Candy in Bondage
level 14

level 14

Welcome to level 14!

Candy in Bondage magic sex doll

Warning: If you are squeamish or easily offended, leave this page right now!

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Concept: There are several ways to introduce Candy into your game: Candy in Bondage can be used as a magic item doll, a villain NPC, a supporting role NPC, a magic item wearable suit, or a player character doll.

Candy in Bondage can be a non player character (NPC) helping your adventuring party.

When needed, the Candy in Bondage NPC can be activated as a group character. All of the players vote each round on what actions the group character will take. This may give the adventuring party access to some special skills needed for a particular advanture. As a group character, the majority vote can assign useful supporting actions and allow the regular player characters the opportunity to shine and be the heroes.

Candy in Bondage can be a villain or a minion of a villain.

Candy in Bondage can be an intelligent magic item owned by one character or shared by the entire party.

Candy in Bondage can be a wearable suit, imparting all of her abilities to the character wearing the Candy in Bondage suit.

Candy in Bondage can be a player character run by one of the players in your group.

Candy in Bondage can be an introductory character for new players. When a new player joins your group, they can play Candy in Bondage as a wearable suit or play Candy in Bondage as a sex doll character. This will give the new player the full range of choices while learning the game. After the first game session, the player can create a new character or their character can remove the magic suit.

Because the player character doll Candy in Bondage excels at all aspects of the game, a new player can try out all of the player classes at once and then have a much better idea of what character they want to generate for regular play. And there is a cushion for beginner mistakes without the threat of immediate death.

After the first game session or two, the player can create their own character and this character will fade back to being a reliable NPC (non-player character).

    “If you’re over twenty and you have a doll in the house, you better be a guy and it’d better be inflatable.” —Bill Maher, Real Time, 28 October 2005

You can look at the character sheets and notes for all levels of this combination character, from 0 to level 125. To make it easy to go to a particular level, the list of all levels is on home page.

historical background: Candy in Bondage can be used as a magic item doll, a villain NPC, a supporting role NPC, a magic item wearable suit, or a player character doll.

One of the earliest known sex toys is a 20 cm polished siltstone dildo sculpted around 28,000 years found in Hohle Fels Cave near Ulm, Swaba, by a Tübingen University team.

Some of the first sex dolls were created by French (dame de voyage) and Spanish (dama de viaje) sailors in the sixteenth century who would be isolated during long voyages. These masturbatory dolls were often made of sewn cloth or old clothes and were a direct predecessor to today ’s sex dolls. Later, the Dutch sold some of these dolls to Japanese people during the Rangaku period, and the term “Dutch wives ” is still sometimes used in Japan to refer to sex dolls.

One of the earliest recorded appearances of manufactured sex dolls dates to 1908, in Iwan Bloch’s The Sexual Life of Our Time. Bloch wrote:

In this connection, we may refer to fornicatory acts affected with artificial imitations of the human body, or of individual parts of that body. There exist true Vaucansons in this province of pornographic technology, clever mechanics who, from rubber and other plastic materials, prepare entire male or female bodies, which, as hommes or dames de voyage, subserve fornicatory purposes. More especially are the genital organs represented in a manner true to nature. Even the secretion of Bartholin’s glands is imitated, by means of a “pneumatic tube” filled with oil. Similarly, by means of fluid and suitable apparatus, the ejaculation of the semen is imitated. Such artificial human beings are actually offered for sale in the catalog of certain manufacturers of “Parisian rubber articles.”

In 1918, Austrian artist Oskar Kokoschka commissioned a life-sized doll of Alma Mahler (whom Kokoschka was in love with) to German puppet maker Hermine Moos, while he was in Dresden. Although intended to simulate Alma and receive his affection, the “Alma doll” did not satisfy Kokoschka and he destroyed it during a party.

German surrealist artist Hans Bellmer has been described as “the father figure of the modern sex doll” for his sex puppets in the 1930s whose more realistic models moved sex dolls further into the future. Bellmer made three dolls, increasingly sophisticated in design, which also made waves in the international art community.

The commercial sex doll has its origins in Germany, especially since the creation of the Bild Lilli doll in the 1950s, which was in turn the inspiration for creating the famous Barbie doll.

The production of human simulacra to substitute for human sexual partners took several technological leaps forward in the late twentieth century. By the 1970s, vinyl, latex and silicone had become the materials most frequently used in the manufacture of sex dolls; silicone, in particular, allowed a greater degree of realism.

Sales of sex dolls increased significantly during the COVID-19 pandemic.

Following the introduction of the Real Doll and its various competitors, the sales of vinyl, cloth, latex, or rubber wearable doll suits came into existence.

Recently there has been an explosion of interest in kigarumu anime and sex doll body suits and masks.

The Candy in Bondage magic sex doll is loosely based upon the Spread Eagle Doll.

The Spread Eagle Doll has a doggie style or seated position (with legs spread wide open). This allowed the pussy to be in a more realistic position and allowed easily entered from the front or back. She had the standard almost anime blonde haired blue eyed face mask of typical inflatable doll of that time period. She had jumbo tits that usually appeared only on more expensive dolls. She had a blonde bush around a bright pink pussy. She had a giant butt. She had permanently printed onto ther body a lingerie set of black lace open breast brassière, black lace open crotch panties, black lace garter belt, and black fishnet stockings. To me, this made her the sluttiest of the inflatable sex dolls.

