	Result		Point Value	Sale Value	71
	50-53	Magic Detection	2,500	25,000	01-06	Candie of Invocation (C)		1,000	5,000	72
	54-61	Magic Missiles	4,000	35,000	07-08	Carpet of Flying		7,500	25,000	73-78
	62-66	Metai & Minerai Detection	1,500	7,500	09-10	Censer Controiling Air				79-80
	67-68	Metai Command	2,500	10,000		Elementais (M)		4,000	25,000	81-85
	69-74	Negation	3,500	15,000	1 1	Censer of Summoning	Hos-			86-90
	75-78	Paralyzation (M)	3,500	25,000		tile				91
	79-82	Polymorphing (M)	3,500	25,000		Air Etementais (M)			1,000	92
	83-86	Secret Door & Trap Location	5,000	40,000	12-13	Chime of Opening		3,500	20,000	93-W
	87-90	Size Aiteration	3,000	20,000	14	Chime of Hunger		--	--
	91-92	Steam & Vapor (C,M)	4,500	25,000	15-18	Cloak of Displacement		3,000	17,500	1: Par hi
	93-W	Mnder	6,000	10,000	19-27	Cloak of Elvenkind		1,000	6,000
					28-30	Cloak of Mante Ray		2,000	12,500	2: Doub


	Assumes full charges are in item.	31-32	Cloak of Poisonousness		2,500
		33-55	Cloak of Protection	i,ooo,	10,0001	3: Par
	Items are usable by characters of ali classes unless restriction(s)	56-60	Crystai Bail (M)	1,00(Y	5,0002
	specified: (C) = cieric classes; (F) = fighter and cavalier classes;	61	Crystai Hypnosis Bag (M)	--	3,000	4: Par 1
	(M) - magic-user classes; (T) = thief classes.	62-63	Cube of Force	3,000	20,000
		64-65	Cube of Frost Resistance	2,000	14,000
		66-67	Cubic Gate	5,000	17,500	TABLEI
	III.E. MISCELLANEOUS MAGIC	68-69	Daerns Instant Fortress	7,000	27,500
		70-72	Decanter of Endiess Water	1,000	3,000

	TABLE III.E.1.	73-76	Deck of Many Things	--	10,000	Olce
		77	Drums of Deafening	-	500	01


			Experience	G. P.	78-79	Drums of Panic	6,500	35,000
	Dice	Resuit	Point Value	Sale Value	80-85	Dust of Appearance	1,000	4,000	'02
	01-02	Alchemy Jug	3,000	12,000	86-91	Dust of Disappearance	2,000	8,000
	03-04	Amulet of lnescapable			92	Dust of Sneezing and Chok-			03
		Location	--	1,000		ing		1,000	04
	05	Amulet of Life Protection	5,000	20,000	93	Efreeti Bottie	9,000	45,000	05
	06-07	Amulet of the Planes	6,000	30,000	94	Eversmoking Bottie	500	2,500	06
	08-11	Amulet of Proof Against			95	Eyes of Charming (M)	4,000	24,000	07@
		Dotection and Location	4,000	15,000	96-97	Eyes of the Eagie	3,500	18,000	08
	12-13	Appamtus of Kwalish	8,000	35,000	98-99	Eyes of Minute Seeing	2,000	12,500
	14-16	Arrow of Direction	2,500	17,500	00	Eyes of Petrification		_3	09
	17	Artifact or Retic (see Special							10


		table, DMG p. 124)	--		1: Par plus of protection.		11
	18-20	Bag of Beans	1,000	5,000			12
	21	Bag of Devouring		1,500	2: Add 100% for each additional feature.		13-1
	22-26	Bag of Holding	5,000	25,000			1 6-1
	27	Bag of Transmuting	-	500	3: If reverse effect, 12,500 x.p. and 50,000 gp sale value.

