Monthly Archives: February 2001

Download Adventure Sheets and Charts

Combat Reference Sheet

This reference for classic D&D provides hit roll charts and saving throw tables for characters up to level 24.  It also contains hit roll modifications, a missile fire chart, and nearly everything you need as a reference to conduct a battle.

Combat Reference Sheet
Combat Reference Sheet

Adventuring Sheet

This sheet allows the DM to quickly look up useful information on the adventuring party, and make notes to keep track of the condition of characters.

Adventure Record Sheet
Adventure Record Sheet

The Bestiary

Baboon, Forest

by Angelo Bertolli

Armor Class:  6               Save As:    F2
Hit Dice:     2               Morale:     7
Move:         120             Treasure:   U
Attacks:      claw/bite       Alignment:  neutral
Damage:       1d4/1d3         Xp Value:   20

These black, long-haired monkeys are kin to rock baboons. They have a similar disposition and may attack for food or out of anger, however they are also more cautious and may spy on characters for sometime from the treetops before attacking.

Brownie

by Angelo Bertolli

Armor Class:  2               Save As:    NM
Hit Dice:     1/8             Morale:     6
Move:         30              Treasure:   nil
Attacks:      weapon          Alignment:  neutral
Damage:       1/2             Xp Value:   1

Brownies are small (6-8 inch tall) michievous humanoids. They live in deep woods usually away from paths or trails. They resemble wild forest people and make tiny weapons out of small shards of metal and wood. They have a unique ability to speak with any living creature. They are somewhat proud and don’t care for blundering humanoids walking through their wood, and may attack a passerby. They can hide instantly, disappearing into the trees and underbrush where they live. Being so small, they are particularly hard to hit (AC 2).

HJFord-giant-entersDemon, Red

by Angelo Bertolli

Armor Class:  9               Save As:    F30
Hit Dice:     15+3***         Morale:     12
Move:         240 fly 480     Treasure:   nil
Attacks:      2 claws         Alignment:  chaotic
Damage:       1d4+special ea  Xp Value:   5150

The Red Demon appears as a huge, red, wraith-like gargoyle. Demons are supernatural, but not undead (though they have many of the resistances that undead do). Their goal is to spread death and destruction. Red Demons have the ability to create web spells (1 per round) and hurl them up to 240′ away. Each hit drains one magical item of a plus or power. If no magic items, then one item disintigrates.

Giant, Forest

by Angelo Bertolli

Armor Class:  4               Save As:    F8
Hit Dice:     8               Morale:     9
Move:         120             Treasure:   F(3d6x10 gp)
Attacks:      weapon          Alignment:  neutral
Damage:       2d8             Xp Value:   650

These neutral giants are kin to hill giants, but are more intelligent, and usually good natured. They are usually woodsmen and do not attack human settlements. They have long black beards, wear clothes, and weild huge axes. They speak common well.

Imp, Red

by Angelo Bertolli

Armor Class:  7               Save As:    F8
Hit Dice:     4**             Morale:     10
Move:         120             Treasure:   nil
Attacks:      2 claws         Alignment:  chaotic
Damage:       1d4 ea          Xp Value:   175

Imps are red fleshy humanoids about 5′ tall with long arms and large eyes. They were driven to the Netherworld eons ago, but once lived on the Material Plane so that they are of flesh and blood. They have strong mental powers (illusion, charm, sleep). Their children are called welps. They can use phatntasmal force, charm monster, and sleep each once per day.

Men, Green Monk

by Angelo Bertolli

Armor Class:  9               Save As:    F3
Hit Dice:     3               Morale:     10
Move:         120             Treasure:   A
Attacks:      weapon          Alignment:  neutral
Damage:       by weapon       Xp Value:   35

The Green Monks (level 3 fighters) wear bright green robes, and walk seemingly peacefully through the woods. However, they will attack any outsiders or people who disrespect the wood (characters, goblins, bugbears, etc.) They wear no armor and weild staves.

Nereid

by Angelo Bertolli

Armor Class:  6               Save As:    F4
Hit Dice:     4***            Morale:     10
Move:         120             Treasure:   E
Attacks:      touch           Alignment:  chaotic
Damage:       1d4+drain       Xp Value:   225

The nereid is a female water haunt. She can lure men like harpies lure a meal. Any male hearing her voice must save vs spells or be charmed (only one save required per encounter). Her touch drains life in addition to doing damage. Nereids live in and around water and have brought many sailors and fishermen to their fate.

