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TABLE OF CONTENTS

A MESSAGE FROM DRIZZT...............................................................2


HOW TO PLAY .............................................................................................4
Basic Training for Combat ..............................................................4
Apprentice Instructions for Spellcasting...................................5
Adventuring.............................................................................................8
Movement.................................................................................................8
NPC Encounters..................................................................................11
Things You Can Do from the Adventure Screen ...............13
Save, Load, Pause, and Quit........................................................19
PLAYING IN-DEPTH..............................................................................20
Inventory Screen ................................................................................20
Automapping ......................................................................................23
The Menzoberranzan City Interface.........................................27
Adventuring Strategy......................................................................28
Game Options .....................................................................................30
CREATING YOUR PARTY OF CHARACTERS.....................32
Generating Characters....................................................................32
Character Basics ................................................................................33
Races..............................................................................................33
Classes...........................................................................................36
Single-Class vs. Multi-Class................................................39
Alignments..................................................................................40
Ability Scores.............................................................................41
Other Characteristics .............................................................42
SPELLS AND POWERS .......................................................................44
Legend.....................................................................................................44
Character Powers ..............................................................................45
Cleric Spells...........................................................................................49
Mage Spells ..........................................................................................57
Strategies for Using Spells............................................................68
BESTIARY .....................................................................................................71
TABLES ...........................................................................................................86
Level Advancement Tables...........................................................86
Ability Scores.......................................................................................88
INDEX OF SPELLS AND POWERS .............................................91

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1

WELCOME TO THE UNDERDARK . . . What Comes


with This Game?
press the right mouse button.
“Double-click” means move the
cursor to the desired area and
Your game box should contain
press the right mouse button two
this rule book, a CD-ROM or
times in quick succession.
game disks, and a data card. The
rk elves rise
As darkness falls, the da rule book explains game com-
Getting Started Quickly
en. mands and contains handy
to serve their Spider Que references on characters, mon- This game includes a character
derdark –
The world below is the Un sters, and spells. To play, install generator that allows you to indi-
hold. your disks according to the vidually design and name the
a blinding darkness to be instructions on the data card, characters for your adventure.
elves’ lair, which also shows how to start However, to start right away, you
If you dare upon the drow quickly with a pre-saved game. may begin with a party of charac-
ords will fly.
their dark hearts and sw ters already included in a
pre-saved game.
s they wait, Using the Mouse
Like spiders in their web In this book, the term “click” Because your success depends on
bait.
for you, alas, are simply means move the cursor to the the skills and talents of these
desired area on the screen and characters, you may wish to read
press either the left or right on, even when starting with the
mouse buttons. “Left-click” means party included in the game. The

T here is a world beneath the world humans know — a vast, lawless


land under the realms that see the sun. It is a perilous land of dark
caverns, crevices, and labyrinths: the realm below, the vast and mysteri-
move the cursor to the desired
area and press the left mouse but-
sections “How to Play,” starting on
page 4, and “Creating Your Party
ton. “Right-click” means move the of Characters,” starting on page
ous Underdark. No surface dweller has seen all its depths and corners. cursor to the desired area and 32, can be very helpful.
Beasts that no surface dweller yet knows of lurk in its shadowy depths.
Surviving explorers say the known dangers are bad enough.
To the unwary traveler in the Underdark, a city may seem a refuge
from the creeping doom in the darkness. It is, after all, bustling with
life — with food, tools, and perhaps aid. Or, perhaps not.
Menzoberranzan is a place of evil within a infinite night. A city of
carved and spired stone castles, their smooth, unjointed, unbroken
expanses are lit with the soft, tinted flows of permanent faerie fires.
There live the dark elves, drow as they name themselves, who plot
against each other to praise Lolth, the Spider Queen.
Do you dare enter their realm? If so, danger and excitement beyond
your wildest nightmares are yours as your characters delve into the
murky Underdark. Riches and glory await, as well as horrible creatures
and danger. You know your party can face them and, perhaps, even
beat them in the light of day, but how will they fare in the darkness?
A MESSAGE
FROM DRIZZT repeated so often and demonstrated so well
that they ring true in the minds of all my
On the Recent Danger kind. All, that is, except me. I do not know
from the Underdark how I survived these falsehoods, nor how I
overcame the rage and deceit my family sought
You will never believe these words and, to plant within me. Yet survive I did, and in
indeed, I may never find the opportunity to doing so, I became a traitor to the dark elves,
deliver them. Nevertheless I commit them to and a traitor to Lolth, their Spider Queen.
parchment in an effort to ease the troubled Such treachery is unforgivable. I was lucky
turnings of my own spirit. The raid upon your to have escaped the Underdark, to have found
village was not my doing. Or perhaps it was, my way to a new life in the world of light.
but not in the way you think. I led no drow Still, the memories of my evil homeland,
warriors out of the Underdark to burn your located so far beneath the earth, haunt me even
homes and take your people hostage. Oh, no, I now. And other drow remember too. Thus they
was not their leader, nor was I among them. have come for vengeance, come to find Drizzt
But cause rests with me, I am certain. Place the merciful, Drizzt the weak, Drizzt the
the blame upon my shoulders if you will, for fool. Your village merely got in their way.
the drow may have come in search of me as Now I must descend once again into a
much as for any other gain. Yes, they searched world I thought to have left behind. Innocents
for me. And, not finding me, they turned shall not suffer because of me. Those who took
their frustration upon you. your villagers prisoner will feel the sting of my
Compassion has no place in the city of my scimitars. Finally, I tell you this: if it is within
birth. Menzoberranzan lives in the belief that my power to do so, I shall return your friends
anything is acceptable if you can get away and family members to you, unharmed.
with it. These laws bind drow society together, Drizzt Do’Urden
4 5

To attack, start at the Adventure Note: it is possible to have an


Screen. Place the mouse cursor item “in hand” but not “ready.”
over the weapon you wish to use Two-handed weapons, such as
and left-click with the mouse. bows, battle-axes, and two-handed
Place the cursor over the image swords, demand the attention of
of the opponent. If your charac- both of your character’s hands. On
ters are close enough to engage the inventory screen, the weapon
their enemy, the cursor changes appears in one hand, and the sec-
into a sword icon. Each time you ond hand needs to be free before
left-click, a character attacks with the weapon is “ready.”
a weapon. Note that this option
does not affect potions or books a Drow warriors receive a life-
character may be carrying; it acti- time of battle training. For
vates weapons only. Available young nobles like Drizzt, what
weapons appear above the char- begins at the hands of a House
acter portraits at the bottom of Weapon Master continues in
the screen, while the image of a
HOW TO PLAY the mouse. The inventory screen Melee-Magthere, where the
is displayed and the game bare hand means the character exhausting disciplines of the
Basic Training pauses. Items owned by your holds no weapon. Academy hone the students’
for Combat characters, including weapons While it seems easy, keep some fighting skills to a razor’s edge.
The village burns, innocent men, and armor are displayed on this common sense rules in mind: After graduation come the
women, and children have been screen. Do the standing figures patrols, excursions into the
♦ Both ranged and thrown
taken hostage, and those respon- hold weapons in their hands, Underdark to protect the city
weapons have to be retrieved
sible still lurk among the ruins of swords, axes, slings, etc.? If so, from marauding monsters or to
after a fight and made
the village. “Dark elves!” someone those weapons are “in hand.” If raid the mines of the deep
“ready” again.
shouts, and suddenly the nature your characters are barehanded, gnomes. Occasionally a raid on
of the raid is all too clear. Rising look for weapons in the inventory ♦ Ranged weapons, such as bows the surface world is arranged.
up out of the Underdark, the slots at the bottom of the screen. and slings, require ammuni- Above all others, the drow hate
drow have struck! Among the By left-clicking on an object in an tion. Arrows are conveniently elves, their distant cousins who
first creatures your party is likely inventory slot you can move it up carried in your character’s live in the world of light.
to encounter are the drow, the to your character’s hand. Left- quiver, while rocks for slings
merciless dark elves. Wielding click again and it is “in hand.” are carried in a sling pouch.
both swords and magic, they are
Apprentice Instructions
By “ready,” we mean the weapon To fire ranged weapons, left-click
formidable enemies. on the readied weapon on the
for Spellcasting
is in a usable condition. If it is
not, the weapon is shaded out on Adventure Screen. More informa- You know your party is about to
To attack, your characters must encounter more dangers, another
the Adventure Screen. tion on ranged and thrown
have their weapons “in-hand” and drow raider, verbeeg giant, or per-
weapons can be found in the
“ready.” To accomplish this, place A right-click returns you to the haps a cloaker lord flying out of
“Adventuring” section starting
the mouse cursor over one of the Adventure Screen, and your char- the darkness, intent upon shred-
on page 8.
character portraits at the bottom acters are ready to do battle. ding your party to pieces with its
of the screen and left-click with lashing tail. If the area is safe and
6 7

fate has given you time enough If more than one mage is with the Left-clicking on the buttons the same location as a cleric’s
to prepare, spells can be prayed party, icons bearing the names of labeled 2, 3, 4, etc. displays readied holy symbol or a mage’s spell-
for or memorized. the mages appear at the top of the spells from those levels, if any. book. The ribbon appears in
spell screen. Simply click on the Pointing the cursor to the name of combination with these icons if
To spellcast, first determine if a
name of the mage you wish to the spell itself and left-clicking the character is a cleric, mage, or
mage or a cleric accompanies your
party. A mage has a golden spell- memorize spells. Click on DONE activates that spell. Spells which multi-classed magic-user. Left-
book displayed above his or her when you are finished. project an object or an effect over clicking on the ribbon icon
portrait on the Adventure Screen. distance require a second step: brings up a standard spell list. To
When a cleric prays for spells, it is
For a cleric, a golden holy symbol pointing the cursor to the display the characters’ powers,
done in a similar fashion. Simply
appears in the same location. (An intended target and left-clicking left-click again on the A which
choose PRAY instead of MEMORIZE
icon comprised of both a book again. Spells requiring the charac- appears to the left of the 1st- level
and follow the same pattern.
and a holy symbol is displayed for ter to touch an opponent are spell button.
In order to use the spells chosen, shown as a change in the hand
a character with both skills.)
your character(s) must now rest. symbol above the character’s por- Drow magic: faerie fire and
Bring up the Main Menu by mov- REST is one of the choices on the trait. Left-click on the altered hand levitation are two inherent
ing the cursor to the upper left or Main Menu. It is available only if image to use the spell. abilities of the drow. More devi-
right corner of the Adventure there are no monsters nearby and
Screen, and left-clicking on the Once used, spells must be regained ous and deadly than its name
if your party has the time to stop
button in either corner. The Main by praying for or memorizing implies, faerie fire is often used
and prepare its spells. Select the
Menu will appear in the center of them, then resting once again. to outline a target in magical
REST option and your magic-users
the Adventure Screen. When you Mages pick up more spells as light, making it all the more dif-
prepare their mystical spells. If
bring up the Main Menu, some of they journey through the various ficult to escape a drow attack
characters with healing abilities
the choices are: REST, PRAY, and caverns and labyrinths of this for- in the Underdark. Levitation is
are in your party when this option
MEMORIZE. To choose cleric spells, saken world. These spells are common in everyday life for the
is chosen, a window appears and
left-click on PRAY. To choose mage found in the form of scrolls which drow; their cities and great
asks if the healers wish to heal
spells, left-click on MEMORIZE. can then be added to the mage’s houses are built in a manner
the wounded members of the
spellbook. A character who is both which practically requires levi-
When you click on MEMORIZE, a party. Select YES and the healing
a cleric and a mage has his or tation. Another common trick
spell screen appears; it contains a takes place while the screen
her spell lists displayed in two dif- of drow warriors is to throw a
list of mage spells. It also indicates informs you of passing time. You
ferent colors, allowing you to globe of darkness which
the number of spells available for should note that a party’s rest
differentiate between the types of envelops their opponent in a
each level of your mage’s experi- may be disturbed at any time if
spells. For more information on black sphere within which even
ence. To decide which spells are intruders enter the area.
scrolls and spellbooks, see the sec- the infrared vision of the drow
readied for use, place the cursor After praying for or memorizing tion, “Adding Spells to a Mage’s cannot operate. Beyond these
over the – or + signs next to your spells and then resting, the mages Spellbook,” on page 13. basic abilities, the priestesses
choice and left-click. For example, and clerics in your party are ready and wizards of the drow train
if three Level 1 spells are avail- Drow Powers: In addition to
for battle. Point the cursor to the for long years to acquire more
able, you may decide to use three spells, special drow powers are
mage’s golden spellbook or the deadly and potent spells. They
chill touch spells, or you may have available to the party when they
cleric’s holy symbol and left-click can be as formidable as the
two of one sort and one of are magically disguised as dark
to display a menu of Level 1 most dreaded practitioners of
another, or you could choose three elves. A ribbon appears when
spells ready for immediate use. magic in the surface world.
separate Level 1 spells. powers are present, displayed in
8 9

The Adventure Screen MOVE FORWARD

MOVE MOVE
MAIN MENU BUTTON MAIN MENU BUTTON FORWARD FORWARD
AND TURN AND TURN
LEFT RIGHT

TURN LEFT
TURN RIGHT
THE MOUSE
GAME OPTIONS POINTER AS IT
APPEARS IN MOVE LEFT MOVE RIGHT
QUICK SAVE COMBAT

MAP MOVE
HOLY
COMPASS BACKWARD
SYMBOL QUICK RESTORE

AN IN-HAND
ITEM
A HIT
POINT
BAR A CHARACTER
PORTRAIT
SPELL MENU DOUBLE-TIME
FORWARD DIRECTIONAL ARROWS:
with the exception of DOUBLE-TIME FORWARD,
all the arrows refer to the same movements as
REAR RANK FRONT RANK MESSAGE AREA LEVITATION BAR FRONT RANK REAR RANK those on the game screen
CHARACTER CHARACTER CHARACTER CHARACTER

On Screen Movement objects, or move and simultane-


While holding the left mouse but- ously use the cursor to bring up
Adventuring forward and “double time” for- ton down, move the cursor into menus, etc. Once the left mouse
ward, move forward and turn to the top third of the screen. The button is released and movement
Movement the right, and move forward and cursor becomes an arrow and ceases, the mouse cursor can be
All movement takes place on turn to the left. Also available are: your characters move in the direc- used for other available functions.
the Adventure Screen. You can backward, side-step to the right, tion it is pointing. Try moving the
even customize basic movement side-step to the left, and turn right Free Mouse Movement
cursor to various areas on the
to your taste. and turn left. The movement con- For free mouse movement, press
screen and watch how the screen
tinues as long as the left mouse the space bar on your computer’s
Arrow Movement responds to that movement.
button is held down and stops keyboard. Next, move the mouse
Place the mouse cursor over one Pushing the arrow to the very top
when the button is released. without pressing either the right
of the directional arrows centered of the screen results in a “double
Walking your party into a wall or or left mouse button. The party
at the bottom of the screen and time” forward march. Movement
other obstacle also effectively moves in the direction the mouse
left-click to move in that direc- continues as long as the left
stops their progress. is moved. Push the mouse for-
tion. The arrows displayed are: mouse button is held down. As
ward and the party moves
long as the left mouse button is
forward. Push it to the side and
held down, no other function is
the party moves to the side.
available. You cannot move and
simultaneously click to pick up
10 11

Press the right mouse button Levitation and Flying NON-PLAYER CHARACTER
and the party moves forward At certain points in the game,
without the mouse having to be your party gains the abilities to RESPONSE
moved. The party starts slowly levitate and to fly. When these
and then accelerates to a “double abilities are present, a levitation
time” march. control bar appears to the right of
the movement arrows on the bot-
When you leave this mode, the
tom of the Adventure Screen. This
cursor reappears in the position it
control allows your party to levi-
occupied when you began free
tate from one level to the next.
mouse movement. Try working QUESTION
You should note that this ability
with this method for a while and
exists only when your party is
see if it is right for you. If not,
disguised as drow, or when the
press the space bar again to return
ability is activated by a special
to the previous movement options.
scroll or potion. Once levitation is
Step Movement activated, you may use the bar in
Step movement is possible for the following fashion: place the PRINT OPTION
players who find the smooth mouse cursor over the bar and
scrolling interface difficult to con- move it up or down along its
trol. It allows the party to move “slot.” On the Adventure Screen, NPC Encounters NPC Dialogue
“one square at a time.” To activate the viewpoint of your party rises Your party is close enough to con-
this option, move the cursor over Blasting monsters with fireballs
or falls as you move the levitation verse with an NPC if placing the
the compass located above the and having your characters wield
bar up or down. mouse cursor over the NPC
movement arrows and left-click. two-handed swords against bug-
Levitation results in movement bears is but half the fun. Much results in a “talk bubble.” Left-
Please note, however, that “step click and a close-up of the NPC
up and down only. It is the ability care has been taken to design
movement” is not available appears along with one or more
to change levels and not the abil- this game as an interactive
simultaneously with “free mouse questions your party may ask this
ity to fly. Other spells, however, adventure, one in which the story-
movement” as described in the inhabitant of the Underdark.
may add flying to the party’s abil- telling and combat are effectively
previous paragraphs. Step move- Move the cursor to highlight the
ities for short periods of time. balanced. When your party comes
ment is possible only when the question of your choice, then left-
When your party is flying, you across an NPC, or Non-Player
directional arrows are used. In click to set the response in
may not only change their level, Character, you are given the
addition to clicking on the motion. Several levels of continu-
but may also use the other move- opportunity to ask several ques-
Adventure Screen compass, step ing questions may follow the
ment options as well. For tions and learn more about the
movement may be activated from response. When you have learned
example, you could raise the levi- dangers and difficulties of life in
the game options screen. all you need to know, one or
tation bar to its top position, then the Underdark.
click on the forward movement more right-clicks takes you back
arrows to send your party flying to the Adventure Screen.
forward through the cavernous
reaches of the Underdark.
12 13