	28-29	Bag of Tricks	2,500	15,000
			18
	30-31	Beaker of Pientifui Potions	1,500	12,500	TABLE III.E.3.		19
	32	Boat, Foiding	10,000	25,000	Experience	G. P.	20


	33	Book of Exaited Deeds (C)	8,000	40,000	Dice	Result	Point Value	Sale Value	21
					01-15	Figurine of Wondrous Power	100,	i,ooo,
	34	Book of lnfinite Speils	9,000	50,000					24-2
	35	Book of Vite Darkness (C)	8,000	40,000	16	Fiask of Curses		1,000

	36	Boots of Dancing	--	5,000	17-18	Gauntiets of Dexterity	1,000	10,000

	37-42	Boots of Elvenkind	1,000	5,000	19-20	Gauntiets of Fumbling		1,000

	43-47	Boots of Levitation	2,000	15,000	21-22	Gauntiets of Ogre

	48-51	Boots of Speed	2,500	20,000		Power (C,FT)	i,ooo	io,ooo

	52-55	Boots of Striding and			23-25	Gauntiets of Swimming

		Springing	2,500	20,000		and Climbing (C,FT)	i,ooo	io,ooo	4
	56-58	Bowl Commanding Water			26	Gem of Brightness	2,000	17,500

		Elementais (M)	4,000	25,000	27	Gem of Seeing	2,000	25,000

                                    86


	III.E.3.,	Continued	Experience	G.P.
	Dice	Result	Point Value	Sale Value

28Girdie of Femininityl

		Masculinity (C,FT)	--	1,000
	29	Girdie of Giant Strength (C, FT)	200	2,500
	30	Helm of Brilliance	2,500	60,000
	31-35	Helm of Comprehending Lan-
		guages & Reading Magic	1,000	12,500
	36-37	Helm of @site Alignment	--	1,000
	38-39	Helm of Telepathy	3,000	35,000
	40	Helm of Teleportation	2,500	30,000
	41-45	Helm of Underwater Action	1,000	10,000
	46	Hom of Blasting	1,000	55,000
	47-48	Hom of Bubbies	-	--
	49	Hom of Coliapsing	1,500	25,000
			2,000	17,500
	50-53	Hom of the Tritons (C,F)
	54-60	Hom of Valhalla	1,00(Y	15,OW
	61-63	Horseshoes of Speed	2,000	10,000
	64-65	Horseshoes of a Zephyr	1,,500	7,500
	66-70	lncense of Meditation (C)	500	7,500
	71	fincense of Obsession (C)		500
	72	loun Stones	3001	5,0001
	73-78	Instrument of the Bards	1,000@	5@0004
	79-80	lron Fiask		-
	81-85	Javelin of Lightning (F)	250	3,000
	86-90	Javelin of Piercing (F)	250	3,000
	91	Jewel of Attacks		1,000
	92	Jewel of Flawlessness		1,000/facet
	93-00	Keoghtoms Ointment	500	10,000

1:Par hit die of the figurine.

2:Double for a bronze hom, triple for an iron hom.

3:Par stone.

     Par level of instrument for bards.
1TABLE III.E.4.

                    Experlence'               G. P.
Dice Result                              Point Value Sale Value
01Libram of Gainfui
     Conjuration (M)                           8,000             40,000
02Librem of Ineffable

		Damnation (M)	8,000	40,000
	03	Librem of Silver Magic (M)	81000	40,000
	04	Lyre of Building	5,000	30,000
	05	Manuel of Bodily Heaith	5,000	50,000
	06	Manuel of Gainfui Exercise	5,000	50,000
	07	Manuel of Golems (C,M)	3,000	30,000
	08	Manuel of Puissant Skili et		40,000
		Arms (F)	8,000
	09	Manuel of Quickness of Action	5,000	50,000
	10	Manuel of Stealthy Piffering (T)	8,000	40,000
	11	Mattock of the Titans (F)	3,500	7,000
	12	Maul of the Titans	4,000	12,000