The Selina Love Doll and Nadia Russian Love Doll were the same doll under a different name.

This is Candy in Bondage the Slutty Magical Spread Eagle Inflatable Sex Doll.

Candy in Bondage has the magic power to turn men into beautiful sissies, women into beautiful futanari (a beautiful woman with a vagina and a very large penis), and either into kigurumi animegao (male or female inside the latex or rubber suit of sex doll). How long they are changed depends on how they have sex with the doll and how often. Candy in Bondage has additional magic powers, but this basic power always works, even in no mana/no magic worlds or settings.



basic features:

basic features

Candy in Bondage the Slutty Magical Spread Eagle Inflatable Sex Doll has three basic features:

Indestructible. Candy in Bondage the Slutty Magical Spread Eagle Inflatable Sex Doll can be deflated (which requires a sissy to blow her back up), but never killed or destroyed.

Sissification: Candy in Bondage the Slutty Magical Spread Eagle Inflatable Sex Doll magically turns men into sissies. She makes them beautiful. The amount of time they are sissified depends on which holes they use and how many times. Brief sissification comes with just touch. She can place the sissies into any kind of clothing and accessories and into any bondage equipment. She can change the appearance, clothing, and bondage at any time. Sissies are kept in clit cages except when having sex with her. Candy in Bondage the Slutty Magical Spread Eagle Inflatable Sex Doll can also turn women into futanari, beautiful women with a normal female body, except that in addition to a vagina, she also has a penis, with length in the 12-18 inch range and 2-3-/12 inch girth and excessive seminal output ranging from pints to gallons. Candy in Bondage the Slutty Magical Spread Eagle Inflatable Sex Doll can change either men or women into kigurumi animegao, being trapped inside a flesh colored female doll body suit and matching female anime mask with large breasts, vaignal, mouth, and anal holes.

All classes. Candy in Bondage the Slutty Magical Spread Eagle Inflatable Sex Doll starts as a zero level character and rises through the levels through adventuring with her sissies. She is in all classes and non-class system. She can freely move, but if she has to move out of sex doll positions (other than minor movements of hands, feet, mouth, etc.), the player characters lose all experience points for the current adventure or part of adventure and may temporarily drop a level (but never below level zero) or more, at the game referee’s discretion.

Character classes. Candy in Bondage the Slutty Magical Spread Eagle Inflatable Sex Doll, at the game referee’s discretion, can grant selected sets of powers and abilities. These can be in place of the choices in the game being played or can supplement those of the game. If used as a supplement, the special abilities and power are granted at the half way experience points/level (level one coming during normal level one halfway to level two).

The player character classes that Candy in Bondage the Slutty Magical Spread Eagle Inflatable Sex Doll grants include: Marine Scout-Sniper (Archer, Druid, Ranger), Specal Forces Weapons Sergeant (Paladin, Sorcerer), Navy Flight Surgeon (Pilot, Cleric, Healer), Air Force Tactical Air Control/Combat Controller/Communications Sergeant (Bard, Pisonics, Mystic), FBI Intelligence Operative (Psionics, Diviner), Navy Seal Operations Petty Officer (Monk, Wizard), and Navy Seal Diver (Monk). All characters have aspects of the rogue and fighter, with the major gaming classes spread over the group.

Candy in Bondage the Slutty Magical Spread Eagle Inflatable Sex Doll, guides the adventuring party of sissies on travels. She is turned on by watching the sissies be prostitutes.

Candy in Bondage the Slutty Magical Spread Eagle Inflatable Sex Doll eventually teams up with a drow elf queen and an ogre magi king and runs a fancy sissy brothel at the entrance/border of the drow underworld and the above ground ogre magi lands.

Candy in Bondage the Slutty Magical Spread Eagle Inflatable Sex Doll can walk around like the kigarumu people do, but her preference is to be in the position of the Spread Eagle Sex Doll. She can wear sexy clothing but her preference is to be naked. She also likes to be in bondage gear. She has a detachable penis, a deluxe rainbow colored rabbit (with a pari of balls and with a butterful vibrator on the base so she can be simulated while pegging her sissies.

The sissy who purchases her from the adult store becomes her special favorite sissy. If the favorite sissy is a bard and sexually pleases the Spread Eagle Sex Doll to make her moan, she serves as the sissy bard’s instrument. The sexual pleasuring can be fucking (any hole) or fingering (butthole, vagina, or jumbo breasts) or pussy licking or even kissing.

The Candy in Bondage the Slutty Magical Spread Eagle Inflatable Sex Doll gets off on placing the sissy adventuring party into prostitution and embarassing sexual circumstances.