In addition to the main encoun- normally expect the sword icon to Add an NPC to Your Party The swapping of inventory
ters, your party has the appear. Intelligent and cunning, When the game begins, your described in the last paragraph
opportunity to talk with a number this beast may have information party starts with a maximum of has one important limitation.
of minor NPCs. In these cases a of interest to your party, or it may two characters. While these char- Objects specific to a particular
left-click on the “talk bubble” be preparing to strike. Whether acters can never be dropped from character are never swapped. A
results in a single question from or not to take the chance is your the party, many NPCs (Non-Player good example are Drizzt’s scimi-
the party. The face of the party decision. Clicking on the talk Characters) eagerly await their tars. Although Drizzt allows other
member asking the question is bubble with the mouse causes arrival, hoping to join the loyal party members to use his famous
displayed, along with his or her two selection buttons to appear, and dedicated characters on their blades while he is with the party,
question, in the center of the one for “talk” and one for “fight.” sworn quest. Should you decide to he takes his scimitars with him
Adventure Screen. The response allow another character into the when he leaves their company.
If “fight” is chosen, the creature
of the NPC may push your party party, their portrait is placed in Items of this nature are described
responds with a challenging com-
in the right direction, or offer you one of the empty character slots at in inventory by having the charac-
ment, something along the lines
valuable information about the the bottom of the Adventure ter’s name appear before the object.
of, “I have no need to talk to the
level you are exploring. Screen. From then on, the new For example: Drizzt’s scimitar.
likes of you. Prepare to die!” After
character is handled in the same
Many interesting quests and sub- this, the response window van- Things You Can Do from
way as the original characters.
plots await your party on its way ishes. The creature pauses for a the Adventure Screen
to the Underdark, and in the second or two before attacking, Should you accept an NPC into
All combat, spellcasting, and
houses, taverns, and temples of and the first-strike advantage the party when all the character
exploration takes place from the
Menzoberranzan. The dialogue remains with the party. slots on the Adventure Screen are
Adventure Screen. When other
makes communication as inter- filled, a prompt appears asking
If “talk” is chosen, one of the screens are activated, they overlay
esting as exploration. which NPC currently with the
party members asks a question the Adventure Screen. Option
party is to be dropped. Characters
relating to the level being selections such as REST, PRAY,
dropped from the party may
explored, whereupon one of two MEMORIZE, AUTOMAP, LOAD, SAVE,
announce a location where they
things happens: QUIT, and OPTIONS are available by
can be found by the party at a
1. The creature imparts helpful left-clicking on the Main Menu
later time, or they may go their
but non-critical information. buttons in the upper left or right
own way, never to be seen again.
corner of the Adventure Screen.
2. The creature chooses to fight, When you drop an NPC from the When the Main Menu appears,
even though the party wishes to party to pick up a different NPC, left-click on a selection in order
talk. In this case, the party loses any objects in the departing char- to choose it. You can access the
the first-strike advantage. Shouting acter’s inventory are swapped into inventory screen by left-clicking
an appropriate battle cry, some- the new character’s inventory. All over any character’s portrait.
thing like, “Death to you, surface twelve slots are filled if necessary.
dweller!”, the creature lunges to Add Spells to a
Talk or Fight Objects from the departing char-
the attack. The Underdark can be a Mage’s Spellbook
Occasionally, when your party acter’s “mannequin” are the last
place both dangerous and treach- When the party comes across
comes across a sentient creature items swapped, and any object for
erous, so be careful who, and hidden scrolls, you can add these
by itself, a talk bubble appears which there is no room in inven-
what, you talk to! to your mage’s spell list by scrib-
over the creature where you tory is dropped to the ground.
ing the scrolls into the mage’s
14 15

spellbook. To scribe a scroll, the ing on the name of the spell, then Fire a Ranged Weapon (Bow,
Perhaps Drizzt’s greatest friend,
scroll must be selected and following the instructions as they Sling, or Hand Crossbow)
Guenhwyvar, is a black pan-
moved on top of the spellbook appear. Spells requiring the char- Left-click on any in-hand bow,
ther from another plane of
icon. Pick up the scroll and move acter to touch an opponent are sling, or hand crossbow. To pre-
existence. Using the power of a
it to the inventory screen. Left- shown as a change in the hand pare a ranged weapon, place the
polished onyx figurine, Drizzt
click to place the scroll (and thus symbol above the character’s por- weapon in the character’s primary
calls Guenhwyvar to his side in
the spell) into the mage’s spell- trait. Left-click on the altered hand. As you fire the weapon,
times of need. To use the power
book. In this game the spellbook hand image to use the spell. ammunition is expended from
of Guenhwyvar in combat,
is an icon displayed in the mage’s either the quiver (arrows), or belt
place the onyx figurine in Cast Spells from
inventory. If the spell already pouch and backpack (sling
Drizzt’s hand. From the Mage and Cleric Scrolls
exists in the spellbook, the scroll stones). You must have ammuni-
Adventure Screen, left-click on Left-click on the in-hand scroll.
does not scribe; however, the tion to fire ranged weapons.
the panther figurine in the The scroll is consumed when the
scroll can still be used by placing
same way you activate any spell is cast. Look at
it in a mage’s hand and left-click-
weapon held by a character. Sign or
ing to activate. See “Cast Spells Check Character Status
Guenhwyvar’s paws lash out Writing
from Mage and Cleric Scrolls” on The golden bar to the right of each
into the adventure window, When the
page 15. (A side note: the spell- character’s portrait is a graphic
taking their toll on any oppo- party is
book cannot be picked up or representation of the character’s
nent within range. When Drizzt near a
moved. It is a permanent fixture, health. It diminishes if your char-
is holding the image of sign or
as it should be, for the spellbook acter is wounded or harmed by
Guenhwyvar, he can only wield other writing (such as on a tomb
is a mage’s link to his art and any magic means. Once the bar is
one of his scimitars. After a or wall), the writing can be dis-
spellcasting ability.) empty, your character is dead;
period of time at Drizzt’s side, played for easy reading by
avoid this at all costs!
Attack Opponents Guenhwyvar must return to placing the mouse cursor over the
As previously mentioned, launch the home plane from which it Left-click on the white skull icon sign or writing and left-clicking.
your character’s attack by left- comes. Therefore, Guenhwyvar to display a list of afflictions
Memorize Spells
clicking on a weapon which is may not be available during affecting a character. Poison,
With this option, mage charac-
“in-hand” and “ready.” Once used, every combat encounter. paralysis, and rotting disease are
ters select the spells they wish
a weapon is shaded out until it is but a few of the unwelcome
to memorize. A menu including
ready again. Fighters, paladins, Cast Mage and Cleric Spells examples. This icon only appears
the selection MEMORIZE appears
and rangers can carry and fight After praying for or memorizing if a character is afflicted.
when you left-click on one of the
with a second weapon, but they spells and then resting, all of
Drink a Potion Main Menu buttons. Left-click
may suffer a penalty to their com- your magic-users’ spells are ready
Left-click on an in-hand potion or on MEMORIZE to display a list of
bat ability for doing so. As a for use. Left-click on the mage’s
select the potion and move it over available mage spells. If more
ranger, Drizzt is renowned in both golden spellbook or the cleric’s
the character’s portrait, then right than one mage is in the party,
the Underdark and the surface holy symbol to display a menu of
or left-click. From the Inventory the mages’ names appear on
world for his ability to wield two Level 1 spells ready for immedi-
Screen, this can be done by mov- icons at the top of the screen. You
scimitars at once. Drizzt’s father ate use. Left-clicking on the
ing the potion over the head of can then choose which mage is
(and teacher) was fond of calling buttons labeled 2, 3, 4, etc. dis-
the mannequin figure and left- to memorize spells by clicking on
the young drow “two-hands.” plays readied spells from those
clicking to have the character the appropriate icon.
levels. Activate the spell by click-
drink the potion.
16 17

Left-click on the – and + signs on Open Doors and move it to the character’s Place an Object in a
the spell screen to select spells. Open most doors by having your portrait. Left-click to bring up the Character’s Hand
Only the number and type of characters walk through them. inventory screen, and click again After picking up an object on the
spells available to a character of Open other unlocked doors by over an inventory slot to place the Adventure Screen, double right-
your mage’s level and experience pointing the cursor to the center item in that slot. After picking up click over the character’s hand in
are allowed; however, you have of the door and left-clicking with the object, you may also double which you wish to place it. If an
much to look forward to as the the mouse — assuming of course, right-click when the object is over object is already in the hand
mage(s) in your party advance in that your party is close enough to the character’s portrait. This auto- you’ve chosen, the new object is
levels, becoming ever more mas- open it. Other doors may require matically adds the item to that swapped with it and you can drop
terful spellcasters. Remember, a a key, a spell, or the activation of character’s inventory. In the case the previous object by moving it
mage must REST before his or her a hidden pressure plate to open of an arrow, a double right-click onto the adventure window and
spells can be cast. For a detailed them. If the door is locked, see over the character’s portrait auto- right-clicking with the mouse. Any
look at spellcasting, see the the section “Unlock a Door or matically adds the arrow to the object in a character’s hand can be
“Spellcasting” section beginning Gate” on page 19. character’s quiver. In the case of a dropped or swapped in this way.
on page 5. sling stone, a double right-click
Pick a Lock Pray for Spells
Navigate over a character’s in-hand sling
To pick a lock, left-click on the With this option, clerics (also
Watch the compass to maintain pouch automatically adds the
thief’s lock pick, move it over the called priests) select the spells for
your orientation and use the stone to the sling pouch.
lock and click. Sometimes locks which they wish to pray. A menu,
AUTOMAP selection to view your are booby-trapped; thieves auto- In this game including the selection PRAY,
progress throughout the game. matically attempt to disarm these world, some appears when you move the cur-
Choose AUTOMAP from the menu traps. However, a thief’s skill level objects can be sor into the upper left or right
which appears in the center of the determines his or her success in picked up from hand corners of the Adventure
screen. More information on disarming such traps. tables. Impor- Screen, and left-click on the button
automap is available in the section tant scrolls, books, and items, in either corner. When you left-
on “Automapping,” on page 23. Pick Up and Drop Objects /
those generally of critical impor- click on PRAY, a screen of available
Add Items to Inventory
Open or Close a Container tance to the game, can be found cleric spells appears. If more than
In the vast, unearthly reaches of
To open a container, such as a resting on tables of similar one cleric is in the party, their
the Underdark many treasures
sack or a chest, place it in a design. Pick up an object from a names appear on icons at the top
exist: gold, supplies, armor,
character’s left hand on the table just as you would pick up of the screen. You can then choose
weapons, and keys to help the
character mannequin. To close any other object. which cleric is to pray for spells by
party on its way. When you move
the container, left-click on the clicking on the appropriate icon.
the cursor over an object which On the Adventure Screen, right-
character’s left hand.
can be picked up, the cursor click to pick up, drop, use, and Left-click the cursor over the –
Open a Gate changes into a golden hand icon. throw objects, and left-click to and + signs on the pray-for-spells
To open a gate, click on the release Right-click when the golden hand move, activate buttons and levers, screen to select spells. Only the
lever or button near the gate. Some icon is over the object to pick the and operate character interactions. number and type of spells avail-
gates are locked or guarded by object up. Another right-click This allows the party to continue able to a character of your cleric’s
hidden traps and can only be drops it. To keep the object and to move while “holding” an object level and experience are allowed.
opened with keys or special add it to one of your character’s in the Adventure Screen. With experience, the clerics in
actions. See the section “Unlock a inventories, pick up the object your party will advance levels,
Door or Gate” on page 19. becoming ever more masterful
18 19

spellcasters. Clicking on DONE raise dead spell. Unfortunately, Unlock a Door or Gate You can Quick Save by pressing
returns you to the Adventure unlike other races, elves cannot To unlock a door or gate, place S on your keyboard, or by left-
Screen. Remember, a cleric must be resurrected. the appropriate key over a key- clicking on the QUICK SAVE button
REST before his or her spells can hole on the adventure window on the Adventure Screen. These
be cast. For a detailed look at Note: Dead characters can be and left-click. Keys on a key ring methods allow you to save the
spellcasting, see the “Spellcasting” replaced when new NPCs join the need not be removed from the game without going through the
section beginning on page 5. party; however, when a dead char- ring; simply place the key ring Main Menu.
Read Books acter is replaced with another over the keyhole and left-click.
To restore the game from the
or Scrolls character, the dead character is lost
Use a Drow Power quick save position you can either
To read books or forever and cannot be returned to
To use a drow power, first look for click on the QUICK RESTORE button,
scrolls, left-click life with a raise dead spell.
a ribbon placed near a cleric’s holy or you can press Shift + R on
on the docu- symbol or a mage’s spellbook. your keyboard.
ment. Some books or parchment Throw an Item Then left-click on the ribbon icon
may be written in a language your After selecting an item from your If your party dies, you have the
to bring up a standard spell list. To
characters do not understand. In character’s inventory, or double option to restore the game from a
display the characters’ powers, left-
this case, use a character who has right-clicking to select the object previously saved position. This
click again on the A which
the comprehend languages ability in a character’s hand on the saves you the trouble of going
appears to the left of the 1st-level
or spell. Or, perhaps your party Adventure Screen (as described in through the menus to reestablish
spell button.
needs to find an NPC who can “Place Object in Character’s your adventure.
read the text. Hand”), move the object onto the Use an Object in a
Adventure Screen. Right-click Character’s Hand Load
Rest again when it is over the center To use an object that is in a char- To restore a previously saved game,
Click on either Main Menu button line of the screen to throw the acter’s hand, left-click on the left-click on one of the Main Menu
in the top corners; choose REST. object. To drop an item, right- object or weapon where it appears buttons, and left-click over the LOAD
This option allows characters to click below the center line of the above the character’s portrait. option. This displays a list of
rest, heal, and memorize spells. Adventure Screen. This type of named, saved games. Click on the
How long they rest depends on Save, Load, button to the left of the game you
throwing is not the same as
the number and level of spells wish to play to load it.
throwing a dart or dagger, which Pause, and Quit
being memorized (or prayed for).
is described next.
The party cannot rest with crea- Save Pause
tures nearby. Even if there are no Throw a Ranged Weapon To save your game, left-click on Press P on the keyboard to pause
monsters in the vicinity, there is (Dagger or Throwing Knife) one of the Main Menu buttons, your game; press P again to
always a chance of a random To throw a ranged weapon, left- and then left-click over the SAVE resume. The game also pauses if
encounter while the party sleeps. click on any in-hand dagger or option. This displays a list of you open the Main Menu, or open
throwing knife. These weapons named, saved games. Click on an
Resurrect Dead Characters a character’s inventory screen.
are automatically replenished
When a character dies, his or available slot, type in a name for
with like items (if available) from Quit
her portrait turns to a shade of the game you are saving, and
the character’s inventory. They are
gray and all of the objects in their press Enter to save it. Saving your To quit the game, go to the Main
not available for quick replace-
inventory drop to the ground. A game from time to time is a very Menu and left-click on QUIT to
ment if enclosed in a chest or
cleric in the party may bring the good idea. end your game.
other container.
character back to life with a
20 21

HIT POINT ARMOR DISPLAY WHITE WHITE To change the rank positions of as encumbrance increases and
CHARACTER PORTRAIT BAR CLASS INVENTORY SKULL SPELLBOOK ENCUMBRANCE your characters, left-click with the turns red when a character is
cursor over the character’s name severely encumbered.
MOUSE at the top of the screen. The char-
POINTER WITH A moderately encumbered char-
AN OBJECT
DISPLAY acter’s slot becomes outlined in
STATISTICS acter receives a –1 penalty when
white. Click on a blank slot to
attacking; a heavily encumbered
OBJECT move the character to that slot.
HEAD INFORMATION character receives a –2 penalty
Click on another character’s
NECK when attacking and a +1 penalty
name to switch their positions.
SHOULDER
to Armor Class; a severely
HAND Hit Point Bar encumbered character receives
CONTAINER
SLOTS a – 4 penalty and a + 3 Armor
WRIST Hit points for each character are
Class penalty when attacking.
BODY represented by a yellow bar at the
RING A MAGE’S right of the character’s portrait. White Skull Symbol
SPELLBOOK
As a character takes damage, the
Left-click on this icon to display a
hit point bar descends to the bot-
menu of afflictions currently affect-
tom of the portrait square. When
ing a character. Poison, paralysis,
hit points are dangerously low,
INVENTORY SLOTS CHARACTER STATISTICS INVENTORY SLOTS INVENTORY SLOTS and rotting disease are but a few
the bar turns red. When the bar is
of the unwelcome examples. Note:
empty, the character is dead and
this icon does not appear unless a
his or her portrait turns gray.
character is afflicted in one form
PLAYING IN-DEPTH Character Positions Armor Class Symbol or another.
in Party The golden shield to the right of
Inventory Screen White Spellbook
Characters whose portraits appear the character portrait represents
To display the inventory screen, on the left and right sides of the Left-click on the white spellbook
his or her Armor Class (AC). The
move the cursor over one of the screen are considered to be in the and a menu of magic spells cur-
number displayed on the shield is
character portraits at the bottom of rear rank of the party. Characters rently influencing a character is
the current AC value.
the Adventure Screen and left-click. whose portraits appear near the displayed. As with the white skull
center of the screen are consid- Scale Symbol/ symbol, this icon does not appear
The inventory screen is divided until an active spell begins to
into four sections, one for each of ered to be in the front rank. This Encumbrance
front and rear ranking applies influence the character.
four possible characters, and con- To the right of the Armor Class
tains slots for storing various only to interior locations. symbol is the scale symbol. Left- Statistics Display
pieces of equipment in inventory. Characters outside are considered click on this icon and a window
Next to the character’s portrait on
Names and character portraits to have formed a less-ordered appears displaying how much
the inventory screen is a small
appear at the top of each section. group and all react as if they have weight the character is carrying,
red box with a curved arrow
positions in the front rank. how much he or she is capable of
inside. Left-clicking on this icon
carrying, and an encumbrance
displays statistical information
rating from the “Encumbrance
pertaining to the character.
Table” found on page 90. The
Information displayed includes
inside of the scale changes color
22 23

the character’s class and align- Though male, female, short, and To Open a Container Object Information
ment, as well as total experience tall figurines are displayed, most To open a container, such as a When you select an object, it is
points gained and the number of clothing fits any character. Two sack or a chest, place it in a char- superimposed over the mouse
experience points necessary to exceptions to this rule exist. A acter’s left hand on the character pointer. When you select the
reach the next level. Right-click- centaur wears only centaur armor mannequin. When this is done, object on the inventory screen, a
ing on the red box icon displays and a kenku wears only kenku the container opens up and dis- message bar appears centered on
statistical information for all of armor. Any other character can plays its contents. Objects within the screen below the character
the characters in the party. wear centaur armor, but no other the container may now be put into portraits. The message bar gives
character can wear kenku armor. inventory or swapped with items a short description of the object.
When a character ‘s statistics are
displayed, the red box appears as a Rings already in inventory, or the charac-
To return to the Adventure Screen,
black grid with a curved arrow To the right and left of each char- ter may simply place the entire
right-click anywhere on the inven-
inside. Left-clicking on the changed acter mannequin is a white line container in inventory. To close the
tory screen except over the icon
icon returns the view to the charac- sketch representing the character’s container, left-click on the charac-
used to switch between the inven-
ter’s inventory information. A hands. Rings can be placed on ter’s left hand.
tory area and the statistical display.
right-click on the black grid these representations by left-click-
returns the inventory information ing when a ring is over the hand
for every character in the party. icon. Each character may wear up SCROLL
MAP NORTH
to two rings at any one time.
Character Mannequins
MAPPING
Below the character portraits on Inventory Slots AREA
SCROLL
the inventory screen stand char- Twelve inventory slots exist SCROLL
MAP
EAST
acter mannequins. These beneath each character man- MAP
WEST
represent the characters’ bodies, nequin. An exception to this is QUILL

upon which can be placed cloth- the centaur, who has only eight MAP TEXT
ON/OFF
ing, armor, various weapons, and inventory slots. Although the cen-
PRINT
items such as key rings, helmets, taur has fewer inventory slots, he
ERASE
etc. Items may be placed on the has twice the weight-carrying-
SAVE MAP
following areas: capacity of a fighter. Objects you TO DISK
wish your characters to carry with
♦ Head: helmets. VIEW
them on the adventure may be CUTAWAY
MAP
♦ Neck: amulets and medallions. placed in each character’s inven-
SCROLL MAP SOUTH RETURN GLOBAL SAVE
♦ Hands: weapons, shields, tory slots. To do this, use the TO GAME AND RESTORE

sacks, key rings, potions, or object manipulation techniques


any similar objects you wish described in “Pick Up and Drop Automapping tile automapping feature. The map
the character to use. Objects/Add Items to Inventory,” As your party explores the many is displayed from the Adventure
in the section “Things You Can Do lairs and labyrinths of the Screen. To the left of the move-
♦ Wrists: bracers and gloves. from the Adventure Screen,” start- ment arrows at the bottom of the
Underdark, the last thing you
♦ Shoulder: a quiver to ing on page 13. want to do is map each step of the screen are four icon buttons, the
hold arrows. way with pencil and paper. We’ve third of which is a parchment
made it easy by including a versa- map icon. Left-clicking on this
♦ Body: Armor, cloaks, robes.
24 25

button displays the automap. You Scroll Map – Map Text On /Off
Special Note: Please be certain
can also choose the feature from North, South, East, West The third button has a capital letter
your printer is On and set up to
the Main Menu. To do this, choose At the top, bottom, and sides of A. Clicking on this button hides or
print out a map. In order for the
AUTOMAP from the Main Menu. the automapping window are displays the text which you have
print function to work, the printer
small pyramids or triangles, icons entered on the map. You can tem-
Features must be set to print the IBM char-
which can be used to scroll to the porarily hide text to allow better
acter set. Refer to your printer
You have a map area, scrolling north, south, east, and west of the viewing of the map. Restore text by
instructions for information on
buttons, a legend, and various map. This becomes useful when clicking on the button again. Note
how to set up your printer, and
function buttons. The legend and the map grows larger than can be that when the text button is off, text
if you are using a laser printer,
buttons appear on the right side displayed in one window. will not be printed on any maps.
be aware you may have to
of the screen. They represent the
Scroll through Maps Erase change the printer font to the
abilities to: scroll through several
The first icon below the legend The fourth icon is a pencil eraser. IBM character set.
maps, display text, save to disk,
appears as a number of parch- Left-click on the eraser and you
return to the game, display the
ments between a right and a left move the cursor over any line of
cut-away map, and global save Save Map to Disk
button. By clicking on the buttons text on the map, then left-click
and restore. These buttons add a The sixth icon is a save button. It
to either side, you scroll through again to erase the line you have
number of versatile features to represents information being
the maps you have made from chosen. Click on the eraser again
the mapping process. saved to a computer disk. By
the levels you already explored. to exit this mode. selecting this option you save the
Line of Sight
Add Text Print currently viewed map into a file
The map area is based on your
The second icon is a quill. Left- The fifth icon is a computer in the “Automaps” subdirectory.
character’s line-of-sight, so only clicking on the quill allows you to printer; click this button to print They can be viewed in any text
parts of a dungeon that have type notes anywhere on the map the current map. Note that text editor and are in the format
been explored are shown. window. Simply move the cursor printed looks different from the AUTOXXX.MAP (where XXX is
Everything on the map reflects to the desired position and left- way it appears on your computer replaced by numbers).
the current status of the items click to begin your text line. screen. Text is printed below the Exit
shown. Doors are displayed open Hitting the Enter key allows you to map, and letters at various loca- The seventh icon is an exit button.
or closed. This makes automap- continue your text on the next line. tions on the map correspond to It looks like a miniature version
ping a very useful tool. Walls, Up to four lines of text are avail- text notes beside the same letters of the Adventure Screen. Left-click
insets, doors, floors, trap doors, able for each entry. Press the Esc printed beneath the map. on this button to return to the
rugs, pressure plates, illusionary key to return the cursor to the
walls, your party, trees, creatures, Adventure Screen.
screen. Click on the quill again to
NPCs, and furniture are all dis- exit this mode.
played on the map. Note,
however, that items and creatures
of which your characters are not
yet aware are not shown.
26 27

Global Save and Restore can be made available to the next


The ninth icon shows two disks, set of characters sent into the
one on either side of a global Underdark. Global save saves all
map. The disk to the left is “global of the areas explored by the party
save” and the disk to the right is at the time of the save. Global
“global restore.” Using this feature restore restores the maps and
saves all of the maps, text, and information available at the time
information you have acquired, of the last global save. Map areas
even if your party dies. Ordinarily explored only in a previous game
mapping information is lost when are shaded out. In this way you can
the last party member falls; how- see which areas are newly explored
ever, if global save has been used, and which have been restored from
your party’s hard won information a previous adventure.