	13-15	Medaition of ESP	1,00013,000 10,000130,000
	16-17	Medaition of Thought
		Projection	1,000


	18	Mirror of Lffe Trapping (M)	2,500	25,000
	19	Mirror of Mental Prowess	5,000	50,000
	20	Mirror of Opposition		2,000
	…l-23	Necklace of Adaptation	1,000	10,000
	×i:27	Necklace of Missiles	501	2001
		Nocklace of Prayer Beads (C)	5001	3,000@
			--
	>35	Necklace of Strangulation		1,000
	OW8	Net of Eotrapment (C,FT)	i,ooo	7,500
		Net.of Snaring (C,FT)	1,000	6,000
				@0003
	43-44	Nolzurs Mervelous Pigments	500,	3
	@45-46	Pearl of Power (M)	2004	2,000-
	@@47-48	Pearl of Wisdom (C)	500	5,000
	@49-60	Periept of Foui Rotting		1,000

                               87

          TREASURE (RANDOM DETERMIN,4TIOA)


	III.E.4.,	Continued	Experience	G. P.
	Dice	Resuit	Point Value	Sale Value
	51-53	Periapt of Heaith	1,000	10,000
	54-60	Periapt of Proof Against		12,500
		Poison	1,500
	61-64	Periapt of ftund Closure	1,000	10,000
	65-70	Phylactery of Faithfuiness (C)	1,000	7,500
	71-74	Phyiactery of Long Years (C)	3,000	25,000
	75-76	Phylactery of Monstrous
		Attention (C)	-	2,000
	77-84	Pipes of the Sewers	1,750	8,500
	85	Portable Hole	5,000	50,000
	86-00	Quaais Feather Token	50011,000	2,00017,000

1:Par hit die of each missile.
2:Par special bead.

3:Par pot of pigments.

4:Par level of spell.

                         TABLE III.E.5.


			Experience	G.P
	Dice	Result	Point Value	Sale Velue
	01	Robe of the Archmagi (M)	6,000	65,000
	02-08	Robe of Biending	3,500	35,000
	09	Robe of Eyes (M)	4,500	50,000
	10	Robe of Powerlessness (M)	--	1,000
	11	Robe of Scintillating
		Colors (C,M)	2,750	25,000
	12-19	Robe of Usefut Items (M)	1,500	15,000
	20-25	Rope of Climbing	1,000	10,000
	26-27	Rope of Constriction		1,000
	28-31	Rope of Entanglement	1,250	12,000
	32	Rug of Smothering		1,500
	33	Rug of Welcome (M)	6,500	45,000
	34	Saw of Mighty Cutting (F)	1,750	12,500
	35	Scarab of Death	--	2,500
	36-38	Scarab of Enraging Enemies	1,000	8,000
	39-40	Scarab of lnsanity	1,500	11,000
	41-46	Scarab of Protection	2,500	25,000

47Spade of Colossal

		Excavation (F)	1,000	6,500
	48	Sphere of Annihilation (M)	3,750	30,000
	49-50	Stone of Controiting Earth
		Elementais	1,500	12,500
	51-52	Stone of Good Luck
		(Luckstone)	3,000	25,000
	53-54	Stone of Weight (Loadstone)		i,ooo
	55-57	Talisman of Pure Good (C)	3,500	27,500
	58	Talisman of the Sphere (M)	100	10,000
	59-60	Talisman of Ultimate Evil (C)	3,500	32,500
	61-66	Talisman of Zagy	1,000	10,000
	67	Tome of Clear Thought	8,000	48,000

     68Tome of Leadership

		and Influence	7,500	40,000
	69	Tome of Understanding	8,000	43,500
	70-76	Trident of Fish
		Command (C,FT)	500	4,000
	77-78	Trident of Submission (F)	1,250	12,500
	79-83	Trident of Waming (C, FT)	1,000	10,000
	84-85	Trident of Yeaming		1,000
	86-87	Vecuous Grimoire	--	i,000
	88-90	Mil of Many Worids	6,000	12,000
			750	7,500
	91-00	Wings of Flying

     Items are usable by characters of all classes unless restriction(s)
     specified:(C) = cleric classes; (F) = fighter and cavalier classes;
     (M) = magic-user classes; (T)          thief classes.