Wandering Eyes

by Angelo Bertolli

Armor Class:  4               Save As:    F8
Hit Dice:     8***            Morale:     10
Move:         90              Treasure:   L,N,O
Attacks:      bite            Alignment:  any
Damage:       2d4             Xp Value:   2300

Some have speculated that the Wandering Eyes is related to the beholder, however it seems they might have originated in two completely different areas. As a whole, Wandering Eyes are much more pleasant to behold. A Wandering Eyes looks like a floating orb-like head (about 2′ wide) with a single large eye in its forehead and a mouth. Out of the back of its head grow five trunk-like or snake-like appendages, forming a kind of star formation around the head, and usually facing forward. Each stalk ends in a small sphere containing an eye. Each of the smaller eyes creates a ray with a different magical effect; each can be used each round. While there can be different abilities, generally Wandering Eyes have the following (range 120′):

      Eye 1:    Attack.  This ray operates like a magic missile spell,
                doing 3d6+3 points of damage, and the ray can create fire,
                cold, or lightning damage.

      Eye 2:    Charm.  The victim must is affected as Charm Monster.

      Eye 3:    Fear.  As the cleric spell Cause Fear.

      Eye 4:    Stun.  The victim must save vs spells or be stunned 2d4 rounds
                (no action, move 1/3, -4 to saves, +4 AC, cannot concentrate)

      Eye 5:    Confusion.  The victim is affected as the magic-user spell.

      Central:  Passwall.  As the magic-user spell.

In addition, the central eye has perfect night vision and can see magically in the darkest of darkness. A Wandering Eyes moves by means of a magical flight, but is somewhat faster than beholders.

The Wizard’s Codex

Originally published by February 2001, the Wizard’s Codex contains a collection of custom spells created by authors at Heroes Only. All of these spells have been used and tested within the gaming environment, but of course you should consider their effects on your own campaign before adopting them.

This list of spells is updated from time to time, with the “last modified” timestamp appearing at the end of the article.

First Level Spells

Chill 1

Author: Angelo Bertolli
Range: 10′
Duration: 2 rounds
Effect: This spell does 1d4 points of damage to one creature within range. Furthermore, the creature must save vs paralysis or suffer -1 to melee hit and damage rolls for 1d6 rounds. A large heat source nearby gives a +2 to save. The caster may use this spell on one target up to 2 rounds after casting.
Author Notes: Another classic spell concept (also known as Chilling Touch). This one is modeled more after the spell Ice Knife from an adventure in Dungeon Magazine #47.

Keepsake

Author: Jeff Querner
Range:
touch
Duration:
permanent
Effect: When keepsake is cast on your magic book, it disallows use of your book by anyone not mentioned in the spell casting. The spell can even allow you to distinguish which spells which people may or may not look at. If someone attempts to read your spell without your authority (decided when you cast the spell), a note appears saying “naughty, naughty.” However, keepsake does not stop anyone from destroying the spell book.

Mana Shield

Author: Jeff Querner
Range: 0
Duration: 6 turns
Effect: Protects the caster, effectively giving him 2d4 extra mana hp for the duration of the spell. Damage is taken from the mana shield first. Despite the nature of the spell, multiple spells are not cumulative.

Power

Author: Angelo Bertolli
Range: ?
Duration: ?
Effect: This spell is totally unpredictable, doing something weird and different every time, or may do nothing at all. The DM really should determine the effect as randomly as possible (though effects should be weird and unexpected, not necessarily powerful).
Author Notes: This spell is a tribute to the spell of the same name from the classic game Eamon. It’s the all-purpose magical tool that DMs can provide to do “special things” in adventures. For example, I had one adventure where a magical doorway would only open a portal (dimension door) when this spell was cast upon it.

Stoneskin 1

Author: Angelo Bertolli
Range: 0
Duration: 1 turn
Effect: Protects the caster against attacks by turning the his/her skin hard and stone-like. The caster gains a -2 bonus to AC vs melee and hand-thrown attacks, and a -4 bonus to fired missles. (No bonus vs. giant missiles like thrown boulders.)
Author Notes: Just your classic stoneskin spell, as found in many RPG settings. In particular, the SMAUG MUD comes to mind.

Second Level Spells

Acid Splash

Author: Angelo Bertolli
Range: 90′
Duration: instant
Effect: This spell fires one or more missiles of acid. The total damage the spell inflicts is 3d6 points of damage. The caster must decide before casting the spell how many missiles to fire, and the total damage will be distributed among them evenly (rounded down, even to zero). Each creature that takes damage may make a save vs spells for half damage. Creatures made of stone are not affected by this spell.
Author Notes: The idea of this spell came from the spell of the same name in Wizardry 7 [2].