TOWER OF
SORCERE
Cut-Away Map automap mode. The first map of
The eighth icon, located to the the selected level appears automat-
MANTLE CAVERN ONE
right of the exit icon, represents a ically. This saves the time of MANTLE CAVERN TWO
cut-away map. This map is not scrolling through a long list of GOLLVELIUS’ MERCHANT’S
available at first, but is given to maps, a helpful feature if the infor- TAVERN BAZAAR
your characters by one of the NPCs mation you want is several levels
they meet along the way. Once the above the current position of your
map is in your party’s possession, party. Information on the cut-away
left-clicking on this icon displays a map appears in two stages. Areas
HOUSE
cut-away view of your party’s which appear in outline have not DO’URDEN
CARPATHIAN’S HOUSE BAENRE
descent into the Underdark. This been explored by the party, and TOWER
HOUSE FEY
serves two functions. First, it gives automaps for these levels are not BRANCHE
APPROACH TO MENZOBERRANZAN
a sense of how far beneath the yet available. Detailed areas have
surface your party has ventured been explored and can be high-
and how much distance yet lighted by moving the cursor over The Menzoberranzan over the screen, and the names
remains to Menzoberranzan. them as previously described. You of the various drow houses and
City Interface
Second, it allows you to access the can simultaneously highlight all other areas appear. To enter a
automaps of levels your party has explored levels by left-clicking on Your party exits the mouth of a
specific house or other area, left-
already explored in a quick and the draftsman’s tool displayed in tunnel, deep in the Underdark,
click when the area’s name is
easy fashion. Using the mouse cur- the upper right hand corner of the and before them stretches the
displayed. Your party moves into
sor, simply highlight the level cut-away map. To the right of the city of Menzoberranzan. The
the chosen map and continues its
containing the automaps you wish cut-away map are two icons, one Menzoberranzan City Interface is
journey on the Adventure Screen.
to review, then left-click to display to return to the game and one to a single screen displaying a map
Doors which leave any map in
those maps in the regular return to the regular automap. of the city. Move the mouse cursor
the city and return you to the
28 29

Menzoberranzan City Interface are THACØ weapon being used. What dam- Remember, your characters can
easily recognizable. Also, any two THACØ is your character’s ability age each weapon can do is move and fight at the same time,
maps within the city which lie to hit enemies. THACØ stands for summarized in the “Weapons even backward to dodge a melee
adjacent to one another may be “To Hit Armor Class Ø.” A charac- Table” on page 89. attack and sideways to dodge a
reached by moving from one map ter must “roll” a number equal to ranged attack. Another strategy is
Sometimes monsters take par-
to the next. Thus, it is not necessary or greater than this to damage a to retreat behind a door and close
tial or no damage from certain
to return to the Menzoberranzan target with an Armor Class of Ø. it, blocking the attack of a partic-
weapons; animated fungi
City Interface for every move within The lower the attacker’s THACØ, ularly nasty beast. Be careful
skeletons, for example, take
the city. the better its chance to hit the tar- though, some monsters can open
only half damage from sharp
get. A character’s THACØ is based doors to follow.
or edged weapons.
Adventuring Strategy on his class and level.
Hints
Attack Options Combat Strategy
This section contains hints to help
Characters most often engage in NOTE: the generation of a random Thrown Weapons
your characters along their way.
“melee combat,” which is face-to- number is often referred to as a Characters who use thrown
face battle with weapons such as “roll.” In determining if an attack weapons should carry them in- Carry Items with You
swords and maces. Other options hits, the number generated is from hand. After a character attacks You never know when your char-
include casting spells and engag- 1 to 20. The base roll is modified with the last of his or her thrown acters might need something
ing in ranged combat using bows by the character’s ability scores and weapons, a shield or short sword they’ve found! To carry an item
or slings. by the use of magic weapons. is readied automatically (if avail- along for the adventure, pick it up
able). Be sure to recover your and move it into an inventory. If
Combat Mechanics An attack is successful if the roll character’s ranged weapons after there is no more room in your
Understanding the technical side of is greater than or equal to the each battle. Collect all the ranged character’s inventory, find a safe
combat allows you to choose the attacker’s THACØ minus the tar- weapons your character finds; and easily accessible location to
most effective strategy for your get’s AC. they are used quickly in battle. stash items that can’t be carried.
party in battle. Each character’s Moving and Fighting Keep Track of Buttons and
ability in combat is defined by his Pay attention to the compass on Levers to Solve Puzzles
Example: A fighter with a THACØ
Armor Class, THACØ, and damage. the screen to help with mapping. Some puzzles are activated in one
of 15 attacking a monster with
Armor Class an AC of 3 would need to roll: In an unexplored area, move with part of the dungeon, yet affect
Armor Class (AC) represents how (THACØ 15) - (AC 3) = 12+. But a spell menu on the screen and other parts farther off. If your
difficult a monster is to hit with a to hit a monster with an AC of –2 an attack spell showing so your characters cannot get through an
weapon. The lower the Armor he would need to roll: (THACØ characters can cast spells quickly. area, go back and change a few
Class, the harder it is to hit the 15) - (AC –2) = 17+. buttons or levers, one at a time,
Prepare your characters for battle
target. Armor Class is based on then see if the change makes a
before opening any door, climb-
the type of armor a character is difference. Using the automap
Damage ing or descending stairs, or
wearing, and can be supple- feature may help you figure out
Damage is the hit point loss an pushing any button that might
mented with a bonus for a high how certain puzzles work.
attacker inflicts on his opponent. open a door or secret wall.
Dexterity score. Some magic This damage is based on the Monsters often crouch behind
items also help improve (or attacker’s Strength and the closed doors or secret walls, wait-
lower) an Armor Class rating. ing and hungry for combat!
30 31

Look for Hidden party bypasses. If they are Sky Palette Intensity
Buttons on the Walls stumped in a later area, or need Select ON or OFF to show or hide Altering the palette intensity
Always check walls for hidden an item to go on, go back and try the sky. Without the sky, the changes the brightness of colors
buttons and bricks. Moving your the puzzle again. game responds more quickly. and images in the game. Left-
party sideways down a wall often click on the bar and move it with
makes such things easier to spot. Game Options Sprite Dithering the cursor to change between the
Keep Your Eye To the left of the movement Sprite dithering enhances the minimum and maximum values
on the Compass arrows on the Adventure Screen images of creatures as they come of palette intensity.
Watch the compass as your char- are four icons: game options, closer to your party. It works to
quick save, map, and quick blend the colors of adjacent pixels Step Movement
acters explore the realm of the
Underdark. There are a number restore. The top button is the and keep the images of Step movement allows you to
of traps that can change the game options button. By left- approaching creatures from turn the game’s step movement
party’s facing. Magic portals and clicking on this button you becoming too “blocky.” Turning on and off. For more information
teleporters may reveal themselves display the game options screen. this option OFF slightly increases on what step movement is about,
in this way. This screen can also be displayed game speed. refer to the “Step Movement” sub-
by left-clicking on the OPTIONS section (in the “How to Play”
When to Save the Game choice from the Main Menu. Distancing section) on page 10.
Save the game any time you Switching between the minimum
believe something might happen The game options screen displays Screen Size
and maximum values of “dis-
to hurt your character. Use the the following eleven options.
tancing” determines whether Three buttons, representing small,
quick save option by pressing S monsters, trees, and objects are medium, and large appear with
Double-Click Speed
on your keyboard. Save your seen from as far away as possible this option. They refer to the
game at the beginning of each Click on this bar and move it
or not until they are much closer. adventure window on the
level. If a puzzle is difficult to with the cursor to change the
Adventure Screen. By making the
solve, save the game and try dif- mouse’s double-click speed Sound window smaller, you enhance the
ferent solutions. If monsters are between its minimum and maxi-
Switch sound on and off with this speed at which the game runs. In
attacking thick and fast, save the mum values.
option. addition to the three set sizes
game and try new strategies. from which you may choose, you
Floors
When things are really tough, Music may also may also bring in the
save before opening doors. Select ON or OFF to show or hide
This option allows you to turn the sides of the gaming window by
the floors. Without floors, the
Go On music on and off; switching using the < and > keys on your
game responds more quickly.
When all else fails, go on with between the minimum and maxi- computer keyboard.
the game. Your characters need Ceilings mum values allows you to find a
not open every door, fight every balance between the game’s
Select ON or OFF to show or hide
monster, and obtain every item to sound effects and its music.
the ceilings. Without ceilings, the
win. Remember any areas your game responds more quickly.
32 33

CREATING YOUR Select Class Name Character Basics


PARTY OF The available classes (occupa- Names can be up to twelve char- For each character, there are
CHARACTERS tions) are: fighter, paladin, ranger, acters in length. Once completed, four basic factors which make
cleric, mage, and thief. You may your character’s name is dis- up the foundation of his or her
Generating Characters pick any class legally available to played on his or her portrait. identity: race, class, alignment,
Character generation takes place the previously chosen race, and and attributes.
in the chapel of House Baenre, you may make whatever multi- Keep or Delete
where an altar is surrounded by classed characters are allowed. At this point, all the pertinent Races
eight burning braziers. One bra- information about the character is Six races inhabit the world of
zier at a time, the process of Select Alignment known. The next brazier shows Menzoberranzan. Of these,
creating your characters begins. The selections are: lawful good, two icons, KEEP and DELETE. You humans prove the most numer-
After each Player Character char- lawful neutral, chaotic good, may decide whether to use the ous and adaptable; however, you
acteristic is chosen, the view chaotic neutral, neutral good, and character generated, or start the decide which races you’d like in
circles around the scene to the true neutral. Your choice may process over again. Selecting KEEP your party.
next brazier. be limited by certain character saves the character information
♦ Dwarf
class restrictions. and you are automatically
Player characters are generated
returned to the first brazier to ♦ Elf
by clicking on icons which Select Face begin the process over again, this
appear within each of the bra- ♦ Gnome
Several of the portraits available time in order to generate the sec-
ziers. Selected icons shift to the ♦ Half-Elf
to your character are displayed, ond character necessary to start
bottom of the screen, so that you
along with an icon which allows the game. Selecting DELETE ♦ Halfling
remain continuously aware of
you to scroll through more face returns you to the first stage to
your choices throughout the gen- ♦ Human
choices than can be displayed on begin the generation again.
eration process.
a single screen. While all races can become
For detailed information on char- Undo
experts in fighting, some are
acter races, classes, etc., read the Select Attributes/ One button which appears on the more adaptable than others, and
section “Character Basics” which Age/ Hit Points screen throughout the character a few can wield powerful magic.
begins on page 33. If you are a The next step in the generation generation process is the UNDO Only humans may join those elite
novice player, we recommend that process is to determine the char- button. This button starts the pro- warriors battling in the name of
you read “Character Basics.” acter’s attributes. During this cess of selection at the current truth, the paladins. Each race pos-
phase, you are given the opportu- brazier over again. sesses certain strengths, which
Select Sex nity to REROLL and EDIT character show up as modifiers to their
In the first brazier, two icons repre- ability scores. The reroll option Using the Escape Key
ability scores.
sent male and female characters. randomly generates another set of At any point during the genera-
Select one. statistics for the character. The edit tion process, you may return to
option allows you to edit an the beginning of the character
Select Race attribute number and change it up generation process by pressing
The six choices for the character’s to the numerical limit allowed by the Escape (Esc) key.
race are: human, gnome, dwarf, the AD&D second edition rules.
elf, half-elf, and halfling.
34 35

♦ Dwarves combine the quali- than most other creatures have to ♦ Half-elves prove to be skill- they are lazy, for as a race
ties of the ferocious and the artistic. live; their life span can exceed ful in a wide range of activities, halflings prove to be sturdy and
They are as at home crafting a cir- 1,200 years. They are distin- their mix of elven and human industrious, always making cer-
clet of jewels as they are wielding guished by their fine features and blood providing them with many tain their larders stay well-stocked
an axe in battle. Firm muscle pointed ears, and when standing advantages over other races. Their and their burrows remain warm,
accounts for much of their average beside the average man they talents, however, are not so well-furnished homes.
150 pound weight, although at a appear a bit shorter than most. appreciated as to make them wel-
Halflings can usually be spotted
mere 4 to 4 1/2 feet in height, Taught archery from an early age, come company in either human
by their curly hair and round,
dwarves appear stocky at best. They elves receive a +1 bonus with any or elven society. While they are
broad facial features. They are
are tenacious and demonstrate a type of bow, and with both short seen travelling and mingling in
plump, quiet, and well-liked by
fanatical courage through most of and long swords. Mages find elves both groups, they are often too
the other races, especially the
their four centuries (or more) of life. resistant to any type of sleep or tall and heavy to be accepted
gnomes. When adventuring,
Their weapons and other dwarven- charm spells. Raise dead spells do among the elves, while their slen-
halflings show their mettle by
crafted wares demand high prices not affect them either. der, elven features often make
their innate resistance to magic
in the marketplace. them outcasts among men.
Ability Score Modifiers: Dexterity +1,
and the +1 bonus they receive for
Part of the dwarven mystique is Constitution –1 On the average, half-elves live for their skill with slings.
their innate resistance to spells and 250 years and inherit an inborn
Allowable Classes: Cleric, Fighter, Ability Score Modifiers: Dexterity +1,
to many poisons. Dwarves are, by resistance to sleep and charm
Mage, Ranger, Thief, Fighter/Mage, Strength –1 (for non-fighters)
nature, non-magical creatures. spells, though this protection is
Fighter/Thief, Mage/Thief,
Fighter/Mage/Thief
less than in true elves. Allowable Classes: Cleric, Fighter, Thief,
Ability Score Modifiers: Fighter/Thief
Dexterity –1, Constitution +1, Ability Score Modifiers: None
Charisma –2 ♦ Gnomes may be the world’s
Allowable Classes: Cleric, Fighter, Thief, first practical jokers and have a
Allowable Classes: Cleric, Fighter,
♦ Humans often risk their
Mage, Ranger, Thief, Fighter/Cleric,
Fighter/Cleric, Fighter/Thief proven reputation as enthusiastic short, 70 year life span in quests
Fighter/Thief, Fighter/Mage,
pranksters. Carefree and lively, it Cleric/Ranger, Cleric/Mage, Mage/Thief,
for immediate, personal gain. Yet
is often as difficult to believe they Fighter/Mage/Cleric, Fighter/Mage/Thief it proves difficult to say any one
♦ Elves spend much of their time are kin to dwarves as it is to get thing about them. Though often
in the carefree company of nature, any gnome to admit the relation. impatient and short-sighted,
as far from cities and towns as ♦ Halflings avoid strenuous humans live in the most diverse
Their life span is about 600
possible. Because of this they are adventures as a rule. Their back- societies and frequently strive to
years, reached in part because of
often thought to be haughty and sides are used to the comfort of meet high ideals.
their resistance to magic.
cold, especially when forced into padded chairs and their feet enjoy
the company of others. The land of Ability Score Modifiers: resting atop mounds of well-feath- Ability Score Modifiers: None
the dark elves presents a special Intelligence +1, Wisdom –1 ered pillows. This is not to say Allowable Classes: Cleric, Fighter,
challenge for elves, for the drow Mage, Paladin, Ranger, and Thief.
Allowable Classes: Cleric, Fighter, Thief,
are sworn enemies of their surface
Cleric/Thief, Fighter/Cleric, Fighter/Thief
dwelling cousins. At their best with
a bow or a song, elves may spend
more years in playful wandering
36 37

♦ Clerics, also called priests, Like practicing athletes, fighters


may be the most favored class of improve their skills and speed as
the gods, for they receive their they move up in levels. An extra
power directly from them and sword thrust, delivered with blind-
cast spells through their holy ing speed, may prove the difference
symbols. No cleric battles his between the living and the dead,
adversaries with faith alone, how- and high-level fighters such as pal-
ever. They prefer to back up their adins and rangers can attack more
magic with the authority of a often with melee weapons.
mace or flail. Limited to using
Prime Requisite: Strength
blunt weapons, clerics are not
opposed to wearing a good suit Races Allowed: All
of armor on their journeys. Weapons Allowed: All