Preferences:

Preferences: Candy in Bondage the Slutty Magical Spread Eagle Inflatable Sex Doll has the power to turn males into beautiful sissies. The doll prefers to be in doll form and having sex with sissies, watching sissies and women have sex or struggle in bondage, or being sexually fondled. She adventures with her sissy party in order to grow her number of sissy followers. She will cast spells and take other actions that don’t require movement. She will take actions that only require minor movements or movement of her arms and hands while otherwise remaining a motionless inflatable sex spread eagle doll. She will take kigarumu form for enjoying self-bondage, engaging in sex, or actively participating in adventures. She can also take her animal form for participation in adventures. She can recall her detachable penis (a deluxe rainbow colored rabbit) to her groin at any time. If deflated and there is a TPK, she can revert to being packaged into a box and appear on a random shelf in a sex toy store or other appropriate location where she is likely to fall into the hands of a new sissy.

Backstory:

Backstory

This character was in the military on this earth in modern or near modern times. The military background includes both special forces and flight surgeon (combination of both doctor and pilot).

The character was genetically modified and cybernetically enhanced for a special mission. Something went wrong and the character was castaway on a fantasy world where powerful magic is real.

The character learned how to survive on this new world and is attempting to learn enough high pwered magic to be able to return home.

This allows the new player a reason to sometimes think like a member of modern society and gives the character the same fish out of water feeling that many new players feel when first learning the game.

Character Ability Scores:

Strength:

Strength: Rolled 18/00 (maximum for starting human character) —Advanced Dungeons & Dragons Edition 1 Player’s Handbook

Dragonborn: +2 to strength —Dungeons & Dragons Edition 5 Player’s Handbook

Total: 20

Strength Adjustments:

for 18/00

Hit Probability: +3 —Advanced Dungeons & Dragons Edition 1 Player’s Handbook

Damage Adjustment: +6 —Advanced Dungeons & Dragons Edition 1 Player’s Handbook

Weight Allowance: +3,000 —Advanced Dungeons & Dragons Edition 1 Player’s Handbook

Open Doors: 1-5 (2 for locked, barred, magically held, or wizard locked) —Advanced Dungeons & Dragons Edition 1 Player’s Handbook

Bend Bars/Lift Gates: 40% —Advanced Dungeons & Dragons Edition 1 Player’s Handbook

Intelligence:

Intelligence: Rolled 18 —Advanced Dungeons & Dragons Edition 1 Player’s Handbook

Gnome: +2 to Intelligence —Dungeons & Dragons Edition 5 Player’s Handbook

Total: 20

Intelligence Adjustments:

for 19

Number of Additional Languages: 7 —Advanced Dungeons & Dragons Edition 1 Player’s Handbook

Chance to Know Each Listed Spell: 95% —Advanced Dungeons & Dragons Edition 1 Player’s Handbook

Minimum Number of Spells/Level: 10 —Advanced Dungeons & Dragons Edition 1 Player’s Handbook

Maximum Number of Spells/Level: All —Advanced Dungeons & Dragons Edition 1 Player’s Handbook

Wisdom:

Wisdom: Rolled 18 —Advanced Dungeons & Dragons Edition 1 Player’s Handbook

Kalashtar: +2 to wisdom —Dungeons & Dragons Eberron: Rising from the Last War

Total: 20

Wisdom Adjustments:

for 18

Magical Attack Adjustment: +4 —Advanced Dungeons & Dragons Edition 1 Player’s Handbook

Spell Bonus: Two extra 1st level spells —Advanced Dungeons & Dragons Edition 1 Player’s Handbook

Spell Bonus: Two extra 2nd level spells —Advanced Dungeons & Dragons Edition 1 Player’s Handbook

Spell Bonus: One extra 3rd level spell —Advanced Dungeons & Dragons Edition 1 Player’s Handbook

Spell Bonus: One extra 4th level spell —Advanced Dungeons & Dragons Edition 1 Player’s Handbook

Chance of Spell Failure: 0% —Advanced Dungeons & Dragons Edition 1 Player’s Handbook

Dexterity:

Dexterity: Rolled 18 —Advanced Dungeons & Dragons Edition 1 Player’s Handbook

Elf or Halfling: +2 to Dexterity —Dungeons & Dragons Edition 5 Player’s Handbook

Total: 20

Dexterity Adjustments:

for 18

Reaction/Attacking Adjustment: +3 —Advanced Dungeons & Dragons Edition 1 Player’s Handbook

Defensive Adjustment: -4 (in the early system lower AC was better) —Advanced Dungeons & Dragons Edition 1 Player’s Handbook

Picking Pockets Adjustment: +10% —Advanced Dungeons & Dragons Edition 1 Player’s Handbook

Opening Locks Adjustment: +15% —Advanced Dungeons & Dragons Edition 1 Player’s Handbook

Locating/Removing Traps Adjustment: +5% —Advanced Dungeons & Dragons Edition 1 Player’s Handbook

Moving Silently Adjustment: +10% —Advanced Dungeons & Dragons Edition 1 Player’s Handbook

Hiding in Shadows Adjustment: +10% —Advanced Dungeons & Dragons Edition 1 Player’s Handbook

Constitution:

Constitution: Rolled 18 —Advanced Dungeons & Dragons Edition 1 Player’s Handbook

Dwarf: +2 to Constitution —Dungeons & Dragons Edition 5 Player’s Handbook

Total: 20

Constitution Adjustments:

for 18

Hit Point Adjustment: +4 (for fighters) —Advanced Dungeons & Dragons Edition 1 Player’s Handbook