TREASURE (RANDOM DETERMINATION)


					III.F. ARMOR AND SHIELD		III.G.,
	TABLE	III.E.6.

	Experience	G.P.		Experience G.P.	Dice
	Dice	Resuit	Point Value	Sale Value	Dice     Result	Point Value Sale Value	36-40


	01-04	Amulet Versus Undead	200/level	1,000/level	01-05	Chain Mail + 1	600	3,500
	05	Anything Item	4,000	40,000	06-09	Chain Mail + 2	1,200	7,500	41-45
				1,000 ea.	lo-il	Chain Mail + 3	2,000	12,500	46-49
	-07		2do ea.				00	2,000

06Beads of Force


		Boccobs Blessed Book (M)	4,500	35,000	12-19	Leather Armor + 1	3
	08-14						800	5,000
	15-16	Boots of the North	1,500	7,500	20-26	Plate Mail + 1

	17-19	Boots of Varied Tracks	1,500	7,500	27-32	Plate Mail + 2	1,750	10,500

	20	poots, Winged	2,000	20,000	33-35	Plate Mail + 3	2,750	15,500

			i,ooo	10,000	36-37	Plate Mail + 4	3,500	20,500	50
	21-24	Bracers of Archery (F)					4,500	27,500	51-58
	25-26	Bracers of Brachiation	1,000	10,000	38	Plate Mail + 5

	27-28	chime of interruption	2,000	20,000	39	Plate Mail of Etherealness	5,000	30,000	59-62

	29-30	Cloak of Arachnidia	3,000	25,000	40-44	Plate Mail of Vulnerability		1,500	63-66
							400	2,500
	31-34	Cloak of the Bat	1,500	15,000	45-50	Ring Mail + 1			67-70

	35-36	Cyclocone (M).	300	15,000	51-55	Scale Mail  + 1	500	3,000	71-76

	37-40	Dart of the Homets'Nest	750	7,500	56-59	Scale Mail  + 2	1,100	6,750	77-

	41-42	Deck of Illusions	1,500	15,000	60-63	Splint Mail + 1	700	4,000

					64-66	Splint Mail + 2	11500	8,500
	43-44	Dicerion of Light &					2,250	14,500	80-81
		Darkness (C)	2,500	25,000	67-68	Splint Mail + 3	3,000	19,000	82
	45-47	Dust of Dryness	1,000	8,000	69	Splint Mail + 4	400	2,500	85-8
	48-50	Dust of Illusion	10/pindh	100/pinch	70-75	Studded 1 eather + 1	250	2,500	87
		racelessness	500	200/pinch	76-84	Shield + 1
	51-54	Dust of T			85-89	Shield + 2	500	5,000	89-9
	55-56	Egg of D‚sire	250	2,500	go-93	Shield + 3	800	8,000	95.9
	57-60	Egg of Reason		500	94-95	Shield + 4	1,200	12,000	99
	61-62	Egg of Shattering	3,000	3,000	96	Shield + 5	1,750	17,500
	63-65	Gem of lnsight					400	4,000
	66-68	Girdie of Dwarvenkind	3,500	20,000	97	Shield, large, + 1, + 4 vs. missiles

	69-76	Girdie of Many Pouches	1,000	10,000	98-00	Shield -1, missile attractor		750	III.G.2.
	77-79	Gloves of Missile Snaring	1,500	10,000