No tomes of spells and rituals


dangle from a cleric’s belt or hide ♦ Mages control powerful spells
in the dark and musty reaches of by memorizing their arcane words
Classes Select the classes of your charac- his pack, for a cleric’s magic is of and ancient symbols. Knowledge
While the race of each character ters with care. A good sword arm divine origin. While mages pore of this art is their treasure and the
is important, another quality and knowledge of tactics are the endlessly over the spells they must secret to their mysterious power.
critical to success is their class. hallmark of warriors such as the memorize, clerics pray in order to
fighters, rangers, and paladins, Because their ability to cast spells
Some races boast talented mem- be receptive to divine magic.
but skill in battle alone is often depends upon freedom of move-
bers who are able to handle more Clerics with Wisdom of 13 or
not enough. To survive the many ment, mages cannot wear armor
than one occupation at a time. higher gain extra spells. (See the
dangers of the Underdark, the art and tend to make poor fighters.
These are referred to as multi- “Cleric Wisdom Spell Bonus” Instead of weapons (and they can
class characters. of picking locks and avoiding
table on page 86). use but a very few), mages rely on
hidden traps can be useful too.
Some characters learn magic These are the skills of a thief. intellect and the ability to memo-
Prime Requisite: Wisdom
while others become experts in Magic-users such as mages and rize spells to see them through.
Races Allowed: All
battle tactics. Some are masters of clerics possess the knowledge of Still, a high-level mage is a
the arcane art of spellcasting, Weapons Allowed: Mace, Flail, Staff,
powerful spells, and clerics are Sling, War Hammer potent entity. When armed with a
while others are malcontents able able to cure wounds. hoard of musty spellbooks and
to pick almost any lock. Each scrolls gathered after many trials
belongs to his own defined occu- Each class has one or more prime ♦ Fighters often tread in and much experience, a mage can
pation, or class. While the requisites, ability scores that are harm’s way, relying on a strong become truly powerful.
members of some races may important to that class. A charac- sword arm and their brave, some-
belong to more than a single- ter with prime requisite scores of times foolhardy natures to win the Prime Requisite: Intelligence
class, the six basic choices are: 16 or greater advances faster day. Trained in the use and main- Races Allowed: Human, Elf, Half-Elf
in levels. tenance of all types of weapons Weapons Allowed: Dagger, Staff
♦ Cleric ♦ Fighter and armor, fighters can utilize any
♦ Mage ♦ Paladin available piece of hardware with-
♦ Ranger ♦ Thief out restriction, including magical
items such as rings and gauntlets.
38 39

♦ Paladins radiate an aura of their wits as much as by their Single-Class vs. Racial Advantages
protection, a shield of sorts which skills with the bow and sword. At Multi-Class If you’ve been wondering which
causes their attackers to suffer a one with any type of weapon or Single-class characters have more race/class combinations are best,
penalty even before these elite armor, rangers usually avoid hit points than multi-class charac- here are a few examples:
warriors have unsheathed their heavy armor as too restricting. It ters with the same amount of
swords. In this and other magical prevents them from using their Single-Class
experience. They do more damage
abilities, paladins prove them- special ability to wield a weapon Dwarven Fighter: This charac-
to their opponents in battle.
selves as more than mere fighters. in both hands without penalty. For ter has less to worry about than
Single-class clerics and mages
this reason they are seen more most when battling poisonous
Walking the most difficult path of gain higher level spells sooner
often in studded leather or other, creatures. With a maximum
any class, the paladin abides by than their multi-class counterparts.
lighter armors. Rangers, like other Constitution of 19, the dwarven
the rules of lawful good and fighter may benefit as well from
high-level fighters, can attack Non-human characters may
leads others by the example of increased hit points. Reading
more often with melee weapons. choose to belong to one or more
his chaste and pious ways. In
classes, and in so doing reap a dwarven writing is their specialty.
addition to skill with all types of Prime Requisites: Strength, Dexterity,
few rewards for their trouble. A
arms and armor, paladins pos- Wisdom Paladin: With a gentle touch,
fighter/mage can both melee
sess extra resistance to magical Races Allowed: Human, Elf, Half-Elf your paladin may heal that
effectively and cast spells, though
attacks and poisons. No disease Weapons Allowed: All
wound which otherwise could
his single-class counterparts
can lay them low. And once per signal the end for the afflicted
prove better at their individual
day, they can heal with their lay character. Yet laying on hands is
specialties and advance levels
on hands ability, a skill similar to ♦ Thieves accept no single rule but one benefit of choosing this
or philosophy by which to run more quickly. While this may
the cleric’s cure light wounds elite warrior to do battle in the
their lives. While some may steal sound at first like a weak choice,
spell. This restores two hit points realm of the dark elves. Capable
per his or her experience level. change from a beggar’s cup, oth- ask yourself what your brave
of fighting as well as any fighter,
ers may share their ill-gotten fighter will do when he encoun-
when paladins reach the ninth
Once they reach the ninth level, ters a locked gate for which there
prizes with the less fortunate. Still level, they are able to master a
paladins can use certain cleric is no key.
others see themselves as basically few cleric spells.
spells: bless, cure light wounds,
good businessmen, with perhaps Because their experience points
detect magic, and slow poison. Elven Mage: Moving swiftly,
a slight character flaw. are distributed evenly between
Paladins pray for these spells and your elven mage steps between
cast them exactly as clerics do. In a castle, town, or dungeon, an their classes, multi-class charac-
the paths of two hurtling arrows,
experienced thief of many levels is ters move up through the levels
demonstrating inhuman grace
Prime Requisites: Strength, Charisma
proficient at picking locks and very slowly.
and Dexterity. Benefiting from a
Races Allowed: Human avoiding whatever traps have been high Armor Class (due to
Weapons Allowed: All laid to catch the unwary. To move Dexterity) and the ability to gain
freely and quietly, thieves prefer to levels swiftly as a single-class
wear leather armor, though they are character, the elven mage boasts
♦ Rangers follow the tracks of not averse to travelling well-armed.
their quarry across hard lands, or a maximum Constitution of 17
beneath the dim light of a forest Prime Requisites: Dexterity
and a maximum Dexterity of 19.
canopy, yet never lose the trail. They also read elven writing.
Races Allowed: All
They are trained trackers, hunters, Weapons Allowed: All
and woodsmen, succeeding by
40 41

Human or Half-Elven Cleric: Alignments example of a neutral good char- by the computer. The highest any
Proud of their often formidable There are six possible alignments, acter. A true neutral, on the other score can be is 19, unless
intellects, these single-class charac- or philosophies of life, although hand, strives to maintain the bal- boosted upward through magic.
ters gain levels swiftly. They can a character’s chosen class may ance of good and evil, even to the
For fighters, a percentile value
ascend to a maximum Wisdom of limit your selections. Paladins, point of fighting on evil’s side.
may be added to Strength to
18, and in so doing acquire the for instance, can only be lawful Chaotic characters impulsively show exceptional ability.
maximum number of bonus spells. good. The choices are: follow their beliefs, no matter if
A skilled human or half-elven Strength
♦ Lawful Good they meet with society’s views or
cleric can attain the maximum lev- Strength provides a measure of
not. Whereas a chaotic good
els permitted in the game. ♦ Lawful Neutral effectiveness in battle. As the
character may show occasional
♦ Neutral Good word implies, physical power,
Multi-Class streaks of kindness and benevo-
muscle, and stamina are being
Half-Elven Fighter/Mage/Cleric: ♦ True Neutral lence, a chaotic neutral character
gauged. Stronger characters are
If only this character can survive ♦ Chaotic Good may have no preference towards
able to do more damage with a
long enough, his various talents good or evil deeds, and not care
♦ Chaotic Neutral weapon because they are swing-
will show promise in overcoming about anything either way.
ing the weapon harder than a
any obstacle the Underdark might Two parts make up a character’s
Ability Scores weaker character can.
have to offer. With the exception alignment, and both are equally
of lock picks, a specialty of thieves, important: world view and per- Ability scores are a numerical Fighters, rangers, and paladins
your Half-Elven Fighter/Mage/ sonal ethics. summary of a character’s natural are capable of extraordinary feats
Cleric can employ every item in faculties and abilities. The higher of physical prowess and so may
Lawful characters obey the laws
the game. Although he or she the score, the better their ability possess exceptional Strength
of society and strive for those
can cast spells, draw a sword, and in that area. Each character has scores higher than 18. These
things which will bring the great-
heal wounds, he or she cannot the following abilities. special scores are displayed as
est benefit to the most people and
perform any of these tasks as well ♦ Strength (STR) a percent value following the
cause the least harm. Whereas
as a single-class character with base Strength, such as: 18/23.
lawful good characters strive to ♦ Dexterity (DEX)
the same amount of experience. Exceptional Strength means the
do everything according to the ♦ Constitution (CON) character has a superior ability to
Elven Fighter/Mage/Thief: law and believe the law is always
♦ Intelligence (INT) do the following: hit an enemy,
Here is a jack-of-all-trades who right, lawful neutral characters
can pick locks as well. But like believe in the institution of soci- ♦ Wisdom (WIS) increase the damage done with
each hit, and carry more without
the Half-Elven Fighter/Mage/ ety and will obey orders even if ♦ Charisma (CHA)
becoming encumbered. Refer to
Cleric listed previously, this char- they disagree with them.
The Edit and Keep commands allow the “Strength Table” on page 88
acter also rises slowly through Neutral characters believe in bal- you to make changes to these and “Encumbrance Table” on page
the levels and suffers from a ancing the laws of society and ability scores and then save them. 90 for more information.
scarcity of hit points for most of their personal views. A baron
the game. Each ability score is between 3 Unfortunately, halflings, even
who violates the orders of his
and 18. Modifications to the base halfling fighters, cannot acquire
king in order to destroy some-
score caused by the character’s exceptional Strengths.
thing he sees as evil is an
race are automatically factored in
42 43

Dexterity Clerics find that a high Wisdom wear the best, dwarven-tooled Characters with ability scores of
Dexterity measures a character’s score (13 or more) enables them armor, that beast waiting around 16 or more increase their experi-
speed and agility. Accuracy in fir- to cast extra spells. For more infor- the next corner may boast the ence earned by 10%.
ing a bow or letting loose with a mation, see the “Cleric Wisdom same Armor Class because it is
All characters begin the game
sling are other advantages of a Spell Bonus” table on page 86. fast and small.
with some experience points and
high Dexterity as well as receiv-
Charisma Both magical armor and a high earn more as they adventure.
ing bonuses to one’s Armor
Charisma measures a character’s Dexterity score improve a charac- Multi-class characters, however,
Class. Adversaries simply find it
ability to persuade and command ter’s Armor Class. have these points distributed
hard to hit a quick-moving target.
others. A human character with evenly among their classes, so
Hit Points (HP)
When the Dexterity score reaches a high charisma may become a will gain levels more slowly.
Hit points act as a scale showing
16 and above, fighters can more paladin.
your character’s life force. The Level
effectively manage a weapon in
Other Characteristics more hit points you have, the bet- Level measures how much a
each hand with less penalty.
ter, but when your character’s hit character has advanced in his or
♦ Armor Class (AC)
Constitution points reach zero, he or she is her class, and is raised automati-
Constitution measures the fitness, ♦ Hit Points (HP) dead. At that point you either have cally when a character gains
health, and physical toughness of ♦ Experience Points (EXP or XP) to replace the character with enough experience points. When
your character. A high score in ♦ Level (LVL) another one met by your party in a character rises in experience
this area boosts the total number its adventure into the Underdark, level his or her hit points
of hit points your character Four other elements; Armor or have your party’s cleric attempt increase, and his or her fighting
receives, and with more hit points, Class, hit points, experience a raise dead spell. (Note: the raise ability (THACØ) improves as well.
your character becomes all the points, and level define how well dead spell is not effective on elves.)
a character is doing at any given Characters at higher levels show
more difficult to injure or kill.
point. Unlike race or class, these Experience Points (EXP or XP) a resistance to the effects of
Intelligence scores change constantly based An experience point is a concrete poisons and magical attacks.
Intelligence becomes a key factor on a character’s actions (either measurement of a character’s When at advanced levels, mages,
in a character’s ability to memorize what he’s doing or what’s being progress. Avoiding that gnoll’s clerics, and paladins find them-
and use spells. Mages in particular done to him). silent leap from behind taught selves able to memorize a greater
must be highly intelligent to learn your character something, as did number of spells.
and use their repertoire of magic. Armor Class (AC) honing his sword skills against
Armor Class reflects both a char- To find out how many experience
In all, this ability measures mem- the drow raider two doors back.
acter’s Dexterity bonuses and points a character needs to
ory, reasoning, and learning. Finding treasure, completing parts
whatever armor or shield he or achieve a certain level, refer to
of the adventure, and dispatching
Wisdom she may be wearing. As a score, the “Level Advancement Tables”
foes all lead to increased experi-
Wisdom ensures that the character it measures how difficult your that begin on page 86.
ence points and, eventually, an
possessing a lot of it is less sus- character is to hit and damage. increase in a character’s level.
ceptible to magic. Likewise, a low The lower the AC, the harder it is
score in this area (7 or less) leaves for him or her to be hit. But
a character open to the slightest remember, low AC values are rel-
spell. Wisdom scores of 13 and ative. While your character may
above offer some protection.
44 45

SPELLS CHARACTER POWERS


Your party challenges the might of the drow on a journey which takes
them into the dark and treacherous world of the dark elves. To survive Magical Abilities Acquired from Magical Objects
in this land where High Priestesses train for decades in the halls of
Arach-Tinillith to be master practitioners of magic, no party should be ♦ IMMUNITY TO POISON
RANGE: 0 DURATION: Short AREA OF EFFECT: One character
without its own magic-users trained in the ancient art of spellcasting.
Following the legend are descriptions of spells your magic-wielding This power provides an immunity to every known poison for a short
period of time. It affects only the character in possession of a particu-
characters may use to fend off the dangers of the Underdark, or to con-
lar drow artifact.
quer its greatest challenges.
In addition to spells, a number of character “powers” have been imple-
♦ LIGHTNING BOLT
mented. These powers include class and race powers, as well as special RANGE: Long DURATION: Instantaneous AREA OF EFFECT: Special
powers bestowed by magical objects, and drow powers available to the
This spell is provided to all characters, even non-magic-users, who are
party when they are magically disguised as dark elves. A ribbon in possession of a certain drow artifact. Upon casting, the artifact
appears when powers are present, displayed in the same location as a releases a powerful bolt of electrical energy, inflicting from 1–60
cleric’s holy symbol or a mage’s spellbook. (The ribbon appears in points of damage to each creature within its area of effect. It can be
combination with these icons if the character is a cleric, mage, or used in this fashion once every twenty-four hours.
multi-classed magic-user.) Left-click on the ribbon icon to bring up a
standard spell list. To display the characters’ powers, left-click again on
♦ GUST OF WIND
the A appearing to the left of the 1st-level spell button. RANGE: 0 DURATION: Short AREA OF EFFECT: Path 10’ X 30’
This spell is provided to all characters, even to non-magic-users, who
are in possession of a certain drow artifact. It acts exactly like the third-
Legend for Spell and Power Descriptions level mage spell of the same name. When this spell is cast, a strong
gust of air originates from the artifact and moves forward with enough
RANGE:
force to extinguish candles, torches, and other unprotected flames. It
0 = the spell caster can force back small flying creatures and slow down larger ones, as
Touch = the character or creature touched well as force away gaseous or other levitating creatures. The artifact
can be used to produce this spell once in every eight hour period.
Close = adjacent square
Medium = up to 2 squares away
Long = as far as visible range ♦ CHARM DROW
RANGE: Close DURATION: Short AREA OF EFFECT: One character
DURATION: Characters in possession of a certain drow artifact are endowed with
Instantaneous = flash or instant effect this power. By activating the power, the character charms all drow in
the immediate vicinity, and forestalls any attacks those drow were
Short = single combat round
about to make. The effect follows the drow artifact, and is not a spell
Medium = effect lasts for some time
cast on a particular character. If the object were to be given away after
Long = effect lasts quite a while the power was invoked, the protection of the charm moves to the new
Permanent = effect lasts for entire game owner of the artifact.
Special = see spell description
46 47

Class-Related Powers ♦ READ LANGUAGES (THIEVES)


RANGE: 0 DURATION: Instantaneous AREA OF EFFECT: Special
♦ DETECT PRESENCE OF EVIL 60’ RADIUS (PALADINS) By the time a thief reaches 4th level, he or she has a fair chance of
RANGE: Long DURATION: Instantaneous AREA OF EFFECT: Special reading most languages. In the underground world of Menzoberranzan,
Activating this power allows a paladin to use his or her natural ability the two languages most likely to need translating are dwarven and
to detect evil. If a specifically evil creature or opponent lurks in the drow. Click on this power and then on whatever runes or cryptic books
area, the paladin responds by alerting the party to its presence. While present themselves, to call your thief’s language reading skills into
the paladin does not discern a particular distance or direction to the action. They may be up to the challenge, but then again. . . .
offending presence, a warning of coming trouble is often appreciated.
♦ HIDE IN SHADOWS (THIEVES)
RANGE: 0 DURATION: Special AREA OF EFFECT: Special
♦ LAY ON HANDS (PALADINS)
RANGE: Touch DURATION: Instantaneous AREA OF EFFECT: Character touched The caverns and corners of the Underdark present many opportunities
Once per day, a paladin is able to heal 2 points of damage for every for a thief to hide in shadows. This power works much like an invisibility
spell, concealing the thief from the attention of his or her opponents.
experience level of the paladin. This healing touch can be used by the
Unfortunately, once the thief makes an attack the concealment ends, and
paladin for his or her own good, or can be employed to heal a
he or she is visible to all attacking creatures. This power is represented
wounded party member.
on the Adventure Screen by the shading down of the thief’s portrait.

♦ CAST CLERIC SPELLS (PALADINS)


RANGE: Special DURATION: Special AREA OF EFFECT: Instantaneous
♦ DETECT NOISE (THIEVES)
RANGE: Special DURATION: Short AREA OF EFFECT: Special
Upon reaching his or her ninth level, a paladin is able to cast priest
One power of value in the Underdark is the power to detect noise. By
(cleric) spells, limited to the spheres of combat, divination, healing,
using this power, thieves increase their chances of hearing any crea-
and protection. The appropriate spells appear automatically in the
tures in the vicinity. A hook horror or an umber hulk shuffling down
paladin’s spell list once the ninth level is achieved.
a dark corridor may well reveal itself to an alert thief.

♦ FIND AND REMOVE TRAPS (THIEVES)


RANGE: Touch DURATION: Instantaneous AREA OF EFFECT: Trapped chest Race-Related Powers
A chest may contain treasure, or it may be booby-trapped; it may ♦ READ DWARVEN (DWARVES, GNOMES, AND HALFLINGS)
even be both! To find out, click on the find and remove traps power RANGE: 0 DURATION: Instantaneous AREA OF EFFECT: Special
of your thief, then have the thief pick up the chest. While a trap may Dwarves, gnomes, and halflings all have the ability, or at least a fair
still do unwelcome damage to your party, a thief at least has a chance chance, to read dwarven runes and writings. Click on this power to
of disarming the problem beforehand. have your dwarf translate those mysterious runes for the party, or for
the gnome or halfling with the group to give it his or her best effort.
♦ BACKSTAB (THIEVES)
RANGE: Close DURATION: Instantaneous AREA OF EFFECT: Creature attacked ♦ DETECT SECRET DOOR (ELVES AND HALF-ELVES)
The backstab power improves a thief’s attack by adding + 4 to his or RANGE: Medium DURATION: Instantaneous AREA OF EFFECT: Special
her chances to hit. For thieves from levels 1– 4, the damage done is Concealed doors, such as illusionary walls, are difficult to hide from
doubled, for thieves of levels 5– 8, damage is tripled, and for thieves elves and half-elves. Merely passing close to a concealed door gives an
from levels 9–12 it is quadrupled. To activate this power, click on back- elven or half-elven character a one in six chance to notice it. When the
stab in your thief’s power list before launching his or her next attack. detect secret door power is used, an elven or half-elven character actively
searches for concealed doors. This gives the character a one in three
chance to detect an illusionary wall within the immediate area.
48 49

♦ LEVITATE (DROW) CLERIC SPELLS


RANGE: 0 DURATION: Permanent AREA OF EFFECT: Character
By using their innate ability to levitate, drow can rise or descend First-Level Cleric Spells
through the air with ease, changing vertical levels at will. Drow cities
and houses are built with this ability in mind and often can only be ♦ BLESS
entered by using the power of levitation. It is also a useful ability to RANGE: Medium DURATION: Medium AREA OF EFFECT: Whole party
employ in the Underdark, where caverns often change levels, or in
Upon uttering this spell the morale of your party rises, and all mem-
combat, where the ability to rise out of danger or descend upon an
bers gain a bonus to their attacks. Bless spells are not cumulative.
opponent can provide a tactical advantage.
First-level clerics and high-level paladins can cast bless spells.