System Shock Survival: 99% —Advanced Dungeons & Dragons Edition 1 Player’s Handbook

Resurrection Survival: +100% —Advanced Dungeons & Dragons Edition 1 Player’s Handbook

Charisma:

Charisma: Rolled 18 —Advanced Dungeons & Dragons Edition 1 Player’s Handbook

Half-Elf or Tiefling: +2 to charisma —Dungeons & Dragons Edition 5 Player’s Handbook

Total: 20

Charisma Adjustments:

for 18

Maximum Number of Henchmen: 15 —Advanced Dungeons & Dragons Edition 1 Player’s Handbook

Loyalty Base:+40% —Advanced Dungeons & Dragons Edition 1 Player’s Handbook

Reaction Adjustment: +35%—Advanced Dungeons & Dragons Edition 1 Player’s Handbook

Hit Dice:

Current Level Hit Dice Type: d8 (cleric/druid) —Advanced Dungeons & Dragons Edition 1 Player’s Handbook new for this level: 8

Previous Levels Hit Dice Type: 1st level: 12 (barbarian) + d8 (ranger); levels 2-8: d12 (barbarian); levels 9-10: d10 (fighter/paladin/cavalier); levels 11-13: d8 (cleric/druid) —Advanced Dungeons & Dragons Edition 1 Unearthed Arcana and Advanced Dungeons & Dragons Edition 1 Player’s Handbook added for previous levels: 146

Constitution Hit Point Adjustment: +4 per hit dice for Constitution of 18 (fighter) Advanced Dungeons & Dragons Edition 1 Player’s Handbook two starting hit dice total bonus for all levels: +60

Hill Dwarf: Dwarven Toughness. Your hit point maximum increases by 1, and it increases by 1 for every time you gain a level. —Advanced Dungeons & Dragons Edition 5 Player’s Handbook +1 per level for total bonus for all levels: +14

Total: 228

Power Points:

Power Points: An exceptional character gets four (4) power points per character level based on empathy (intelligence) for essence, intuiton (wisdom) for channeling, and presence (charisma) for mentalism. —I.C.E. (Iron Crown Enterprises) Rolemaster edition 1 Spell Law

Spell Cost: Spells cost one (1) point per level of the spell. —I.C.E. (Iron Crown Enterprises) Rolemaster edition 1 Spell Law

Current power points: 56

Species/Race:

Genetic Experiments:

This character was the subject of genetic experiments.

Races:

This character has some of the genes that relate to gameplay regarding the races of: Aarakorca, Aasimar, Dragonborn, Dwarf (Arctic, Deep, Duergar, Gold, Gully, Gray, Hill, Mountain, Shield, Sundered, Urdunnir, Wild), Elf (Aquatic, Avariel, Dark/Drow, Gray, High, Moon, Sea, Snow, Sun, Sylvan, Valley, Wild, Wood), Gnome (Athasian, Deep, Forest, Furchin, Hairfoot, Kender, Mad, Rock, Stout, Surface, Svirfneblin, Tallfellow, Tinker, Wild), Half-Elf (Common, Aquatic, Drow), Halfling (Ghostwise, Lightfoot, Strongheart), Half-Orc, Hengeyokai, Human, Korobokuru, Spirit Folk, Genasi (Air, Earth, Fire, Water), Goliath, and Tiefling.

Dwarves:

Because of their very nature, … this nature gives them a bonus with reagrd to their saving throws (see COMBAT, Saving Throws) against attacks by magic wands, staves, rods, and spells. This bonus is +1 for every 3-1/2 points of constitution ability. Thus, if a dwarf has a 7 constitution he or she would gain +2 on the dice rolls made as saving throws, at 14 the bonus would be +4, and at 18 constitution the bonus would be +5. —Advanced Dungeons & Dragons Edition 1 Player’s Handbook

BONUS for 20 CON is +6

Similarly, dwarves have exceptional constitutional strength with regard to toxic substances, ingested or injected. Therefore, all dwarven characters make saving throws against poison in the same manner and bonuses as they do against magical attacks from wands, staves, rods, and spells. —Advanced Dungeons & Dragons Edition 1 Player’s Handbook

All dwarves are able to speak the following languages (q.v.): dwarven, gnome, goblin, kobold, and orccish; in addition dwarven characters are able to speak the “common tongue” of all humankind. —Advanced Dungeons & Dragons Edition 1 Player’s Handbook

Dwarves are able to see radiation in the infra-red spectrum, so they can see up to 60' in the dark noting varying degrees of heat radiation. This ability is known as “infravision”. —Advanced Dungeons & Dragons Edition 1 Player’s Handbook

Dwarves are miners of great skill. They are able to detect the following facts when within 10' or less of the particular phenomenon (except determination of approximate depth, which can be done at any distance): —Advanced Dungeons & Dragons Edition 1 Player’s Handbook

Detect grade or slope in
passage, upwards or downwards
75% probability
(d4, score 1-3)
Detect new construction or
passage/tunnel
75% probability
Detect sliding or shifting walls or
rooms
66 2/3% probability
(d6, score 1-4)
Detect traps involving pits, falling
blocks and other stonework
50% probability
(d4, score 1-2 or
d6, score 1-3)
Determine approximate depth
underground
50% probability