 

Electrapulse

Author: Angelo Bertolli
Range: 60′
Duration: instant
Effect: This spell fires a charge up to 60′ away that bursts into a pulse of electrical energy with a 10′ diameter. The electrapulse does 4d4 points of damage with a save vs spells for half damage. Creatures resistant to lightning automatically take half damage and may make a save to take no damage.
Author Notes: I went through a phase where it bothered me that there weren’t any attack spells on level 2 and that low level wizards hardly ever had anything to do in battles. I also thought spells with fixed damages were more appropriate to the game than ones that grew with the caster’s level.

Flame Bolt

Author: Angelo Bertolli
Range: 30′
Duration: instant
Effect: This spell shoots a bolt of fire at one creature up to 30′. The flame bolt does 2d10 points of damage with a save vs spells for half damage. Creatures resistant to fire automatically take half damage, and may save to talk no damage.

Prismatic Orb

Author: Angelo Bertolli
Range: 90′
Duration: 1 round
Effect: Creates an orb of randomly changing colors which can be fired at one creature within range. The color the orb happens to be when it strikes the color (determined by the table below) determines the effects of the orb. The DM may add colors and effects to this table.
[easytable]
1d8,Color,Effect
1,Red,”2d8 fire dmg, save for half”
2,Orange,save or be charmed for 1d4 rounds
3,Yellow,save or be confused for 2d4 rounds
4,Green,save or be slowed for 1d4 rounds
5,Blue,”2d8 lit dmg, save for half”
6,Violet,”save or pain for 2d4 rounds (-1 AC, saves, hit/dmg)”
7,White,”2d8 cold dmg, save for half”
8,Black,save or blind 1d4 rounds
[/easytable]

Third Level Spells

Riding Disc

Author: Jeff Querner
Range:
Duration:
Effect: A larger version of Floating Disc that can support 2 (heavily laid down) or 3 people. The disc moves 15 feet a round.

Fourth Level Spells

Absorb

Author: Jeff Querner
Range: 0
Duration: 1 hour
Effect: Absorbs 1 point per die from all damage taken.

Magic Mirror 1

Author: Jeff Querner
Range: 10′
Duration: 1 turn per level
Effect: Turns a reflective surface within range into a magic mirror through which the caster can view other creatures or areas. The caster must name the area or creature. The caster and any other creatures viewing the mirror will be able to see the images, but only the caster will hear sound from the viewing. Detection and vision spells can be cast into it, allowing the caster to detect magic, see invisible, etc in the area he is viewing.

 

Meteor

Author: Angelo Bertolli
Range: 120′
Duration: instant
Effect: This fires a meteor at a target, doing 1d6 points of damage per level of caster of impact damage (with a save for half). It then explodes into a fireball of diameter 15′, doing another 1d6 points of fire damage per level of caster to all creatures within that area (with a save for half).

Fifth Level Spells

Dream 1

Author: Jeff Querner
Range:
special
Duration:
special
Effect:
This allows the caster to visit and communicate with another creature through the victim’s dream. The caster must have met the creature, and must name the creature, but the spell is otherwise unlimited by distance. This spell does not cause the victim to fall asleep: if the victim is not sleeping the spell fails. If the victim knows the dream is spell induced and does not wish to have the dream, he can make a save vs spells to wake up. Within the dream the caster may visit the victim, communicate with the victim, or even attempt to attack the victim in the dream. However nothing in the dream has any real effect, and the victim wakes up if killed in the dream.

Sixth Level Spells

Infinite Image

Author: Jeff Querner
Range: 0
Duration: 2 hours
Effect: An advanced version of mirror image that creates 3d4 images instead of 1d4.

Steal Items

Author: Jeff Querner
Range: 240′
Duration: instant
Effect: Takes 1d4 random items from the person it’s cast on. The spell might affect items the victim is equipped with or carrying. The spell places the items in the wizard’s backpack or bag.

Ninth Level Spells

Nexus

Author: Angelo Bertolli
Range:
30′
Duration:
permanent
Effect: When this spell is cast upon a creature, it “shuffles” its abilities scores. The victim may save vs spells to avoid the effects. This dreaded attack is non-reversible, and can cause special problems for characters with minimum attribute requirements (DM’s discretion). One method of randomly determining the shuffle is to roll 1d6 for each attribute and swap that attribute with the number of the attribute indicated by the roll. It is possible to end up with the same attributes. This spell is almost useless against monsters because most monsters are considered to have the “average” score for all their abilities (DM’s discretion).
Author Notes: Another unoriginal attempt at spell writing on my part–inspired by certain monster attacks in the free game Angband.

Tenth Level Spells

Spells of this circle are generally unattainable by mortals without sufficient aid from greater powers.


Notes:

  1. This spell was featured in the Basic Fantasy Olde Dungeoneer’s Almanack 2008. You can find a more complete compendium of spells in the Libram Magica.