♦ GLOBE OF DARKNESS (DROW) ♦ CAUSE LIGHT WOUNDS


RANGE: Long DURATION: Medium AREA OF EFFECT: Special
RANGE: Touch DURATION: Permanent AREA OF EFFECT: One creature
This power functions much the same as a darkness spell. When
This spell is identical to the first-level cure light wounds spell, except
employed against an opponent, it causes total, impenetrable darkness
that it causes 1–8 points of damage.
in the area of effect. Infravision is useless. Neither normal nor magical
light works unless a light or continual light spell is used.
♦ CURE LIGHT WOUNDS
RANGE: Touch DURATION: Permanent AREA OF EFFECT: Character touched
♦ FAERIE FIRE (DROW)
RANGE: Long DURATION: Medium AREA OF EFFECT: 10’ square/level, 40’ radius
By casting this spell upon a wounded character, 1–8 hit points of
damage can be cured. High-level paladins can cast cure light wounds
This power functions in exactly the same manner at the spell faerie fire. spells, and often need to after tangling with the deadly hook horrors
It enables the caster to outline one or more objects or creatures with a that lurk in the passageways of the Underdark.
pale, glowing light. Outlined objects or creatures are visible in the dark
and are therefore easier to strike. This provides a +2 bonus to attack in
darkness. This spell does not effect non-corporeal or gaseous creatures, ♦ DETECT EVIL
nor does the spell itself cause any damage to its target. RANGE: Long DURATION: Medium AREA OF EFFECT: 10’ path
This spell discovers emanations of evil from any creature, object, or
area. Powerful monsters send forth emanations of evil, and a cursed
♦ DETECT MAGIC (DROW)
RANGE: 0 DURATION: Instantaneous AREA OF EFFECT: Carried items
object may radiate an aura of evil.

This power functions in exactly the same manner as the spell detect
magic. It allows the caster to determine if any of the items being car- ♦ DETECT MAGIC
ried are magically enchanted. All magic items are indicated for a RANGE: 0 DURATION: Instantaneous AREA OF EFFECT: Carried items
short period of time. High-level paladins can cast detect magic spells. This spell allows the caster to determine if any of the items being car-
ried are magically enchanted. All magic items are indicated for a
short period of time. High-level paladins can cast detect magic spells.
50 51

♦ FAERIE FIRE Second-Level Cleric Spells


RANGE: Long DURATION: Medium AREA OF EFFECT: 10’ square/level, 40’ radius
This spell enables the caster to outline one or more objects or crea- ♦ AID
tures with a pale, glowing light. Outlined objects or creatures are RANGE: Touch DURATION: Medium AREA OF EFFECT: Character touched
visible in the dark and are therefore easier to strike. This provides a This spell acts like a bless spell and adds 1–8 extra hit points to the
+2 bonus to attack in darkness. This spell does not effect non-corpo- character’s current base hit points. The temporary hit points are sub-
real or gaseous creatures, nor does the spell itself cause any damage tracted before the character’s own if he or she is injured in combat.
to its target. The spell’s duration increases with the level of the caster.

♦ LIGHT ♦ DARKFIRE
RANGE: Long DURATION: Medium AREA OF EFFECT: 20’ radius globe RANGE: Touch DURATION: Medium AREA OF EFFECT: 1 fire source
This spell causes a luminous glow to appear. The light is equal in Originally developed for use in the ritual worship of Lolth, darkfire
brightness to torch light, but multiple castings do not provide a has since become a well-known battle-spell of the drow. Darkfire
greater light. This is a good spell to use when no torches are avail- gives off no light at all, although creatures with infravision see dark-
able, in the caverns of the Underdark, for example. fire as brighter than ordinary flame. Thrown darkfire does 1–3 hit
points of damage plus 1 point per level of the caster. Fire resistance is
♦ MAGICAL STONE only partially effective against this “wild magic” energy.
RANGE: 0 DURATION: Special AREA OF EFFECT: Special
After temporarily enchanting up to three small stones (no larger than ♦ DRAW UPON HOLY MIGHT — DEX
sling bullets), a cleric may hurl them at an opponent for 1–4 points RANGE: 0 DURATION: Medium AREA OF EFFECT: Caster
of damage. The stones are considered +1 weapons, and the magic of Similar to draw upon holy might — STR, invoking this spell causes
each stone lasts for one half hour or until used. To use this spell, your the cleric’s body to act as a vessel for the energy of his or her god.
character must find the stones, hold them in his or her hands, and This time, however, the caster’s Dexterity increases by +1 for every
then cast the spell. three levels of experience. The effect lasts for the duration of the spell.
It cannot increase Dexterity beyond a value of 18.
♦ PROTECTION FROM EVIL
RANGE: Touch DURATION: Medium AREA OF EFFECT: Character touched ♦ DRAW UPON HOLY MIGHT — STR
When this spell is cast, it creates a magical barrier around the recipient RANGE: 0 DURATION: Medium AREA OF EFFECT: Caster
at a distance of one foot. The barrier moves with the recipient and all While the warriors and wizards of Menzoberranzan cower in fear of
attacks made by evil creatures against the protected character receive a their spider goddess, Lolth, the cleric in your party may become a ves-
–2 penalty to each attack roll. Any saving throws against such attacks sel for the power of his or her god. Upon invoking this spell, his or
are made by the recipient with a +2 bonus. In addition, the spell pre- her body shudders and glows with energy. As a result, the caster’s
vents bodily contact by creatures of an extraplanar or conjured nature Strength increases by +1 for every three levels of experience. The
(such as the handmaidens of Lolth and the myrlochar). effect lasts for the duration of the spell. It cannot increase Strength
beyond a value of 18.
52 53

♦ FLAME BLADE Third-Level Cleric Spells


RANGE: 0 DURATION: Medium AREA OF EFFECT: 1 target
This spell causes a flame-like blade to leap from the caster’s hand. ♦ CURE DISEASE
The blade attacks like a normal sword and does 7–10 points of dam- RANGE: Touch DURATION: Permanent AREA OF EFFECT: Character touched
age. The character attacks as he or she would with any other melee This spell enables the caster to cure most diseases by placing his
weapon. The spell does slightly less damage against targets protected hand upon the diseased character. Thereafter, whatever affliction tor-
from fire. Spell duration increases with the level of the caster. tures the character rapidly disappears, depending of course upon the
type of disease and the state of its advancement when the cure dis-
♦ HOLD PERSON ease spell is cast.
RANGE: Long DURATION: Medium AREA OF EFFECT: Up to 4 characters
Hold person affects human, demi-human, and humanoid creatures. ♦ DISPEL MAGIC
Creatures that are affected become rigid and unable to move or speak. RANGE: Medium DURATION: Instantaneous AREA OF EFFECT: Immediate area
Spell duration increases with the level of the caster. This spell negates the effects of any spell affecting your party. Dispel
magic does not counter cure spells, but it dispels hold person, bless,
♦ SLOW POISON and similar spells.
RANGE: Touch DURATION: Long AREA OF EFFECT: Character touched
This spell slows the effects of any type of poison for a limited time. ♦ MAGICAL VESTMENT
When the spell dissipates the victim suffers the poison’s full effect RANGE: Touch DURATION: Medium AREA OF EFFECT: Caster
unless a neutralize poison spell is cast. The spell’s duration increases This spell enchants the caster’s clothing, providing him or her armor
with the level of the caster. High-level paladins can cast slow poison protection that is at least the equivalent of chain mail (AC 5). The
spells. vestment gains a +1 enchantment for each three levels beyond 5th
level. The magic lasts for five rounds per level of the caster, or until
♦ SPIRITUAL HAMMER the caster loses consciousness. If the vestment is worn with other
RANGE: Long DURATION: Medium AREA OF EFFECT: Special armors, only the best AC (either the armor or the vestment) is used,
as this protection is not cumulative with any other AC protection.
The caster of the spiritual hammer spell brings into existence a field
of force shaped like a hammer, one that seems almost eager to strike
any opponent within its range. As long as the spell lasts, the spiritual ♦ PRAYER
hammer can be directed against opponents, in much the same man- RANGE: 0 DURATION: Medium AREA OF EFFECT: Whole party
ner that any regular weapon can be used. The spiritual hammer This spell is a powerful version of bless, and increases your charac-
strikes as a magical weapon with a +1 to hit for every six experience ters’ combat ability while decreasing the enemy’s. The spell has no
levels of the caster, up to a maximum of +3. The damage done is that cumulative effect. The spell’s duration increases with the level of the
of a normal war hammer, 1–4 hit points. caster.

♦ REMOVE PARALYSIS
RANGE: 0 DURATION: Permanent AREA OF EFFECT: Up to 4 characters
Carrion crawlers produce a sticky secretion which can paralyze their
victims for 2–12 turns. Luckily for those who have mastered this
spell, it negates the effects of any type of paralyzation or related
magic. The spell counters hold or slow spells.
54 55

♦ VENOM IMMUNITY ♦ PASSWEB


RANGE: Touch DURATION: Medium AREA OF EFFECT: 1 character RANGE: Touch DURATION: Medium AREA OF EFFECT: Whole party
This spell renders the recipient immune to all toxins for the duration of Identical to the 5th-level mage spell passweb, this spell creates a pas-
the spell. Poisons are neutralized and will have no effect; however, the sage through existing webs, both natural and magical, as though they
spell leaves no permanent immunities. did not exist. The webs are not disturbed or altered in any way by this
spell or the passage through them.
Fourth-Level Cleric Spells
♦ PROTECTION FROM EVIL, 10’ RADIUS
♦ CAUSE SERIOUS WOUNDS RANGE: Touch DURATION: Medium AREA OF EFFECT: 10’ radius sphere
RANGE: Touch DURATION: Permanent AREA OF EFFECT: Creature touched The effect of this spell is centered on and moves with the character
The reverse of cure serious wounds, this spell inflicts 3–17 points of touched. It is identical to a protection from evil spell, except that it
damage upon the creature touched by the cleric. encompasses a larger area. Any protected character breaks this spell
if he or she attacks an enchanted or summoned monster.
♦ CURE SERIOUS WOUNDS
RANGE: Touch DURATION: Permanent AREA OF EFFECT: Character touched
Fifth-Level Cleric Spells
This spell is identical to the first-level cure light wounds spell, except
that it heals 3–17 hit points of damage. Characters courageous enough ♦ CAUSE CRITICAL WOUNDS
to face an aboleth may well hope their party’s cleric knows this spell. RANGE: Touch DURATION: Permanent AREA OF EFFECT: Creature touched
This spell is identical to the first-level cause light wounds, except that
it inflicts 6–27 hit points of damage.
♦ FORTIFY
RANGE: 0 DURATION: Special AREA OF EFFECT: Character touched
Cast this spell upon a character, and the next cure wounds spell cast ♦ CURE CRITICAL WOUNDS
upon the same character is strengthened. When complete, the cure RANGE: Touch DURATION: Permanent AREA OF EFFECT: Character touched
wounds spell so fortified always functions to its maximum effect. The cure critical wounds spell is a more potent version of the cure
light wounds spell used by a first-level cleric. It can heal 6–27 hit
points of damage.
♦ FREE ACTION
RANGE: Touch DURATION: Medium AREA OF EFFECT: Creature touched
This spell enables the character touched to move and attack normally ♦ FLAME STRIKE
for the duration of the spell, even if under the influence of a magic or RANGE: Long DURATION: Instantaneous AREA OF EFFECT: 1 square
of a paralysis that impedes movement. The cleric calls a column of flame out of the sky, hopefully annihilat-
ing an unlucky target. Creatures affected by the spell suffer 6–48
points of damage.
♦ NEUTRALIZE POISON
RANGE: Touch DURATION: Permanent AREA OF EFFECT: Character touched
This spell detoxifies any sort of poison or venom, whether it exists in ♦ RAISE DEAD
a poisonous creature or in a poisoned party member. It cannot, how- RANGE: Long DURATION: Permanent AREA OF EFFECT: 1 target
ever, bring a character back to life if he or she has already died. It is a When a cleric casts a raise dead spell, he or she can restore life to a
more powerful and versatile spell than venom immunity. dwarf, gnome, half-elf, halfling, or human. The raised character may
remain gravely weakened for a short period after being revived.
Unfortunately, this spell cannot help full-blooded elves.
56 57

♦ TRUE SEEING MAGE SPELLS


RANGE: 0 DURATION: Short AREA OF EFFECT: Special
Menzoberranzan can be a maze to those unfamiliar with its many First-Level Mage Spells
twists, turns, and magical wards. With this spell, a cleric can see things
as they really are: your character is not fooled by illusionary walls, and ♦ ARMOR
invisible monsters, items, or magical effects become visible. RANGE: Touch DURATION: Special AREA OF EFFECT: Character touched
When casting this spell, a mage surrounds himself or another charac-
ter with a magical field that protects as scale mail (AC 6). The spell
Sixth-Level Cleric Spells has no effect on characters who already have AC 6 or better and it
does not have a cumulative effect with the shield spell.
♦ BLADE BARRIER
RANGE: Long DURATION: Medium AREA OF EFFECT: Special
The cleric employs this spell to set up a wall of circling, razor-sharp ♦ BURNING HANDS
blades. These whirl and flash around a central point, creating an RANGE: Close DURATION: Instantaneous AREA OF EFFECT: Caster
immobile barrier. Any creature attempting to pass through the barrier When a mage casts this spell, a jet of searing flame shoots from his
suffers 8–64 points of damage. The barrier remains for three rounds or her fingertips. The damage inflicted by the flame increases as the
for every level of the caster. mage increases in level and gains power. The spell does 1–3 points
of damage plus two points per level of the caster. For example, a
10th-level mage would do 21–23 points of damage.
♦ FIRESEED
RANGE: Touch DURATION: Special AREA OF EFFECT: Special
The fireseed spell creates special missiles which burn with great heat. ♦ CHILL TOUCH
Once cast, up to four grenade-like missiles can be hurled up to 40 RANGE: 0 DURATION: Medium AREA OF EFFECT: Caster
yards. Each missile explodes upon striking any hard surface, creating When casting this spell, a blue glow encompasses the mage’s hand.
a burst of flame capable of doing 2–16 points of damage. If a suc- This energy attracts the life force of any living thing upon which the
cessful saving throw vs. spell is made, a creature within the burst area mage makes a successful melee attack. If the creature fails its saving
receives only half damage. throw, it suffers 1–4 points of damage and loses 1 point of Strength.

♦ HARM
♦ FEATHER FALL
RANGE: Touch DURATION: Permanent AREA OF EFFECT: Creature touched
RANGE: Long DURATION: Medium AREA OF EFFECT: Special
Terribly effective, this reverse of the heal spell brings a target to
When this spell is cast, the recipients immediately become as light as
death’s door, reducing its victim to very few hit points, no matter how
a feather. The recipients’ falling speed instantly changes to a mere two
many hit points the target had before the spell was cast. But is your
feet per second, and they incur no damage upon landing — as long as
cleric brave enough to shake hands with a verbeeg giant, or would so
the spell is still in effect. Feather fall affects one or more creatures
powerful a creature ever allow him to approach that close?
within a 10 foot radius.

♦ HEAL
♦ IMMUNITY TO ADHERENCE
RANGE: Touch DURATION: Permanent AREA OF EFFECT: Character touched
RANGE: Touch DURATION: Medium AREA OF EFFECT: Character touched
A tremendously potent heal spell, this spell completely heals the
This spell confers upon a character a temporary immunity to magical
affected character of all damage, poison, blindness, and paralysis.
webs, natural webs, and roper strands. These perils do not hamper or
cling to the spell’s recipient, who may move and act normally.
58 59

♦ LIGHT ♦ SPOOK
RANGE: Long DURATION: Medium AREA OF EFFECT: 20’ radius sphere RANGE: 0 DURATION: Special AREA OF EFFECT: 1 creature
This spell creates a luminous glow, equal to torch light, within a fixed A spook spell enables the mage to play upon the natural fears of the
radius of the spell’s center. It needs no target and is a good spell to unfortunate creature upon whom this spell is cast. The target of a
cast when the party is low on torches. spook spell sees whatever it fears most: a phantasm of fear which
pursues the creature without hesitation. Should the affected creature
fail a saving throw vs. spell, it turns and flees at its maximum speed
♦ MAGIC MISSILE as far from the casting mage as possible.
RANGE: Long DURATION: Instantaneous AREA OF EFFECT: 1 target
When cast, the mage creates a bolt of magic force that unerringly
strikes one target. If there are two monsters, the missile automatically Second-Level Mage Spells
hits the target closest to the caster. Magic missile spells do greater dam-
age as a mage increases in level. Initially, the missiles do 2–5 points of ♦ AGANNAZAR’S SCORCHER
RANGE: 20 yards DURATION: 2 rounds AREA OF EFFECT: 2’ X 60’ jet
damage, and for every two extra levels the missiles do 2–5 more points.
For example, a first- or second-level mage does 2–5 points of damage, Upon casting this spell a jet of flame appears at the caster’s fingertips
but a third- or fourth-level mage does 4–10, and so on. and bursts outward toward a chosen target. If the target remains
within range it suffers 3–18 points of damage in the first round and
3–18 again in the second. The casting mage cannot perform other
♦ PROTECTION FROM EVIL
actions during the second round of the spell or discontinue the spell
RANGE: Touch DURATION: Medium AREA OF EFFECT: Character touched
until it has run its course.
When this spell is cast, it creates a magical barrier around the recipient
at a distance of one foot. The barrier moves with the recipient and all
attacks made by evil creatures against the protected character receive a ♦ BLUR
RANGE: 0 DURATION: Short AREA OF EFFECT: Caster
–2 penalty to each attack roll. Any saving throws caused by such
attacks are made by the character with a +2 bonus. In addition, the The image of a mage with an active blur spell shifts and wavers. This
spell prevents bodily contact by creatures of an extraplanar or conjured distortion makes the character harder to hit with an attack. A true
nature (such as the handmaidens of Lolth and the myrlochar). seeing spell can counter a blur spell.