Note that the dwarven character must be actively seeking to determine the phenomemon in question in order to be able to determine the answer; the information does not simply spring to mind unbidden. —Advanced Dungeons & Dragons Edition 1 Player’s Handbook

In melee combat (see COMBAT), dwarven characters add 1 to their dice rolls to hit opponents who are half-orcs, goblins, or orcs. When being attacked by ogres, trolls, ogre magi, giants, and/or titans, dwarves subtract 4 from their opponents’ “to hit” dice rolls. —Advanced Dungeons & Dragons Edition 1 Player’s Handbook

Elves:

An elven character can also be multiclasses, i.e. a fighter/magic-user, a fighter/thief, a magic-user/thief, or a fighter/magic-user/thief. Although able to operate freely with the benefits of armor, weapons, and magical items available to the classes the character is operating in, any thieving is restricted to the armor and weaponry usable by the thief class. —Advanced Dungeons & Dragons Edition 1 Player’s Handbook

Elven characters have a 90% resistance to sleep and charm spells (if these spells are cast upon them a percentile dice roll of 91% or better is required to allow the magic any chance of having an effect, and even then the saving throw against spells is allowed versus the charm spell. —Advanced Dungeons & Dragons Edition 1 Player’s Handbook

When employing either a bow of any sort other than a crossbow, or a short or long sword, elven characters gain a bonus of +1 on their die rolls “to hit”. —Advanced Dungeons & Dragons Edition 1 Player’s Handbook

All elven characters are able to speak the following languages in addition to that of their chosen alignment: elvish, gnome, halfling, goblin, hobgoblin, orcish, gnoll, and the “common tongue” of mankind. Elven characters of above 15 intelligence are able to learn one additional language for every point of intelligence over 15, i.e. a character with an 18 intelligence score could learn three additional languages (q.v.). —Advanced Dungeons & Dragons Edition 1 Player’s Handbook

Elves have the ability to see into the infra-red spectrum, so they are able to see up to 60' in darkness, noting varying degrees of heat radiation. —Advanced Dungeons & Dragons Edition 1 Player’s Handbook

Secret or concealed doors are difficult to hide from elves. Merely passing within 10' of the latter makes an elven character 16 2/3% (1 in 6) likely to notice it. If actively searching for such doors, elven characters are 33 1/3% (2 in 6) likely to find a secret door and 50% likely (3 in 6) to discover a concealed portal. —Advanced Dungeons & Dragons Edition 1 Player’s Handbook

As has been shown previously, elven characters add a bonus of +1 to their initial dexterity score. —Advanced Dungeons & Dragons Edition 1 Player’s Handbook

If alone and not in metal armor (or if well in advance — 90' or more — of a party which does not consist entirely of elves and/or halflings) an elven character moves so silently that he or she will surprise (q.v.) monsters 66 2/3% (d6, 1 through 4) of the time unless some portal must be opened to confront the monster. In the latter case the chance for suprise drops to 33 1/3% (d6, 1-2). —Advanced Dungeons & Dragons Edition 1 Player’s Handbook

Gnomes:

Similar to their cousins, the dwarves, gnomes are highly magic resistant. —Advanced Dungeons & Dragons Edition 1 Player’s Handbook

Gnome characters are able to speak the following languages in addition to their alignment laguage (q.v.) and the “common tongue” of humanity: dwarvish, gnome, halfling, goblin, kobold, and they can also communicate with any burrowing mammal (such as moles, badgers, ground squirrels, etc.). —Advanced Dungeons & Dragons Edition 1 Player’s Handbook

Gnomes have infravision, the ability to see into the infra-red spectrum, so a gnome character is able to see up to 60' in the drk, noting varying heat radiation. —Advanced Dungeons & Dragons Edition 1 Player’s Handbook

Being miner of exceptional merit, gnomes are able to detect the following facts when within 10' of the area to be examined, or at any time with respect to determination of their approximate depth underground: —Advanced Dungeons & Dragons Edition 1 Player’s Handbook

Detect grade or slope in passage
upwards or downwards
80% probability
(d10, score 1-8)
Detect unsafe walls, ceilings, or
floors
70% probability
(d10, score 1-7)
Determine approximate depth
underground
60% probability
(d10, score 1-6)
Determine direction of travel
underground
50% probability
(dANY, score any half)

It is important to note that the gnome must be actively seeking to determine the matter in question. The phenomenon does not otherwise become apparent to the character, for he or she must concentrate on the subject to get some form of answer. —Advanced Dungeons & Dragons Edition 1 Player’s Handbook

In melee combat, gnome characters add 1 to their dice rolls to hit opponents who are kobolds or goblins. When being attacked by gnolls, bugbears, ogres, trolls, ogre magi, giants, and/or titans, gnomes subtract 4 from their opponents’ “to hit” dice rolls. —Advanced Dungeons & Dragons Edition 1 Player’s Handbook

Halflings:

All halfling characters have a high resistance to magic spells. —Advanced Dungeons & Dragons Edition 1 Player’s Handbook

Halflings also have a similar resistance to poisons of all sorts. —Advanced Dungeons & Dragons Edition 1 Player’s Handbook