	80-83	Gloves of 7hieverY	1,000	5,000	III.F.2.	ARMOR AND SHIELD			Dice

		Hat of Difference	1,000	8,000					01-1
	84-88		1,000	7,500			Experience	G. P.	1.6
	89-95	Hat of Disguise
		1,000	Dice	Result	Point Value	Sale V81U#	17-3
	9"o	Hat of Stupidity			01-	Anything Armor	4,500	45,000	3
						ze Plate Mail + 1	500	3,000	46-61
					02-07	Bron
					08-il	Bronze Plate Mail + 2	1,000	7,500


	TABLE	III.E.7.				Buckier + 1	150	1,500	70
			Experience	G.P	12-17

			Point Value	Sale Value	1.8-21	Buckier + 2	350	3,500	85-91
	Dice	Reault					1,000	io,ooo	92-
		Heward's Handy Haversack	3,ooo	30,000	22-23	Bpckier + 3


	01-05						4,OOO	30,000	94-
	06-10	Horn of Fog	400	4,000	24-25	Chain Mail + 4

	11-12	Hom of Goodriess (Evil)	750	3,250	26-31	Ôltin Chain Mail + 1	1,200	7,600	ge

		iron Bands of Bilarro	750	5,000	32-35	Elfin Chain Mail + 2	2,000	12,500	98
	13-14						3,000	20,000
	15-18	Lens of Det‚ction	250	1,500	36-38	Elfin Chain Mail + 3

	19-21	Lens of UltravisiOn	750	5,000	39-40	Elfin Chain Mail + 4	5,000	30,000

	2@-23	Mantie of Celesti4n	1,500	15,000	41	Elfin Chain Mail + 5	7i5“O	50,000

		murlynd's Spoon	75O		42-50	Leather Armor + 2	i,wo	7,500
				4,000


	24-27		900	4,500	51-55,A Leather Armor + 3		1,150	12,500	No
	28-29	Pearl of the Sirines
	30-31	Pbilosopherls Stone	1,000	10,000	56-62    Plate Armor, Field,	+ 1	11500	15,000	are


		P…uch of Accessibility	1,250	12,500	63-€)8	Plate Armor, Field,	+ 2	3,“o“	30,000	s
	32-37					Field,	+ 3	5,000	50,000	a
	38	Ptison of Zagyg (M)	750	25,000	69-71	Plate Armor,		8,000	80,000
	3@	Ouiver of Ehlonne	1:6bo	io,ow	72-73	Plate Armor, Field,	+ 4		ooo
	-42	Robe of Stars (M)	4,000	12,000	74	Plate Armor, Field,	+ 5	12,OQQ	120
	41							3,000	30,DW
	43-48	Robe of Vermin (M)		1 iooo	75-80	Plate Armor Full, +	1

					81-84	Plate Armor, Full,	+ 2	5,000	50,000	Di
	49-50	Scarab Versus Golems						8,OQO	80,000	01
	51-54	Shadow Lanthom	750	6,000	85-97	Plate Armor, Full,	+ 3

	-57	Sheet of Smaliness	1,250	12,500	e8-89	Plate Armor, Full,	+ 4	12,000	120,000	09-1
	55					Ring Mail + 2		1,250	6,000	13-1
	58-59	Shoes of Fharlanghn	2,000	20,000	90-93

		Slippers of Kicking	750	6,000	94-95	Scale Mail + 3		2,500	12,500	1 5

	65-70	Slippers of Spider Climbing	1,000	10,000	96-00	Studded Leather	+ 2	1,250	6,500	16-

	71-72	Soveroign Glue	1,000/oz.	750/oz.						21-


	73-77	Spoon of Stirring	5W	5,000	65% of all armor is man-sized, 20% is elf-sized, 1 0% is		23
	78-81	Stone HOrse	2,000	12,OOO	dwarf-sized, and but 5% gnome- or halfling-sized.		24
	82-84	Ultimate Solution	i,000	7,000			25
	85-88	Wind Fan	500	2,500			2
	89-92	Zagygs Flowing Fiagon	750	3,500	III.G. SWORDS		36
	93-00	Zagyls SPOII Componen.t			Experience	G. P.	37