♦ SHIELD ♦ DARKNESS, 15’ RADIUS


RANGE: 0 DURATION: Medium AREA OF EFFECT: Special RANGE: Long DURATION: Medium AREA OF EFFECT: 15’ radius

This spell produces an invisible barrier in front of the mage that This spell causes total, impenetrable darkness in the area of effect.
totally blocks magic missile attacks. It also offers AC 2 against hurled Infravision is useless. Neither normal nor magical light works unless
weapons (darts, spears) and AC 3 against propelled missiles (arrows a light or continual light spell is cast. In the former event, the dark-
or sling-stones). The spell does not have a cumulative effect with the ness spell is negated by the light spell and vice versa.
armor spell. The spell duration increases with the level of the caster.
♦ ICE KNIFE
♦ SHOCKING GRASP RANGE: Special DURATION: Instantaneous AREA OF EFFECT: Special
RANGE: Touch DURATION: Special AREA OF EFFECT: Creature touched By casting the ice knife spell, a mage fires a dagger of ice at his target. A
When the mage casts this spell, he develops a powerful electrical successful hit causes 2–8 hit points of damage. Should the dagger miss
charge that gives a jolt to the creature touched. The spell remains in its target, it shatters and releases a wave of numbing cold. Creatures
effect for one round per level of the caster, or until it is discharged by within the range of this wave can suffer cold damage and move slowly
the caster touching another creature. Shocking grasp delivers 1–8 as if paralyzed. A thrown ice knife cannot be picked up for reuse.
points of damage plus 1 point per level of the mage. Touching it results in the wave of numbing cold described previously.
60 61

♦ IMMUNITY TO SPIDER VENOM Third-Level Mage Spells


RANGE: Touch DURATION: Medium AREA OF EFFECT: Character touched
This spell confers absolute immunity to the effects of any and all ♦ DISPEL MAGIC
arachnid venom. The spell also confers upon the protected character RANGE: Long DURATION: Instantaneous AREA OF EFFECT: 30’ cube
a +2 saving throw bonus against all other acids, venom, and poisons. When a mage casts this spell, he or she has a chance to neutralize
magic. It removes spells and spell-like effects from characters, crea-
♦ IMPROVED IDENTIFY tures, and objects. Dispel does not counter cure spells, but it dispels
RANGE: 0 DURATION: Instantaneous AREA OF EFFECT: 1 item hold person, bless, and similar spells. It cannot permanently affect
enchanted items, such as magical rings, wands, or weapons.
When this spell is cast, one item in the mage’s hand is identified; you
can learn the item’s name and the attack or damage bonuses it has.
Before casting this spell, place the object either in the character’s hand ♦ FIREBALL
as it appears on the Adventure Screen or in the hand of the charac- RANGE: Long DURATION: Instantaneous AREA OF EFFECT: Target square
ter’s figure on the inventory screen. A fireball is an explosive blast of flame that damages everything in the
target square. The explosion does 1–6 points of damage for every level
♦ LEVITATE of the caster to a maximum of 10th-level. For example, a 10th-level
RANGE: Long DURATION: Medium AREA OF EFFECT: Whole party mage does 10–60 points of damage.
When this spell is cast, the party can float up and down. One small
drawback is that a levitating creature attempting to use a missile ♦ FLAME ARROW
weapon will find it increasingly difficult to shoot; his or her first RANGE: Long DURATION: Short AREA OF EFFECT: Special
attack has an attack roll penalty of –1, the second –2 and so on, up With this spell, the mage is able to cast fiery bolts or arrows at oppo-
to a maximum of –5. nents within range. Each bolt inflicts 1–6 points of damage, plus an
additional 4–24 points of fire damage. The number of bolts a mage
♦ MELF’S ACID ARROW may throw increases with his or her experience level.
RANGE: Long DURATION: Special AREA OF EFFECT: 1 target
By means of this spell, the mage creates a magical arrow that speeds ♦ FLY
to its target as if fired from the bow of a fighter of the same level as RANGE: Touch DURATION: Medium AREA OF EFFECT: Whole party
the mage. The arrow has no attack or damage bonus, but it inflicts This spell enables the caster to bestow the power of magical flight to
2–8 points of acid damage. the party. When affected by this spell, the party is able to move and
maneuver in both the horizontal and vertical planes. Unfortunately,
♦ STINKING CLOUD the exact duration of the spell is always unknown to the spellcaster.
RANGE: Long DURATION: Medium AREA OF EFFECT: 20’ cube
When a stinking cloud is cast, the mage creates a billowing mass of ♦ HASTE
nauseous vapors up to 30 yards away from his position. Any creature RANGE: Long DURATION: Medium AREA OF EFFECT: 40’ cube, 1 character/level
caught within the cloud must roll a successful saving throw vs. poison This spell allows the affected character to move and fight at double
or be sent reeling and unable to attack because of nausea. While the normal rate, but does not allow spells to be cast at a faster rate.
those who make successful saving throws may leave the cloud with The spell’s duration increases with the level of the caster.
no ill effect, others continue to be affected for 2–5 rounds after leav-
ing the cloud. Any creatures remaining in the area of the cloud must
make a new saving throw each round.
62 63

♦ HOLD PERSON ♦ VAMPIRIC TOUCH


RANGE: Long DURATION: Medium AREA OF EFFECT: Up to 4 targets RANGE: Close DURATION: 1 attack AREA OF EFFECT: Caster
This spell can affect humans, demi-humans, or humanoid creatures. When this spell is cast, a glowing hand appears. A mage may attack
Creatures that are affected become rigid and unable to move or speak. with this hand like any other melee weapon. When the caster touches
Spell duration increases with the level of the caster. an opponent with a successful attack, the spell does 1–6 points of
damage for every two levels of the mage. For example, a 10th-level
mage would do 5–30 points of damage. These points in turn are
♦ INVISIBILITY 10’ RADIUS transferred temporarily to the mage, and any damage he takes is sub-
RANGE: Touch DURATION: Special AREA OF EFFECT: 10’ radius sphere
tracted from these points first.
The mage confers invisibility upon everyone within 10 feet of the tar-
get of this spell. Gear carried is included, though light emitted from a
light source remains visible. The effect moves along with the recipient, ♦ VENOM BOLT
but creatures entering the sphere of radius after the spell is cast do RANGE: Long DURATION: Instantaneous AREA OF EFFECT: 1 creature
not become invisible. When cast, the mage rushes toward a target and a burst of black, blaz-
ing liquid erupts from his or her mouth. To be successful, the caster
must make an attack roll at a +4 bonus, otherwise the bolt fades with-
♦ LIGHTNING BOLT out doing damage to its target. Venom bolts are corrosive in nature and
RANGE: Long DURATION: Instantaneous AREA OF EFFECT: Special
can bypass armor or obstacles by acting like a gas or a mist of droplets.
Upon casting this spell, the mage releases a powerful stroke of electri- Its touch inflicts 1–16 points of damage on any living creature.
cal energy that inflicts 1–6 points of damage per level of the
spellcaster, up to a maximum of 60 points to each creature within its
area of effect. Fourth-Level Mage Spells
♦ ACID BOLT
♦ PROTECTION FROM EVIL, 10’ RADIUS RANGE: Long DURATION: Special AREA OF EFFECT: Special
RANGE: Touch DURATION: Medium AREA OF EFFECT: 10’ radius sphere
Surface dwelling mages view this spell as an improved version of
The effect of this spell is centered on and moves with the creature Melf’s acid arrow, but the acid bolt is a very old spell, thought to date
touched. It is identical to a protection from evil spell, except that it from before the Descent of the drow. The caster creates a continuous
encompasses a larger area. Any protected creature within the circle stream of shimmering liquid that emerges from his or her hand. On
breaks the warding against enchanted and summoned monsters if he impact, the bolt does 4–16 damage, and unless neutralized, contin-
or she attacks them. ues to do damage at the rate of 1– 4 points per round for every
additional 3 experience levels of the caster.
♦ SLOW
RANGE: Long DURATION: Long AREA OF EFFECT: 2 squares ♦ BACKLASH
This spell makes enemies move and attack at half their normal rate. RANGE: Touch DURATION: Special AREA OF EFFECT: 1 spellcaster
Slowed creatures have a penalty of +4 on their Armor Class and they This little known spell affects only clerics, mages, and other spellcast-
attack with penalties. All Dexterity combat bonuses are negated. ing beings. Backlash leaves a faint spell on its target, one which may
not be activated for hours, or even years. The magic waits until the
target of the spell makes a magical attack that fails. At that time, the
backlash spell activates the energy of the “failed” attack and
boomerangs it back at the target of the backlash spell.
64 65

♦ ENCHANT WEAPON ♦ WIZARD EYE


RANGE: Touch DURATION: Medium AREA OF EFFECT: Weapon(s) touched RANGE: 0 DURATION: Medium AREA OF EFFECT: Special
This spell turns an ordinary weapon into a magical one. The affected With wizard eye, the mage creates an invisible eye which can travel
weapon becomes the equivalent of a +1 weapon with +1 to its attack in any direction as long as the spell lasts. It allows the mage to see
and damage rolls. Thus arrows, axes, bows, daggers, hammers, along the path ahead, even up to 10 feet away in darkened areas
swords, etc., can be made temporarily into enchanted weapons. Even using infravision. Unfortunately, the magical eye cannot pass through
existing magical weapons can have their abilities boosted by this solid barriers. Scouting ahead can be the difference between life and
spell, as long as the total combined bonus does not exceed +3. death in Menzoberranzan.
Missile weapons so enchanted lose their enchantment after hitting
their target.
Fifth-Level Mage Spells
♦ ICE STORM ♦ CLOUDKILL
RANGE: Medium to long DURATION: Instantaneous AREA OF EFFECT: Cross-shaped area, 3 X 3 squares RANGE: Long DURATION: Medium AREA OF EFFECT: 40’ X 20’ X 20’ cloud

This spell produces a pounding torrent of huge hailstones. The spell This spell generates a billowing cloud of ghastly yellowish-green
pummels the targets with 3–30 points of damage. The range of this vapors that is so toxic it slays most creatures. More powerful crea-
spell is based on the caster’s level. tures, however, may simply be poisoned or severely damaged by the
spell. The cloud moves away from the spellcaster, rolling along the
ground like an unstoppable fog of death.
♦ SPIDER SHAPE
RANGE: 0 DURATION: Long AREA OF EFFECT: Whole party
This spell enables the caster to transform the party into spider shapes. ♦ CONE OF COLD
RANGE: Close DURATION: Instantaneous AREA OF EFFECT: 3 squares
Once they have taken arachnid form, they command all the normal
abilities of spiders. This spell causes the mage to project a chilling cone of sub-zero cold.
The numbing cone causes 2–5 points of damage per level of the caster.
For example, a 10th-level mage would do 20–50 points of damage.
♦ STONESKIN
RANGE: Touch DURATION: Special AREA OF EFFECT: 1 character
With this defensive spell, a mage may endow himself or a member of ♦ HOLD MONSTER
RANGE: Long DURATION: Medium AREA OF EFFECT: 1 square
his party with virtual immunity to any attack by cut, blow, or projectile.
Nevertheless, magical attacks have their usual effects. The spell blocks This spell is similar to the hold person spell except that it affects a
up to four attacks, plus one attack for every two levels of the caster. wider range of creatures. The spell’s duration increases with the level
of the caster. The spell does not affect undead creatures.

♦ STOP
RANGE: Medium DURATION: Medium AREA OF EFFECT: 1 creature ♦ PASSWEB
RANGE: Touch DURATION: Medium AREA OF EFFECT: Whole party
This spell confines the movements of one target creature to the space
it occupied when the spell was cast. The target’s motion, airborne or Identical to the 5th-level cleric spell passweb, this spell enables the
otherwise, is instantly halted, but otherwise it retains its full range of passage through existing webs, both natural and magical, as though
body movements. Affected creatures cannot make a saving throw vs. they did not exist. The webs are not disturbed or altered in any way
spell until the second round after the spell has been cast. by this spell or the passage through them.
66 67

♦ SPIDERCLOAK ARMOR ♦ LICH TOUCH


RANGE: 0 DURATION: Medium AREA OF EFFECT: Caster RANGE: Touch DURATION: Medium AREA OF EFFECT: Caster
When using spidercloak armor, the caster surrounds him or herself By this spell, the caster gains both the chilling touch of the lich and
with a floating, swirling, shadowy network of webs and magical shad- invulnerability to several lich-like attacks and effects. The caster is
ows. This magical barrier helps to deflect both physical and magical immune to all forms of paralysis and fear, and the caster’s touch does
attacks, lowering (improving) the Armor Class of the caster by 3 1–10 points of damage as well as paralyzing the target. Creatures not
points, plus an additional 1 or 2 points depending upon chance. affected by paralysis are entirely immune to this spell.

Sixth-Level Mage Spells ♦ OTILUKE’S FREEZING SPHERE


RANGE: Special DURATION: Special AREA OF EFFECT: Special
♦ CLAWS OF THE UMBER HULK When casting this spell, the mage creates a small globe about the size
RANGE: TOUCH DURATION: Medium AREA OF EFFECT: 1 character of a sling stone. It can be hurled by hand or in a sling, but upon hit-
When this spell is cast, the subject’s hands widen and his or her fin- ting the target it does 6–36 points of cold damage upon all creatures
gernails thicken and grow, becoming equivalent in power to the within a 10 foot radius. These special sling stones should be created
iron-like claws of the umber hulk. The affected character can make just before a battle in which they are to be used, for they cannot be
two claw attacks per round, each one inflicting 2–12 points of dam- stored forever and disappear in time.
age plus any Strength bonuses.

♦ TRUE SEEING
♦ DEATH SPELL RANGE: 0 DURATION: Short AREA OF EFFECT: Special
RANGE: Long DURATION: Instantaneous AREA OF EFFECT: 3 squares Menzoberranzan can be a maze to those unfamiliar with its many
This spell slays many weak creatures easily, but kills few strong ones. twists, turns, and magical wards. With this spell, a mage can see things
Some very powerful monsters may not be affected by this spell. as they really are. Your character is not fooled by illusionary walls, and
Hordes of attacking osquip may be good targets for this one. invisible monsters, items, and magical effects become visible.

♦ DISINTEGRATE
RANGE: Long DURATION: Instantaneous AREA OF EFFECT: Special
Simply put, this spell causes matter to disintegrate. The effect is
instantaneous and permanent. The spell creates a thin, green ray
which causes the affected opponent to glow briefly and vanish. It is
possible for an attacking creature to make a successful save vs. spell
and avoid the deadly effects of disintegrate.

♦ DRAGON SCALES
RANGE: Touch DURATION: Long AREA OF EFFECT: 1 character
This spell causes the body of the caster, or any character touched by
the caster, to become armored in dragon scales, effectively lowering
(improving) the character’s Armor Class by 2 for the duration of the
spell.
68 69

Strategies for Using Spells ♦ DEFENSIVE SPELLS


In the hostile environs of Menzoberranzan, strategically memorized Armor, ^Blade Barrier, Blur, Darkness, ^Magical Vestment, ^Protection from
spells are important to your party’s success. In the following section Evil 10’ Radius, Shield, Spidercloak, Stoneskin, Stop, Dragon Scales
spells are divided into types: offensive, defensive, curative, and others. These spells provide protection from physical attacks. Cast them on a
Hints are also given about when each type of spell is most effective. character before battles that involve physical attacks.
Spells that are available to clerics are marked with a caret sign (^) Backlash, ^Bless, ^Prayer
These spells provide protection from magical attacks. Cast them on a
♦ OFFENSIVE SPELLS character before battles that involve magical attacks.
Burning Hands, ^Cause Serious Wounds, ^Cause Critical Wounds, Chill Touch,
Claws of the Umber Hulk, ^Harm, Lich Touch, Shocking Grasp, Vampiric Touch ♦ HEALING AND CURATIVE SPELLS
Because the spellcaster must touch his or her target for these spells to ^Aid, ^Cure Disease, ^Cure Light Wounds, ^Cure Serious Wounds,
be effective, they can put a spellcaster’s courage to the ultimate test. In ^Cure Critical Wounds, ^Fortify, ^Heal
using them, the caster places him or herself in the thick of the danger. Replace lost hit points with these spells. The aid spell can increase
your character’s hit points over their normal maximum value, but only
^Flame Blade, Ice Knife, ^Magical Stone
temporarily. Clerics should always have a few cure light wounds spells
With these spells, the caster creates a weapon and so does not need to memorized to quickly heal any wounds while resting.
expose himself as dangerously as with spells requiring his touch. The
ice knife and magical stone are projected weapons, putting a little ^Free Action, Immunity to Spider Venom, ^Slow Poison, ^Remove Paralysis,
^Neutralize Poison
more distance between the character and his target.
To slow or remove the effects of poison, paralysis, and curses, keep a
Acid Bolt, Agannazer’s Scorcher, ^Darkfire, Death Spell, Disintegrate, ^Flame
number of these spells memorized whenever your character is near a
Strike, Magic Missile, Melf’s Acid Arrow, ^Spiritual Hammer, Spook, Venom Bolt
monster who can poison or paralyze.
These are ranged magical attacks affecting one target at a time.
Cloudkill, Cone of Cold, Fireball, ^Fireseed, Flame Arrow, Hold Monster, ♦ DETECTION
^Hold Person, Ice Storm, Lightning Bolt, Otiluke’s Freezing Sphere, Slow, ^Detect Evil, ^Detect Magic, Improved Identify, Wizard Eye, ^True Seeing
Stinking Cloud
These spells allow the spellcaster to extend his or her senses by recog-
These spells affect several monsters in an area. Because of the damage nizing magic and looking ahead of the party. Detect magic is very
they do, they are often the preferred offensive spells of high-level spell- useful in evaluating the items your party picks up during the game.
casters. Look closely at the area of effect for each spell. The spell causes all magical items carried by the character to glow.
Be careful when using the ice storm and hold person spells. If the tar-
get of an ice storm is within melee range of your character, your ♦ OTHER SPELLS
character takes damage from the spell too. ^Dispel Magic

The hold person spell only affects men and other humanoid creatures. With this spell, the effect of other spells affecting your party is negated;
however, it does not counter cure spells.
^Draw Upon Holy Might — STR, ^Draw Upon Holy Might — DEX
These two spells allow the cleric’s body to become a vessel for the
power of his or her god. As a result, the caster’s Strength or Dexterity
are increased by +1 for every three levels of the caster’s experience.
70 71

Enchant Weapon BESTIARY


If you anticipate a difficult encounter ahead, enchant your character’s Driders, hook horrors, and rust monsters are but a few of the dangers to
most powerful weapon for that extra boost which may ensure his or be encountered in the Underdark. The warriors and magic wielders
her survival. among the drow can prove less forgiving than a carrion crawler encoun-
^Faerie Fire tered in the depths, while the derro dwarves work to surpass them all in
Use this to make your opponents better targets in the dark, and to give acts of cruelty. This section contains descriptions of the creatures await-
your characters bonuses to attack. ing any traveller who dares to journey toward Menzoberranzan.

Feather Fall, Levitate, Fly ♦ ABOLETH


These are useful spells when changing levels horizontally, whether A loathsome, amphibious creature that inhabits
descending safely from one level to another, rising to an overhead cav- subterranean caves and lakes, the aboleth is cruel
ern entrance, or attempting to escape the attack of an unfriendly and intelligent. It harbors a hatred of land-
creature by flying right over it. See each spell for specific definitions. dwelling creatures that is most often soothed
when the aboleth is able to enslave them. From its
Haste
bulbous head to its fluke-like tail, the aboleth
Use haste when your party faces monsters who prove to be very fast. resembles nothing so much as a plump fish, but
The haste spell allows melee attacks to be made much faster. Cast this one armed with deadly tentacles that can do 1–6
spell on a character before dangerous battles. points of damage each. In addition, the strike of
Immunity to Adherence, ^Passweb
an aboleth’s tentacle can transform the victim’s
skin into a clear, slimy membrane which proves
Immunity to adherence provides protection against the sticky strands of both painful and, in time, deadly. Because its slug-
webs or against webs fired by creatures such as the roper. Passweb enables gish movements make attack difficult, the aboleth
safe passage through an otherwise impassable barrier or webbing. often lures its victims close by creating realistic
Invisibility, 10’ Radius illusions. When any creature approaches within
30 feet, the aboleth can attempt to enslave it. The
Invisibility, 10’ radius is useful to hide your characters from mystic
victim follows all of the aboleth’s telepathic com-
sensors and prying eyes. Even when your characters are invisible most mands, but does not fight on the aboleth’s behalf.
monsters sense their general location, though monsters have trouble
against invisible targets. ♦ BUGBEAR
^Light Large and hairy cousins of the goblins, bugbears
A glow equal to torch light is fixed on an object when this spell is cast. can move with amazing agility when the need
This is an especially useful bit of magic for any party exploring the arises. This is bad news for their opponents, for
Underdark. bugbears are muscular creatures, often standing a
full 7 feet tall. Though not related to bears, the crea-
Raise Dead ture gets its name from its bear-like nose, sharp
With the raise dead spell, your cleric can bring one of his or her fallen nails, and long, sharp fangs. In combat, if a party
comrades back to life (with the exception of elven characters). looks dangerous, bugbear scouts do not hesitate to
fetch reinforcements. When outmatched, bugbears
Spider Shape
may retreat. Their lairs consist of one large cavern
Can be used by the party in circumstances when only an arachnid or group of caverns, and with infravision they are
shape will do, as well as the sure-footed abilities of spiders. as at home in darkness as in daylight.
72 73

♦ CARRION CRAWLER ♦ DERRO DWARF


Feeding mainly upon rotting corpses, the carrion The derro are a degenerate race of dwarven stature.
crawler is a scavenger of subterranean areas. Known by the drow for centuries, they have been
Unfortunately, when such food becomes scarce, the skulking in the Underdark for ages, making a
carrion crawler does not hesitate to attack and kill name for themselves with their marked cruelty.
living beings. Often a rank, fetid odor accompanies Derro live for the pleasure of witnessing the death
the approach of the beast, followed quickly by the of their enemies, preferably in a slow and humiliat-
slender, writhing tentacles which lash out from the ing fashion. With skin the color of an iced-over
head to paralyze its victims. Should the victim fail lake, derro present a frightening vision of mad little
a save vs. paralyzation, he or she soon becomes a creatures with staring eyes who attack with ornate
meal for the great worm, each bite of the carrion daggers. They are known to engage in dealings
crawler doing 1–2 points of damage. Carrion with the drow and are not above trafficking human
crawlers provide the same useful, if disagreeable, slaves, humans being among their most hated ene-
function that jackals, vultures, and crows perform. mies. Other victims of the derro often include the
deep gnomes, also known as the svirfneblin.
♦ CLOAKER LORD
Endowed with a fearsome horned face, needle- ♦ DERRO DWARF SAVANT
sharp fangs, ivory-clawed, black wings and a When derro dwarves move in any large numbers,
lashing tail, the cloaker lord is a superior sub-race they are accompanied by one or more savant
of the feared subterranean race of cloakers. The derro, magic-users well-trained in the use of
cloaker lord flies at its targets and attempts to potions, spells, and magical devices. Savant derro
engulf them. During this attack, the cloaker lord are adept at such varied and powerful spells as ice
often bites, doing 2–8 points of damage. The storm, levitate, and light. Savants use these pow-
cloaker lord is also able to enhance its attacks by ers to confuse and frustrate, rather than kill in an
releasing a terrible moan. This mind-numbing outright assault. As do their non-magical fellows,
sound forces all creatures within range to attack at the derro savant take great pride in watching the
–2 and suffer a –2 penalty on all damage rolls. slow and humiliating defeat of their enemies. As a
rule, the derro treasure knowledge and worship
only those among them who have attained the
greatest level of knowledge: the savants.
74 75

♦ DRIDER ♦ DROW, continued...