Halfling characters are able to speak the following languages in addition to mankind’s “common tongue” of humanity and their alignment laguage: dwarvish, elven, gnome, goblin, halfling, and orcish. —Advanced Dungeons & Dragons Edition 1 Player’s Handbook

Halflings are able to note if a passage is an up or down grade 75% (d4, 1-3) of the time and they can determine direction 50% of the time. Note that these abilities function only when the character is concentrating on the desired information to the exclusion of all other thought and activity. —Advanced Dungeons & Dragons Edition 1 Player’s Handbook

overall:

The most obvious results of the genetic manipulation are fangs, claws, horns, wings, and a tail. Less obvious is characteristics of the cephalopods (octopus, squid, and cuttlefish) — this character can change skin coloring and shape and change its entire body shape to have the appearance of other beings or natural items, such as rocks or coral formations. While normally presenting in a humanoid shape, the arms, legs, and tail are five of eight octopus completely flexible sucker covered limbs. The character also has two longer squid tentacles. Wings described below.

wings

The two wings are covered with feathers simialr to those on an owl, allowing near silent flight. Like the limbs of cephalopods, the wings can be change coloring and shape to create camoflauge. Additionally, the wings can be modified for the various optimized flight patterns of birds:

  • elliptical wings: High degree of control and maoeuverability in confined spaces and minimized drag to allow rapid ascent and descent. WIng beat is rapid. Hghly slotted between the primary feathers to prevent stalling during sharp turns, low-speed flight, and frequent landing and takeoff.
  • high speed wings: Relatively long and tapered to allow for high flight speed with low drag and low energy consumption during flight Aerodynamically efficient for high speed but cannot easily fly at low speeds.
  • long soaring wings: Long with high aspect ratio for long distance soaring, creating good lift with little energy expenditure. Can easily glide over large expanses of water. Poor for take off and landing. Low maneuverability.
  • broad soaring wings: Allows takeoff and landing in fairly confined areas, high lift, low speed soaring, and slow descents. Good manoeverability for tactical soaring in air currents over land.

Breasts:

Breasts: Candy in Bondage the Slutty Magical Spread Eagle Inflatable Sex Doll has jumbo tits in a black lace open breast brassière. Whether inflated or deflated, her breasts can provide fresh water, any kind of animal or plant milk, lemonade, coconut water, any kind of fruit or vegetable juice, any kind of tea or herbal tea, any kind of coffee, hot cocoa, hot chocolate, apple or any other kind of cider, sparkling water, any kind of soda or soft drink, and kind of fruit punch, any kind of fruit nectar, any kind of fruit sherbert, any kind of carbonated fruit drink, any kind of fruit syrup, maple syrup, agave syrup, cane syrup, flavored syrups, gomme syrup, honey, any kind of fruit cordial, any kind of fruit drink, any kind of fruit squash, any kind of fruit sherbert, any kind of energy drink, any flavor milkshake, any kind of smoothie, any kind of beer, any kind of wine, any kind of eggnog, any kind of hard soda, whiskey, vodka, gin, tequila, brandy, rum, or any kind of cocktail or mixed drink. Each individual tit can provide a different beverage simultaneously. Her breasts can be “milked” to fill up containers of any size. When inflated, she is is complete control of what beverages come out of her tits. When deflated, a character can lick, suck, or kiss her nipple and then verbally declare what beverage is desired.

Vagina:

Vagina: Candy in Bondage the Slutty Magical Spread Eagle Inflatable Sex Doll has a bright pink cunt in black lace open crotch pantes, surrounded by a blonde bush and including mons pubis, labia majora, labia minora, urethra, clitoris, and clitoral hood. When inflated (not when deflated), her urethra and pussy can provide fresh water, any kind of animal or plant milk, lemonade, coconut water, any kind of fruit or vegetable juice, any kind of tea or herbal tea, any kind of coffee, hot cocoa, hot chocolate, apple or any other kind of cider, sparkling water, any kind of soda or soft drink, and kind of fruit punch, any kind of fruit nectar, any kind of fruit sherbert, any kind of carbonated fruit drink, any kind of fruit syrup, maple syrup, agave syrup, cane syrup, flavored syrups, gomme syrup, honey, any kind of fruit cordial, any kind of fruit drink, any kind of fruit squash, any kind of fruit sherbert, any kind of energy drink, any flavor milkshake, any kind of smoothie, any kind of beer, any kind of wine, any kind of eggnog, any kind of hard soda, whiskey, vodka, gin, tequila, brandy, rum, or any kind of cocktail or mixed drink. Additionally her pussy can provide eggs from any animal (including chicken eggs and caviar). The eggs can be raw in their shell or cooked in any style, including North African shakshuka or omelets with any ingredients. Her urethra can also provide other useful liquids, including soapy water, any kind of animal urine, mercury, bromine, rubbing alcohol, honey, ethanol, gasoline, diesel, jet fuel, any kind of vegetable oil (including extra virgin cold pressed olive oil), any color ink, glycol coolants, liquid propellants, mineral oils, any kind of liquid lubricant, and of course vaginal fluids. Her urethra and vagina can also provide one dose of magical potion per hour per level from the choices of animal control, clairaudience, clairvoyance, climbing, diminution, dragon control, ESP, extra healing, fire resistence, flying, gaseous form, giant control, giant strength, growth, healing, heroism, human control, humanoid control, invisibility, invulnerability, levitation, longevity, oil of etherealness, oil of slipperiness, philter of love, philter of persuasiveness, plant control, polymorph self, speed, super-heroism, sweet water, treasure finding, undead control, and water breathing. She is control of what comes out of her snatch or urethra when inflated. When deflated a character can lick, suck, or kiss her clitoris and then verbally declare what they want to come out of her vagina or urethra. Her entire groin area is self-cleaning.