          Case (M)                                      100/use     1,000/use                        Dice Result                                    Point Value Sale VWW,                  38


		01-25 Sword	+1	400	2,000
	See item. description.	26-30 Sword	+ 1, + 2 vs. magic-using


		& enchanted cr‚atures	600	3,000	47-
	Items are usable by characters of all classes unless restriction(S)

	specified: (C) - cleric classes; (F) = fighter and cavalier classes;	31-35 Sword + 1, + 3 vs. lycanthropes

		& shape-changers	700	3,500	51

     (M)= magie-user classes; (T) - thief classes.

                                    88


	M.G., Continued
	Experience	G. P.
	Dlee Result	Point Value	Sale Value
	36-40 Sword + 1, + 3 vs, regenerating
	cr‚atures	800	4,000
	41-45 Sword + 1, + 4 vs. reptiles	800	4,000
	46-49 Sword + 1, Flame Tongue:


		* 2 vs. regenerating cr‚atures
		* 3 vis. cold-usihg, inflam-
		mable, or avian cr‚atures
		* 4 vs. undead	900	4,500
	50	Sword + 1, Luck Blade	1,000	5,OOO
	51-58	Sword + 2	800	4,000
	69-62	Sword + 2, Giant Siayer	900	4,500
	ffl6	Sword + 2, Dragon Stayer	900	4,500
	67-70	Sward, Short, Quickness (+ 2)	1,000	8,000
	71-76	Sword + 3	1,400	7,000
	77-79	Sword + 3, Frost Brand.
		+ 6 vs. lire usingldwelling
		cr‚atures	1,600	8,000
	e8l	Sword of the Planes	2,000	15,000
	82-84	Sword + 4	2,000	10,000
	@6	Sword + 4, Defender	3,000	15,000
	87-88	Sword + 5	3,000	15,000
	89-94	Sword + 1, Cursed	400
	95-98	Sword -2, Cursed	600
	99-00	Sword, Cursed Berserking	900



	.G.2.	SWORDS
	Experience	G. P.
	Dice	Reault	Point Value	Sale Value
	@01-15	Sun Blade	3,000	20,000
	16	Sword, Anything	5,000	35,000
ue		Sword, Broad, "Final ftrd" Type	10,000	50,000.
		Sword of Dancin
	4,400	22,000
	4@6-61	Sword + 5, Defender	3,600	18,000
	@'62-69	Sword + 6, Defender	5,000	30,000
	70-84	Sword + 5, Holy Avenger	4,000	20,000
	8&91	Sword + 6, Holy Avenger	7,000	40,000
		Sword of Life Stealing	5,000	25,000
	e95	Sword + 2, Nine Lives Steaier	1,600	8,000
	0&97	Sworo of Sharpness	7,000	35,000
	98	Sword, Itrpel Weapon	10,000	50,000
0	@W®	Sword of ftunding	4,400	22,000
0

0Includes gem value.

0Note: 65% of swords are longswords, 20% are broadswords, 5%
0are falchion swords, 5% are short (smail) swords, 4% are bastard
0swords, and 1 % are two-handed swords, unless the description of
0a specifie item indicates otherwise.


0

bo	MISCELLANEOUS WEAPONS
)0		Experience	G.R
)0	Resuit	Point Value	Sale Value
)0	1-W Arrow + 1, 2-24 in number	20	120
00	1&12 Arrow + 2, 2-16 in number	50	300
0	13-14 Arrow + 3, 2-12 in number	75	450
)0
	Il 15 Arrow of Siaying	250	2,500
0
	16-20 Axe + 1	300	1,750
	,11-22 Axe +2	600	3,750
	23 Axe +2, Throwing	750	4,500
	24 Axe +3	1,000	7,000
	@2&27 Battie Axe + 1	400	2,500
	4&32 Boit + 2, 2-20 in number	50@	300
	em Bow + 1	500	3,500