These strange creatures have the head and torso of a


drow and the legs and lower body of a giant spider. Drow Priestess
Only Lolth, the dark goddess of the drow, can create All dark elves receive training in magic, and any
a drider. This is done as a punishment for any real or encountered are likely to have mastered faerie
perceived disloyalty. Often, when a dark elf of above- fire, darkness, levitate, and dispel magic. In the
average ability reaches 6th level, the goddess may put matriarchal society of the drow, however, it is the
him or her through a special test. Failures become women who have been trained most thoroughly
driders. Because they live under Lolth’s displeasure, in the halls of Arach-Tinillith in the ways of
driders are outcasts from their own communities and magic. These are often the daughters of a House’s
are most often found alone. Known to be violent and Matron Mother, and after decades of intensive
aggressive, they favor blood over other types of food, discipline they attain the ranks of priestess and
often stalking their victims in a tireless, relentless high priestess. The power of a House is often
fashion. If the drow was a mage or cleric prior to his measured by the number of high priestesses in
or her punishing transformation, he or she retains all residence. The only weapon a priestess is likely to
of his or her spellcasting abilities. Only under the use is a snake-headed whip. This vicious weapon
most unusual of circumstances is a drider ever is capable of penetrating armor, and is a fitting
granted its wish to return to its normal drow form. complement to the powerful magic wielded by a
House priestess.

♦ DROW Malice Do’Urden


Malice is Matron Mother of the House Do’Urden
Drow Fighter in the city of the dark elves known as
Few creatures who live upon the surface have ever seen Menzoberranzan. At the time of Drizzt’s birth,
a drow, a member of that race of dark elves long ago Malice was busily engaged in leading an assault
banished into the depths of the earth. Once, dark elves on House DeVir, breaking down their defenses
were a part of the elven race which roamed the world’s with magic even as the pain of childbirth added
forests, but their selfish inclinations and fascination with its own cruel twist to her powers. Destroying
the ways of evil caused a civil war among the elves. House DeVir allowed House Do’Urden to ascend
to the rank of ninth house in the city. Though
In the end, those elves who worshipped evil found
technically illegal, the move on House DeVir was
themselves driven into the bleak and shadowy caverns
flawlessly planned by Malice. Her ambitions
of the Underdark. In time, they built the magnificently
know no bounds, and the powers and ruthless
dark and gloomy cities forever hidden away from the
actions of Malice Do’Urden have sent shock
light of the surface world. Drow have black skin and
waves through many a great House. She is a
pale, usually white hair. Drow fighters endure rigorous
formidable opponent.
training while they are young. Those who fail the
required tests are killed at the program’s conclusion,
and thus any drow fighters encountered should be con-
sidered well-seasoned warriors. Most drow carry short
swords of adamantite alloy, weapons with bonuses of
+1 to +3. Other drow are known to carry one-handed
crossbows, the darts for which are commonly poisoned.
76 77

♦ DROW, continued... ♦ FUNGI SKELETON


Brought to life by the powers of the myconid
Rizzen Do’Urden king, this form of myconid animator is in the
At the time of Drizzt’s birth, Rizzen last stages of decay. In the meantime, however,
Do’Urden was the patron of House animated fungi skeletons are able to follow sim-
Do’Urden, though not Drizzt’s father. In ple orders given to them by the myconid king.
the households of drow noble families, Attacking with bony claws, these creatures can
patrons come and go at the whim of the do 1–3 points of damage in defense of the
Matron Mother, but their qualities must myconid territory. The animator is not undead
always reflect the highest ideals of drow and cannot be turned by clerics, and it always
society, either unparalleled fighting skill, strikes last in a round. Dangerous in numbers, a
or wizardry, or simply the knack for treach- fungus skeleton blindly follows its orders, giving
ery by which all drow advance through the will of the myconid king priority over its
drow society. For Rizzen, the latter may own self-preservation.
ring the truest.
♦ GNOLL
Vierna Do’Urden Though its body is shaped like that of a large
A daughter of Matron Malice of House human, the gnoll boasts the evil and unpleasant
Do’Urden, the task of raising Drizzt in his features of a hyena. It stands erect on two legs and
early years fell to Vierna. To her was has hands that can manipulate as well as those of
assigned the task of berating Drizzt, of any human. Often encountered underground or
constantly informing him that he was no inside abandoned ruins, gnolls roam about in
more than a “foolish male” and that if he loosely organized bands. In combat, horde tactics
failed in anything, the punishment of a are employed, as the gnolls seek to overwhelm
snake-headed whip would not be far their opponents with sheer numbers. Among their
behind. Under Vierna’s care, Drizzt demon- favorite weapons are swords, pole arms, and bat-
strated his own unyielding determination. tle-axes. As a rule, gnolls detest four things:
In truth, Vierna never showed Drizzt the goblins, giants, humans, and any type of manual
wickedness of which Matron Malice was labor. They eat anything warm-blooded.
capable, or what he might have endured
under the care of another of his sisters.
Vierna is a high priestess and her loyalty to
the ways of the drow and House Do’Urden
should not be questioned.
78 79

♦ HOOK HORROR ♦ MYRLOCHAR


Nearly 9 feet tall and weighing over 300 pounds, Myrlochar, or “soul spiders,” are the servants of
the hook horror is a bipedal monster which Lolth most often summoned from her dark
resembles nothing so much as a cross between a extraplanar domain by rituals of worship or sup-
vulture and a man with hooks for hands. Because plication to the Spider Queen. In the abyss, they
of its tough, gray exoskeleton and multi-faceted are tireless hunters, often discovering their own
eyes, the hook horror is often thought to be gates or portals to other planes. Vicious and cruel
related to the cockroach or cave cricket. Within in their attacks on weaker creatures, myrlochar act
their territory, hook horrors seek to ambush as though they are on a perpetual hunting and
unsuspecting travellers or denizens. Using their killing spree — until they finally encounter an
hooks to draw prey within striking distance, opponent strong enough to slay them. The magical
hook horrors automatically inflict 2–12 points of bite of a soul spider does 2–12 damage. Though
damage with each strike from their beaks. they produce no webs of their own, myrlochar are
Generally, hook horrors consider other races as surprisingly agile and have been known to levitate
no more than a source of fresh meat, though they as a means of enhancing their attack. Soul spiders
may avoid a strong party rather than foolishly are not undead and cannot be turned, but they do
expose themselves to danger. Luckily, a creature share with the undead immunities to sleep, charm,
with hooks for hands is severely restricted in its and hold related spells. They are also immune to
ability to manipulate objects, and hook horrors all poisons.
neither use weapons nor collect treasures.
♦ NIGHT HUNTER
♦ LEUCROTTA The night hunter is one of the four known species
The average leucrotta stands 7 feet tall at the of “deep bats” that are active in both the surface
shoulder and can reach a length of 9 feet in its world and the Underdark. Active at any time in
mature form. The body of the leucrotta resembles the gloom of the Underdark, the night hunter
that of a stag, with a leonine tufted tail and cloven ventures out only after sunset when hunting on
hooves. The head resembles that of a huge badger, the surface. Known as the “dragazhar,” after the
and the smell of decomposing animals follows the adventurer who first domesticated one as a pet,
beast wherever it goes. Sly and dangerous, the leu- the night hunter usually seeks out small beasts
crotta can imitate a range of noises and voices, for its prey, but is not averse to fighting humans
most commonly those of a man, woman, and and other demi-humans when the need arises.
child. It uses this mimicry to trick its prey into Night hunter packs, known as “swoops,” dip
approaching within attacking distance. A bite from down to slash (1–6 damage) or stab (3–12 dam-
the leucrotta does 3–18 points of damage, and its age) with their dexterous, triangular-shaped,
dreaded back kick can do 1–6 points of damage razor-sharp tails.
with each hoof. Since the leucrotta is not a very
social creature, all strangers are considered noth-
ing more than food. Those lucky enough to defeat
a leucrotta often find the treasures of past victims
scattered throughout its lair.
80 81

♦ OCHRE JELLY ♦ RUST MONSTER


The oozes, slimes, and jellies of the Underdark The bane of fighters everywhere, these unique
are hideous, amorphous creatures that are the creatures possess an appetite for all sorts of met-
bane of all that lives, dissolving the weapons, als, particularly the fine and durable alloys often
armor, and flesh of their victims. Representative used in the forging of various types of armor.
of these is the ochre jelly. Seeping through dark- Rust monsters are subterranean creatures and
ened corridors, through cracks, and under doors, generally inoffensive. Placid by nature, rust mon-
the ochre jelly resembles nothing so much as a sters become excited by the scent of metal and
giant amoeba. The secretions of the ochre jelly immediately dash toward the source. Should the
dissolve flesh, inflicting 3–12 points of damage long, prehensile antennae of the rust monster
per round of exposure. touch a fighter’s armor, the armor rusts. Affected
metal corrodes immediately, leaving behind
♦ OSQUIP pieces for the rust monster to eat. So fixated upon
The osquip is an aggressive, multi-legged rodent its meal does the rust monster become that it
about the size of a small dog. It is hairless, with a may stay behind to finish for at least one round
huge head and large teeth. Most have six legs. before pursuing the party. Leaving behind metal
While rats normally flee anything larger than weapons as a meal for the rust monster may hold
themselves, osquip prove to be both territorial its attention long enough for the party to escape
and willing to attack trespassers fearlessly and without suffering significant loss.
ferociously. If a party enters an area where the
osquip make their home, the creatures emerge ♦ SHRIEKER
quickly, and a typical swarm can do 4 points of Shriekers are one of the fungi forms that inhabit
damage per round. the Underdark. In general, fungi are simple plants
that lack chlorophyll, true stems, roots, and
♦ ROPER leaves. They are incapable of photosynthesis and
Pillar shaped, with a rough, yellowish gray hide, live as parasites or saprophytes. Normally a quiet,
the roper often resembles nothing more than a mindless fungi, shriekers prove themselves dan-
rocky outcropping. Only when the roper attacks gerous only by the hellish racket they are capable
is the unlucky victim likely to see all of its fea- of making when disturbed. Light within 30 feet,
tures, including a single, yellow eye, and the or movement within 10 feet causes a shrieker to
roper’s maw with its razor sharp teeth. Bumps on emit a piercing shriek that lasts for 1–3 rounds.
the roper’s body provide sources for the strands it Unfortunately, this noise has a 50% chance of
fires at its opponents. A direct hit from a roper attracting wandering monsters in each round
strand may cause its victim to lose half his or her thereafter. Nearby denizens of the Underdark are
Strength. In a weakened state, the victim must likely to arrive quickly on the scene, sensing that
face the terrible possibility of being drawn into any wanderer that has blundered into a shrieker
the roper’s maw for 5–20 points of damage. may be easy prey.
Ropers are not social and rarely cooperate with
one another, though a group of them may be
found in a good hunting spot. Such a “cluster” of
ropers should be avoided.
82 83

♦ SPITTING CRAWLER ♦ TROGLODYTE


Moving silently through the Underdark, the spit- Humanoid in shape, reptilian in character,
ting crawler resembles the surface dwelling troglodytes are a warlike race of carnivorous,
skink. Lithe of body, these creatures possess frog- subterranean dwellers. They hate man above all
like toes on their feet, but it is their toothed bite other creatures and often launch bloody raids on
which causes travelers in the Underdark the most human communities in search of food and steel.
concern. The bite itself causes from 1–2 points of Troglodytes stand about 6 feet tall and are cov-
damage, but if it is accompanied by the acrid dis- ered in roughened, leathery scales. Troglodytes
charge which gives the spitting crawler its name, prefer to wait in ambush along well-trod subter-
2–8 additional points of damage can be done. ranean paths, attacking unsuspecting passersby
Against metal, the acid burns an ever widening with tooth and claw. When angered or engaged
hole, potentially doing as much damage to a suit in melee, troglodytes secrete a scent which is so
of armor as might a rust monster. Spitting revolting to humans and demi-humans, that 1–6
crawlers cannot be stunned or affected by charm, points of Strength can be lost by the unwary trav-
sleep, and hold spells. Occasionally, one of these eller for up to 10 rounds. Individual troglodytes
unusual beasts serves as the familiar of a wizard. carry nothing of worth, but their lair may contain
considerable treasure amassed during their raids
♦ STIRGE on the outside world.
The stirge may be closely related to the vampire
bat and shares that creature’s constant thirst for ♦ UMBER HULK
blood. They are rusty-red to yellowish brown in One of the most monstrous and powerful crea-
color, and their eyes and feet are yellowish. In tures of the Underdark, the umber hulk usually
form, the stirge resembles a bird-like creature acts as a solitary hunter. Their iron-like claws
that has four, small pincer-like legs. These it uses allow them to burrow through solid stone in
to clamp onto the necks of its victims, while the search of prey. Umber hulks are therefore tremen-
needle-sharp proboscis becomes its most danger- dously strong and stand nearly 8 feet tall and 5
ous weapon and the means by which it drains its feet wide. Muscles bulge beneath their thick, scaly
victims of blood. When the stirge attacks, its pro- hides and their powerful arms and legs carry
boscis inflicts 1–3 points of damage with each great claws. For all these monstrous features,
hit. Even the slightest gap in armor or protective umber hulks are intelligent opponents. In melee,
leathers is enough for a stirge to sense weakness umber hulks deliver a vicious bite, but, under-
and fly to the attack. standably, their main weapon is their great claws.
The one saving grace when fighting an umber
hulk is its speed. Its gait is slow and ponderous
and its balance is poor in wide spaces.
84 85

♦ UROPYGUS ♦ VIOLET FUNGUS


Uropygi are members of the pedipalp family, also The violet fungus is another of the fungi forms that
known as “whip scorpions.” A cross between a inhabit the Underdark. Growing best in dark and
spider and a scorpion, they are immune to all damp environments, the bodies of most true fungi
sorts of poisons and corrosives, including acids consist of slender cottony filaments. Violet fungi
and noxious vapors. They are often used by drow resemble the shriekers and are usually encoun-
as household guardians and pets, the equivalent tered in the same areas. Certainly, when a shrieker
of hunting dogs. Though a uropygus possesses a gives out its cry of alarm, the violet fungus is often
dangerous-looking, whip-like tail, this appendage nearby. Though they move slowly, each fungus has
actually serves only as a feeler. This pedipalp from one to four branches with which it can flail
actually attacks with its two pincers and a bite. A out at any animal which comes within range. The
hit from one of the pincers can do from 1–8 excretion from these branches rots flesh in one
points of damage, while the bite does 2–8. When round unless a successful save vs. poison is made
not tamed by the drow, uropygi are far-wander- or a cure disease spell is used. Favoring rotted ani-
ing hunters who roam fearlessly in search of mal flesh to feed upon, violet fungi are not shy
food, establishing no territories and heedless of about providing such a meal for themselves.
foes. They team up to face opponents or prey
larger than themselves. ♦ YOCHLOL
Yochlol, “the handmaidens of Lolth,” are denizens
♦ VERBEEG GIANT of the abyss. All known yochlol serve the Queen
Known as “human behemoths,” these giants vary of Spiders, and appear on the Prime Material
in height from 8 1/2 to 10 feet tall and weigh Plane only at her command, when summoned by
between 300 and 400 pounds. Some have minor rituals of worship to her. Yochlol appear as misty
deformities, such as a club foot, but in all other columns of ale-brown, dark red, or violet gas.
respects appear human. Verbeeg wear as much They can extend pseudopods of their form or
protective clothing and armor as they can obtain, change shape in order to better reach their prey.
which isn’t much. Usually they wear furs and hides These monsters must materialize to carry items or
with pieces of metal armor stitched into strategic make physical attacks. Two common forms taken
places. Their typical weapon is a club. Verbeeg eat by the yochlol are that of a one-eyed roper bran-
almost anything, but they love flesh of all sorts. In dishing eight pseudopods, or sometimes a
a typical attack, the verbeeg can do from 1–6 beautiful female human or elf. When attacking as
points of damage, with a Strength bonus of at least a misty column, each of its pseudopods can do
+3, depending upon the Strength of the giant. from 1–7 points per blow. Because they take
great pleasure in dominating and inflicting cruelty
on lesser creatures, Yochlol are not above taking
on a disguised form to lure a party into danger.
86 87