	36	Crossbow of Accuracy, + 3	2,000	12,000
	37	Crossbow of Distance	1,500	7,500
W¯	38	Crossbow of Speed	1,500	7,500
)O	*46	Dagger + 1, + 2 vs. cr‚atures
		smaller than man-sized	100	750
)O	47-50	Degger + 2, + 3 vs. cr‚atures
		larger than man-sized	250	2,000
DO	51	Dagger of Venom	350	3,DW
	lm

                                        89

          TREASURE (RANDOM DETERMINATIOA)

III.H., Co'ntitlued
                         Experience G.P.
Dice    Kes—lt                                      Point Value Sale Value

	52-56	Fiait + 1		450	4,000
	57-60	Hammer	+ 1	300	2,500
	61-62	Hammer	+ 2	650	6,000


	63	Hammer + 3, Dwarven Thrower	1,500	1 '5,000
	64	Hammer of Thunderboits	2,500	25,000
	65-67	Javelin -t 2	750	5,000
	68-72	Mace + 1	350	3,000
	73-75	Mace t 2	700	4,500
	76	Mace of Disruption	1,750	17,500
	77	Mace + 4	1,500	15,000
	78-80	Military Pick  + 1	350	2,500
	81-83	Moming Star + 1	400	3,000
	84-88	Scimitar + 2	750	6,000
	89	Sling of Seeking     + 2	700	7,000
	90-94	Sp‰a@ + 1	500	3,000
	95-96	Speer + 2	1,000	6,500
	97	Speer + 3	1,750	15,000
	98-99	Speer, Cursed Backbiter	-	1,0
	00	Trident (Militery Fork) + 3	1,500	12,500



	III.H.2.	MISCELLANEOUS WEAPONS

	Experience	G.P.
	Dice	Reault	Point Value	Sale Value
	01-02	Arrow          + 4, 2-8 in number	100	800
	03	Axe + 4	1,500	12,000

04Axe of Hurting

	05-10	Battie Axe + 2	800	5,000
	11-13	Battie Axe + 3	1,200	9,000
	14-20	Boit + 1, 6-36 in number	20	120
	21-22	Boit + 3, 3-12 in number	75	450
			20	120
	23-27	Bullet, Sting, + 1, 5-20 in number
	28-31	Bullet, Sling, + 2, 3-12 in number	50	300
	32-34	Bullet, Sfing, + 3, 2-8 in number	75	450

35Bullet, Sling, of Impact, 1-4

		in number	100	750
	36-40	Dagger + 1	78-	500
	41-43	Dagger + 2	200	1,500
	44	Degger + 2, Longtooth	250	2,500
	45-46	Dagger + 3	350	2,500

47Dagger of Throwing

	48-51	Dart + 1, 3-12 in number	50	500
	52-54	Der t + 2, 2-8 in number	125	1,250
	55-56	Dert + 3, 14in number	300	@,000
	57	Dert of Homing, 1-2 in number	450	4,500
	58-61	Fiait + 2	1,000	9,OW
	62	Hammer + 4	1,500	10,000

63Hornblade

	64-68	Javelin + 1	00	2,000
	69-70	Je velin + 3	1,250	7,500
	71-75	Knife + 1	50	350
	76-78	Knife + 2	125	1,000

79Knife,. Buckle

	80-81	Lance + 1	600	3,500
	82-83	Mac‰ + 3	i,ooo	10,000
	84-86	Moming gtar + 2	900	7,000
	87	Pole Arm + 1	500	3,000
	88-89	Quarterstaff, Magic
	90-92	Scimit…r + 1	300	2,000
	93-94	Scimitar + C	1,250	10,000

     95Scimitar of Speed

	96	Scimitar + 4	2,000	20,000
	97-99	Speer + 4	2,500	25,000
	00	Speer + 5	3,000	30,000

     *Value varies; see description of item.

     *1 0% of …ll magical scimitars will be khopesh swords.