TABLES ♦ CLERIC WISDOM SPELL BONUS* ♦ MAGE EXPERIENCE LEVELS ♦ FIGHTER EXPERIENCE LEVELS
WISDOM SPELL LEVEL LEVEL EXP TO REACH LEVEL HIT POINTS LEVEL EXP TO REACH LEVEL HIT POINTS
SCORE 1 2 3 4 5 6 7
Level Advancement Tables 13 1 - - - - - -
1 0 1–4 1 0 1–10
2 2,500 +(1–4) 2 2,000 +(1–10)
14 2 - - - - - -
3 5,000 +(1–4) 3 4,000 +(1–10)
♦ CLERIC EXPERIENCE LEVELS 15 2 1 - - - - -
4 10,000 +(1–4) 4 8,000 +(1–10)
16 2 2 - - - - -
LEVEL EXP TO REACH LEVEL HIT POINTS 5 20,000 +(1–4) 5 16,000 +(1–10)
17 2 2 1 - - - -
1 0 1–8 6 40,000 +(1–4) 6 32,000 +(1–10)
18 2 2 1 1 - - -
2 1,500 +(1–8) 7 60,000 +(1–4) 7 64,000 +(1–10)
19 3 2 1 2 - - -
3 3,000 +(1–8) 8 90,000 +(1–4) 8 125,000 +(1–10)
* Bonus spells become available when the cleric can normally cast 9 135,000 +(1–4) 9 250,000 +(1–10)
4 6,000 +(1–8)
spells of that level.
5 13,000 +(1–8) 10 250,000 +(1–4) 10 500,000 +3
6 27,500 +(1–8) 11 375,000 +1 11 750,000 +3
7 55,000 +(1–8) ♦ PALADIN EXPERIENCE LEVELS 12 750,000 +1 12 1,000,000 +3
8 110,000 +(1–8) LEVEL EXP TO REACH LEVEL HIT POINTS 13 1,125,000 +1 13 1,250,000 +3
9 225,000 +(1–8) 1 0 1–10 14 1,500,000 +1 14 1,500,000 +3
10 450,000 +2 2 2250 +(1–10) 15 1,875,000 +1 15 1,750,000 +3
11 675,000 +2 3 4,500 +(1–10) 16 2,250,000 +1 16 2,000,000 +3
12 900,000 +2 4 9,000 +(1–10) 17 2,625,000 +1 17 2,250,000 +3
13 1,125,000 +2 5 18,000 +(1–10) 18 3,000,000 +1 18 2,500,000 +3
14 1,350,000 +2 6 36,000 +(1–10) 19 3,375,000 +1 19 2,750,000 +3
15 1,575,000 +2 7 75,000 +(1–10) 20 3,750,000 +1 20 3,000,000 +3
16 1,800,000 +2 8 150,000 +(1–10)
17 2,025,000 +2 9 300,000 +(1–10) ♦ MAGE SPELL PROGRESSION ♦ RANGER EXPERIENCE LEVELS
18 2,250,000 +2 10 600,000 +3
MAGE SPELL LEVEL
19 2,475,000 +2 11 900,000 +3 LEVEL 1 2 3 4 5 6 7 8 9 LEVEL EXP TO REACH LEVEL HIT POINTS
20 2,700,000 +2 12 1,200,000 +3 1 1 - - - - - - - - 1 0 1–10
13 1,500,000 +3 2 2 - - - - - - - - 2 2,250 +(1–10)
♦ CLERIC SPELL PROGRESSION 14 1,800,000 +3 3 2 1 - - - - - - - 3 4,500 +(1–10)
15 2,100,000 +3 4 3 2 - - - - - - - 4 9,000 +(1–10)
CLERIC SPELL LEVEL
LEVEL 1 2 3 4 5 6 7 16 2,400,000 +3 5 4 2 1 - - - - - - 5 18,000 +(1–10)
1 1 - - - - - - 17 2,700,000 +3 6 4 2 2 - - - - - - 6 36,000 +(1–10)
2 2 - - - - - - 18 3,000,000 +3 7 4 3 2 1 - - - - - 7 75,000 +(1–10)
3 2 1 - - - - - 19 3,300,000 +3 8 4 3 3 2 - - - - - 8 150,000 +(1–10)
4 3 2 - - - - - 20 3,600,000 +3
9 4 3 3 2 1 - - - - 9 300,000 +(1–10)
5 3 3 1 - - - - 10 4 4 3 2 2 - - - - 10 600,000 +3
6 3 3 2 - - - - ♦ PALADIN SPELL PROGRESSION 11 4 4 4 3 3 - - - - 11 900,000 +3
7 3 3 2 1 - - - PALADIN SPELL LEVEL 12 4 4 4 4 4 1 - - - 12 1,200,000 +3
8 3 3 3 2 - - - LEVEL 1 2 3 4 13 5 5 5 4 4 2 - - - 13 1,500,000 +3
9 4 4 3 2 1 - - 9 1 - - - 14 5 5 5 4 4 2 1 - - 14 1,800,000 +3
10 4 4 3 3 2 - - 10 2 - - - 15 5 5 5 5 5 2 1 - - 15 2,100,000 +3
11 5 4 4 3 2 1 - 11 2 1 - - 16 5 5 5 5 5 3 2 1 - 16 2,400,000 +3
12 6 5 5 3 2 2 - 12 2 2 - - 17 5 5 5 5 5 3 3 2 - 17 2,700,000 +3
13 6 6 6 4 2 2 - 13 2 2 1 - 18 5 5 5 5 5 3 3 2 1 18 3,000,000 +3
14 6 6 6 5 3 2 1 14 3 2 1 - 19 5 5 5 5 5 3 3 3 1 19 3,300,000 +3
15 6 6 6 6 4 2 1 15 3 2 1 1 20 5 5 5 5 5 4 3 3 2 20 3,600,000 +3
16 7 7 7 6 4 3 1 16 3 3 2 1
17 7 7 7 7 5 3 2 17 3 3 3 1
18 8 8 8 8 6 4 2 18 3 3 3 1
19 9 9 8 8 6 4 2 19 3 3 3 2
20 9 9 9 8 7 5 2 20 3 3 3 3
88 89

♦ THIEF EXPERIENCE LEVELS Dexterity Weapons Armor


LEVEL EXP TO REACH LEVEL HIT POINTS
The Dexterity Table lists the modi- Weapons are divided into 3 classes: Armor provides your character with
1 0 1–6
fiers to missile hit probability and melee, thrown, and fired. Melee a base Armor Class. The lower the
2 1,250 +(1–6)
3 2,500 +(1–6)
the armor class adjustment. weapons are used only in close com- character’s armor class, the harder
4 5,000 +(1–6) ABILITY
SCORE
MISSILE HIT
PROBABILITY
AC
ADJUSTMENT
bat, while thrown and fired weapons it is for an attack to hit him or her.
5 10,000 +(1–6)
3 –3 +4
are used at range. Characters in the Armor Class is based on the char-
6 20,000 +(1–6) front rank can use melee and ranged acter’s armor and his dexterity
4 –2 +3
7 40,000 +(1–6)
5 –1 +2 weapons. Characters in the rear bonus. Some magic items also help
8 70,000 +(1–6)
9 110,000 +(1–6)
6 0 +1 ranks can only use ranged weapons. a character’s Armor Class. Note in
7–14 0 0
10 160,000 +(1–6) Note the “Classes” section starting on the “Classes” section, starting on
15 0 –1
11 220,000 +2
16 +1 –2 page 36 in the rules that limit some page 36, that some character
12 440,000 +2 character classes to certain weapons. classes are limited to certain types
17 +2 –3
13 660,000 +2
18 +2 –4 The Weapons Chart lists the of armor. The Armor Table lists the
14 880,000 +2 19 +3 –4 weapons with their range of hit point types of armor and the base Armor
15 1,100,000 +2
16 1,320,000 +2 Constitution damage versus small, medium, and Class they provide a character.
17 1,540,000 +2 large-sized creatures. The damage
The Constitution Table lists the hit
18 1,760,000 +2 done by a melee weapon is adjusted ♦ ARMOR TABLE
19 1,980,000 +2 point adjustment that a character
gets every level. by the attacking character’s strength ARMOR TYPE BASE AC
20 2,200,000 +2
ABILITY SCORE HIT POINT ADJUSTMENT
and any magical bonus the weapon Robe 10
may have. Shield* 9
Ability Scores 3 –2 Padded Armor 8
4–6 –1
Strength 7–14 0 ♦ WEAPONS TABLE
Leather Armor 8
Ring Mail 7
The Strength Table lists the modi- 15 +1 DAMAGE VS. DAMAGE VS. Scale Mail 6
16 +2 SMALL & MEDIUM LARGE
fiers to melee hit probability and Chain Mail 5
17 +2 (+3)* Melee Weapons:
the damage adjustment. Elven Chain Mail 5
18 +2 (+4)* Quarterstaff 1–6 1–6
ABILITY MELEE HIT DAMAGE Banded Mail 4
SCORE PROBABILITY ADJUSTMENT 19 +2 (+5)* Mace 2–7 1–6
Bronze Plate Mail 4
* These are available only to fighters, paladins, and rangers; for all Short Sword 1–6 1–8
3 –3 –1 Centaur Breast Plate 4
other classes the maximum hit point adjustment for constitution is +2. Battle-Axe 1–8 1–8
4–5 –2 –1 Adamantite Chain Mail 4
Long Sword 1–8 1–12
6–7 –1 none Plate Mail 3
8–15 normal none
Wisdom Halberd* 1–10 2–12
Field Plate Mail 2
This Wisdom Table lists the bonus Warhammer 2–5 1–4
16 normal +1 Adamantite Plate Mail 2
Two-hand Sword*1–10 3–18
17 +1 +1 spells received for high Wisdom val- Broadsword 2–8 2–7
Drow Adamantite Armor 0–4
18 +1 +2 ues. Bonus spells are cumulative, so * A shield subtracts 1 AC from any armor it is used with.
18/01–50* +1 +3 Dagger 1–4 1–3
18/51–75* +2 +3
a priest with a Wisdom of 15 is Thrown Weapons:
18/76–90* +2 +4 entitled to two 1st-level bonus spells Rock 1–2 1–2 Boots, helmets, and non-magical
18/91–99* +2 +5 and one 2nd-level bonus spell. Throwing Knife 1–4 1–3 bracelets may look like armor, but
Spear 1–6 1–8
18/00* +3 +6 Ability Score Bonus Spells they do not modify a character’s
19# +3 +7 Axe of Hurling 4–14 4–10
3–8 —
Ranged Weapons:
Armor Class. They can safely be left
20# +3 +8 9-12 0
21# +4 +9 Sling & Rocks: 1–4 1–4 as weights on pressure plates.
13 1st
22# +4 +10 Bow & Arrows: 1–6 1–6 Magical bracelets, however, can
14 1st
Hand Crossbow modify a character’s Armor Class.
* These bonuses are available only to fighters, paladins, and rangers. 15 2nd
# These scores are only possible in this game through magic. & Bolts 1–3 1–2
16 2nd
* These two-handed weapons must be used from the primary
17 3rd
hand. Note that items in the other hand are unavailable.
18 4th
19 1st, 4th
90 91

THACØ INDEX OF SPELLS AND POWERS


THACØ is not an ability score, but it is an important characteristic. The
THACØ Table lists a character’s base THACØ for his class and level. Acid Bolt . . . . . . . . . . . . . . . . . . . .63 Detect Magic (Cleric) . . . . . . . . . . .49

Agannazar’s Scorcher . . . . . . . . .59 Detect Magic (Drow) . . . . . . . . . . .48


♦ THACØ TABLE
CHARACTER LEVEL Aid . . . . . . . . . . . . . . . . . . . . . . . . .51 Detect Noise (Thieves) . . . . . . . . . .47
CLASS 1 2 3 4 5 6 7 8 9 10 11 12 13

Cleric 20 20 20 18 18 18 16 16 16 14 14 14 12 Armor . . . . . . . . . . . . . . . . . . . . . .57 Detect Presence of Evil


Fighter 20 19 18 17 16 15 14 13 12 11 10 9 8 60’ Radius (Paladins) . . . . . . . . . .46
Mage 20 20 20 19 19 19 18 18 18 17 17 17 16 Backlash . . . . . . . . . . . . . . . . . . . .63
Paladin 20 19 18 17 16 15 14 13 12 11 10 9 8 Detect Secret Door
Ranger 20 19 18 17 16 15 14 13 12 11 10 9 8 Backstab (Thieves) . . . . . . . . . . . .46 (Elves and Half-Elves) . . . . . . . . . .47
Thief 20 20 19 19 18 18 17 17 16 16 15 15 14
Blade Barrier . . . . . . . . . . . . . . . . .56 Disintegrate . . . . . . . . . . . . . . . . . .66
Encumbrance
Bless . . . . . . . . . . . . . . . . . . . . . . . .49 Dispel Magic (Cleric) . . . . . . . . . . .53
Encumbrance is a measure of whether or not a character is “loaded down”
with so much treasure and equipment that he or she cannot properly Blur . . . . . . . . . . . . . . . . . . . . . . . .59 Dispel Magic (Mage) . . . . . . . . . . .61
defend themselves. Following is a character encumbrance table: Burning Hands . . . . . . . . . . . . . . .57 Dragon Scales . . . . . . . . . . . . . . . .66
♦ ENCUMBRANCE TABLE Cast Cleric Spells (Paladins) . . . . .46 Draw Upon Holy Might — DEX . . .51
MX. CARRIED ENCUMBRANCE
STR WEIGHT NONE LIGHTLY MODERATELY HEAVILY SEVERELY Cause Critical Wounds . . . . . . . . .55 Draw Upon Holy Might — STR . . .51
2 6 0–1 2 3 4 5–6
3 10 0–5 6 7 8–9 10 Cause Light Wounds . . . . . . . . . .49 Enchant Weapon . . . . . . . . . . . . .64
4–5 25 0–10 11–13 14–16 17–19 20–25
Cause Serious Wounds . . . . . . . . .54 Faerie Fire (Cleric) . . . . . . . . . . . . .50
6–7 55 0–20 21–29 30–38 39–46 47–55
8–9 90 0–35 36–50 51–65 66–80 81–90
Charm Drow . . . . . . . . . . . . . . . . .45 Faerie Fire (Drow) . . . . . . . . . . . . .48
10–11 110 0–40 41–58 69–76 77–96 97–110
12–13 140 0–45 46–69 70–93 94–117 118–140 Chill Touch . . . . . . . . . . . . . . . . . . .57
14–15 170 0–55 56–85 86–115 116–145 146–170
Feather Fall . . . . . . . . . . . . . . . . . .57
16 195 0–70 71–100 101–130 131–160 161–195 Claws of the Umber Hulk . . . . . . .66 Find and Remove Traps
17 220 0–85 86–121 122–157 158–193 194–220
Cloudkill . . . . . . . . . . . . . . . . . . . . .65 (Thieves) . . . . . . . . . . . . . . . . . . . . .46
18 255 0–110 111–149 150–188 189–227 228–255
18/01–50 280 0–135 136–174 175–213 214–252 253–280
Cone of Cold . . . . . . . . . . . . . . . . .65 Fireball . . . . . . . . . . . . . . . . . . . . . .61
18/51–75 305 0–160 161–199 200–238 239–277 278–305
18/76–90 330 0–185 186–224 225–263 264–302 303–330 Fireseed . . . . . . . . . . . . . . . . . . . . .56
18/91–99 380 0–235 236–274 275–313 314–352 353–380 Cure Critical Wounds . . . . . . . . . .55
18/00 480 0–335 336–374 375–413 414–452 453–480
Cure Disease . . . . . . . . . . . . . . . . .53 Flame Arrow . . . . . . . . . . . . . . . . .61

Cure Light Wounds . . . . . . . . . . . .49 Flame Blade . . . . . . . . . . . . . . . . .52

Cure Serious Wounds . . . . . . . . . .54 Flame Strike . . . . . . . . . . . . . . . . .55

Darkfire . . . . . . . . . . . . . . . . . . . . .51 Fly . . . . . . . . . . . . . . . . . . . . . . . . .61

Darkness, 15’ radius . . . . . . . . . .59 Fortify . . . . . . . . . . . . . . . . . . . . . .54

Death Spell . . . . . . . . . . . . . . . . . .66 Free Action . . . . . . . . . . . . . . . . . .54

Detect Evil . . . . . . . . . . . . . . . . . . .49 Globe of Darkness (Drow) . . . . . .48

Gust of Wind . . . . . . . . . . . . . . . . .45


92
CREDITS
Harm . . . . . . . . . . . . . . . . . . . . . . .56 Passweb (Mage) . . . . . . . . . . . . . .65

Haste . . . . . . . . . . . . . . . . . . . . . . .61 Prayer . . . . . . . . . . . . . . . . . . . . . .53


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Rule Book Writer,
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Hide in Shadows (Thieves) . . . . . .47 Interaction & Game Text Scot Noel
Protection from Evil, Executive Producer James Namestka
Hold Monster . . . . . . . . . . . . . . . . .65 10’ radius (Mage) . . . . . . . . . . . . .62 Associate Producer,
Hold Person: Cleric . . . . . . . . . . . .52 Protection from Evil (Cleric) . . . . .50 Voice Direction Scot Noel
Hold Person: Mage . . . . . . . . . . . .62
Lead Programmer Don Wuenschell
Protection from Evil (Mage) . . . . .58
Game Design John “Fuzzy” McGirk IV
Ice Knife . . . . . . . . . . . . . . . . . . . . .59 Raise Dead . . . . . . . . . . . . . . . . . .55 Art Director Jane Yeager
Ice Storm . . . . . . . . . . . . . . . . . . . .64 Lead Artist Frank Schurter
Read Dwarven (Dwarves,
Gnomes, and Halflings) . . . . . . . .47 Artists Craig Mrusek, Aaron Kreader,
Immunity to Adherence . . . . . . . .57 Eric Rainer Rice, Mike Nicholson
Immunity to Poison . . . . . . . . . . .45 Read Languages (Thieves) . . . . . .47 3D Artist Jason Johnson
Remove Paralysis . . . . . . . . . . . . .53 3D Support Jeff Zehner
Immunity to Spider Venom . . . . .60
3D Character Generator James Namestka
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Shocking Grasp . . . . . . . . . . . . . . .58 Sound Effects,
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Levitate (Mage) . . . . . . . . . . . . . . .60 Spider Shape . . . . . . . . . . . . . . . . .64

Lich Touch . . . . . . . . . . . . . . . . . . .67 Spidercloak Armor . . . . . . . . . . . .66 Strategic Simulations, Inc.


Spiritual Hammer . . . . . . . . . . . . .52 Executive Producer Bret Berry
Light (Cleric) . . . . . . . . . . . . . . . . .50
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Light (Mage) . . . . . . . . . . . . . . . . .58 Spook . . . . . . . . . . . . . . . . . . . . . . .59
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Lightning Bolt (Drow Artifact) . . .45 Stinking Cloud . . . . . . . . . . . . . . . .60 Managing Doc. Editor Eileen Matsumi
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The enclosed software program and this rule book are copyrighted. All rights are reserved. This rule book may not be
copied, photographed, reproduced, or translated or reduced to any electrical medium or machine-readable form, in whole or
in part, without prior written consent from SSI. The program accompanying this rule book may be copied by the original
purchaser only as necessary for use on the computer for which it was purchased.
Any persons reproducing any portion of this book for any reason, in any media, shall be guilty of copyright violation and
subject to the appropriate civil or criminal action at the discretion of the copyright holder(s).
ADVANCED DUNGEONS & DRAGONS, AD&D, FORGOTTEN REALMS, MENZOBERRANZAN and the TSR logo are
trademarks owned by and used under license from TSR, Inc., Lake Geneva WI, USA. All TSR characters, character
names, and the distinctive likenesses thereof are trademarks owned by and used under license from TSR, Inc.
1994 TSR, Inc. 1994 Strategic Simulations, Inc. All Rights Reserved.
WHAT TO DO IF YOU HAVE A DEFECTIVE DISK
Each of our games undergoes extensive playtesting prior to its release. Through this process we hope to uncover and cor-
rect any errors in programming. Due to the complex nature of our simulations, however, some program errors may go
undetected until after publication. In addition to errors in the program, there are occasionally problems with the disk itself.
We experience the industry standard of approximately a 3 to 5% failure rate of duplicated disks. Before assuming that a disk
is defective, make sure to check your disk drive. Up to 95% of the disks returned to us as defective will run fine on our
computer systems. Often the problem is with a disk drive that needs servicing for alignment, speed, or cleaning.
Should you have a defective disk, please return the disk only (keep all other parts of the game) to our Customer Support
Department, along with a note describing the problem you have encountered. A replacement disk will be provided upon our
receipt of the defective disk.
Should you uncover an error in the program, return both your game disk and any “save game” disks to our Customer
Support Department. Please enclose a description of what was taking place in the game when the error occurred. Upon cor-
rection of the program error, we will return an updated disk to you.

QUESTIONS OR PROBLEMS?
Our main business number is (408) 737-6800. If you encounter disk or system related problems you can call our
Technical Support Staff at (408) 737-6850 between 11 a.m. and 5 p.m., Pacific Time, Monday through
Friday, holidays excluded. NO GAME PLAYING HINTS WILL BE GIVEN THROUGH THIS NUMBER. You can write to us
for hints at: Hints, Strategic Simulations, Inc., 675 Almanor Avenue, Suite 201, Sunnyvale, CA 94086 (include a self-
addressed, stamped envelope for reply).

IBM COMPATIBLE COMPUTER INFORMATION:


Many of our games will work on IBM compatible computers. If you own an IBM compatible computer we suggest that you
consult with our Technical Support Staff at (408) 737-6850 between 11 a.m. and 5 p.m., Pacific Time, Monday through
Friday, (holidays excluded) to see if an SSI game you're considering purchasing is compatible with your computer. If we have
insufficient data to determine compatibility, you may wish to purchase the game and test for compatibility yourself. If the
game proves to be incompatible, you may return it within 14 days with your dated receipt and we will refund your money. Or,
if you return the game within 30 days, you may exchange the game for another.

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