Mouth:

Mouth: Candy in Bondage the Slutty Magical Spread Eagle Inflatable Sex Doll has a wide open mouth with bright red lipsticked lips. She can breathe out air, even under water or in space. She can breathe out high quality cannabis smoke (sative, indica, or blends). This can occur when she is inflated or deflated. Her mouth is self-cleaning after sex.

Ass:

Ass: Candy in Bondage the Slutty Magical Spread Eagle Inflatable Sex Doll has a bubble butt with a wide open asshole. Her ass is self-cleaning after sex.

Belly button:

Belly button: Candy in Bondage the Slutty Magical Spread Eagle Inflatable Sex Doll has magic bellybutton with connections. These connections may not be useful in a fantasy setting, but may be very useful in a science fiction or modern setting. When inflated she has control over which connections are available, if any. When deflated, a character can lick, suck, or kiss her nipple or clitoris and then verbally announce what connection they want available (but only for connections the character could know about). When there is no connection available her belly button appears to be an ordinary belly button. The possible connections include electricity (in any of the formats for delivering electricty — there is no limit on how much electricity she can provide), ADB, DVI-M1, ethernet connection, FireWire, HDMI, microphone (XLR [3-pin, 4-pin, 5-pin, 6-pin, 7-pin, with or without phantom power] mini XLR [TQG, TA3, TA4], TS [1/8" and 1/4"), TRS [1/8" and 1/4"), TRRS [CTIA, OMTP], TA5, Tube Power Supply, Switchcraft 2501F, Nexus, Amphenol Tuchel), Micro USB, Mini HDMI, Mini USB, SD card slot, Star Trek, Star Wars, stereo headphone, SVGA, Thunderbolt, USB A, USB B, USB C, and VGA.

Hands and arms:

Hands: Candy in Bondage the Slutty Magical Spread Eagle Inflatable Sex Doll has magic the typical mitten style hands of an inflatable sex doll, but can instantly change to fancy doll hands with fingers and brightly painted fingernails.

Feet and legs:

Feet: Candy in Bondage the Slutty Magical Spread Eagle Inflatable Sex Doll has the typical rounded stub style feet of an inflatable sex doll, but can instantly change to fancy doll feet with toes and brightly painted toenails.

cybernetics

The character also has cybernetic implants giving a variety of military capabilities.

Background:

Senses:

Infravision:

Dwarves or Elves or Gnomes or Half-Elves are able to see radiation in the infrared spectrum, so they can see up to 60' in dark, noting varying degrees of heat radiation. This ability is known as “infravision”. —Advanced Dungeons & Dragons Edition 1 Player’s Handbook

Darkvision:

Dwarves or Eleves or Gnomes or Half-Elves: Accustomed to life underground (dwarf/gnome), or accustomed to twilit forests and the night sky (elves/half-elves), you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray. —Dungeons & Dragons Edition 5 Player’s Handbook

Absolute Direction:

5 point advantage

Absolute Direction: You always know which way is north, and you can always retrace a path you have followed within the past month, no matter how faint or confusing it may be. This ability does not work in environments such as interstellar space, the limbo of the astral plane, etc., but it does work underground, underwater, and on other planets. Also gives a +3 bonus to your Navigator skill. —GURPS (Generic Universal RolePlaying System) Basic Set Third Edition Revised

Absolute Timing:

5 point advantage

Absolute Timing: You have an accurate mental clock. Unless you have been knocked unconscious, hypnotized, or otherwise interfered with, you always know what time it is, down to the second. You can also measure any elapsed time with equal accuracy. Sleep does not interfere with this (and you can wake up at a predetermined time if you choose). Changes of time zone also have no effect. Time travel will confuse you until you find out what the “new” time is. —GURPS (Generic Universal RolePlaying System) Basic Set Third Edition Revised

Acute Hearing:

2 points/level advantage

Acute Hearing: You get a bonus on your Hearing roll whenever you must roll to hear something, or when the GM rolls against IQ to see if you noticed a sound. Cost: 2 points for every +1 bonus to your roll. —GURPS (Generic Universal RolePlaying System) Basic Set Third Edition Revised

Two levels of Acute Hearing (cost 4 points) +2 bonus

Acute Taste and Smell:

2 points/level advantage

Acute Taste and Smell: You get a bonus on any Taste or Smell roll. For instance, the GM might roll to see if you noticed the taste ot smell of poison in your drink. Cost: 2 points for every +1 bonus to your roll. —GURPS (Generic Universal RolePlaying System) Basic Set Third Edition Revised

Two levels of Acute Taste and Smell (cost 4 points) +2 bonus

Acute Vision:

2 points/level advantage

Acute Vision: You get a bonus on any Vision roll — that is, when you roll to look for something, or whenever the GM rolls against IQ to see if you noticed something. Cost: 2 points for every +1 bonus to your roll. —GURPS (Generic Universal RolePlaying System) Basic Set Third Edition Revised

Two levels of Acute Vision (cost 4 points) +2 bonus

Alertness:

5 points/level advantage

Alertness: A general bonus you get on any Sense roll, or when the GM rolls against your IQ to see if you notice something. This advantage can be combined with any or all of the acute senses. Cost: 5 points for each +1 bonus to your roll. —GURPS (Generic Universal RolePlaying System) Basic Set Third Edition Revised

Three levels of Alertness (cost 15 points) +3 bonus

Divine Sense:

Starting at first level of Paladin, the presence of strong evil registers on your senses like a noxious odor, and powerful good rings like heavenly music in your ears. As an action, you can open your awareness to detect such forces. Until the end of your next turn, you know the location of any celestial, fiend, or undead within 60 feet of you that is not behind total cover. You know the type (celestial, fiend, or undead) of any being whose presence you sense, but not its identity (the vampire Count Strahd von Zarovich, for instance). Within the same radius, you also detect the presence of any place or object that has been consecrated or descecrated, as with the hallow spell. —Advanced Dungeons & Dragons Edition 5 Player’s Handbook

You can use this feature up to a number of times equal to 1 _ your Charisma modifier. When you finish a long rest, you regain all expended uses. —Advanced Dungeons & Dragons Edition 5 Player’s Handbook

Familiar:

Sensory Powers [these sense bonuses are applied to the character only after the Find Familiar spell has been cast] excellent vision (crow), excellent night vision (black cat), night vision equals human daylight visual ability (screech owl), very superior distance vision (hawk), wide angle vision (toad), superior hearing (black cat/screech owl/weasel), very superior olfactory power (weasel) —Advanced Dungeons & Dragons Edition 1 Player’s Handbook

Outdoor Skills:

Nature:

Druid:

Nature Worship: In connection with their nature worship, druids have certain innate powers which are gained at higher level. At 3rd level (Initiate of the 1st Circle), a druid gains the following abilities:

    1. Identification of plant type

    2. Identification of animal type

    3, Identification of pure water

Animals:

See also mount.

Animal Empathy:

5 point advantage

Animal Empathy: You understand animals and like them, and they like you. You get a +2 on any reaction roll by a wild animal, and a +4 on any reaction from a tame animal. You also get a +4 bonus on any “animal” skill roll (Animal Handling, Riding, Vet, etc.). However, you may never kill an animal without a very good reason, and you should try to prevent others from doing so. Note that killing for food is perfectly acceptable, and in a hunting situation you will get a +3 bonus to find game. —GURPS (Generic Universal RolePlaying System) Basic Set Third Edition Revised

Animal Handling Skill (Mental/Hard):

Defaults to IQ-6

This is the ability to train and work with all types of animals. To train an animal, the Animal Handler must make his or her success roll once per day of training. A failed roll means the animal learned nothing; a badly-failed roll means the Handler was atatcked. The time it takes to train an animal depends on the animal’s intelligence and tractability — see Animals.GURPS (Generic Universal RolePlaying System) Basic Set Third Edition Revised

When working with a trained animal, the animal hamdler rolls against his or her skill for each task he or she sets the animal. Modifiers: -5 if the animal is not familiar with the handler, -5 if the circumstances are stressful to the animal -3 or more if the task is a complex one. —GURPS (Generic Universal RolePlaying System) Basic Set Third Edition Revised

This talent can also (sometimes) be used to quiet a wild, dangeruous, or untrained animal. Modifiers: -5 if the creature is wild or very frightened, -10 if it is a man-eater or man-killer. —GURPS (Generic Universal RolePlaying System) Basic Set Third Edition Revised

Finally, this talent gives an advantage in combat against animals. If you have this skill at level 15 or better, any animal’s attack and defense rolls are at -1 against you, because you can predict its behavior. If you are an expert (skill 20 or better), the animal’s rolls are at -2. —GURPS (Generic Universal RolePlaying System) Basic Set Third Edition Revised

4 points = Skill Level 20

Druid:

Nature Worship: In connection with their nature worship, druids have certain innate powers which are gained at higher level. At 3rd level (Initiate of the 1st Circle), a druid gains the following abilities:

    2. Identification of animal type

Movement:

Movement Rate:

The normal movement rate for a human or most demihumans is 12". —Advanced Dungeons & Dragons Edition 1 Player’s Handbook

The movement rate for a 14th level Monk is 28". —Advanced Dungeons & Dragons Edition 1 Player’s Handbook

Move: 28" (which is 16" faster than normal human move speed)

Nature Worship: In connection with their nature worship, druids have certain innate powers which are gained at higher level. At 3rd level (Initiate of the 1st Circle), a druid gains the following abilities:

    4. Power to pass through overgrown areas (undergrowth of tangled thorns, briar patches, etc.) without leaving a discernible trail and at normal movement rate (q.v.) —Advanced Dungeons & Dragons Edition 1 Player’s Handbook

Shadow Step:

Monk, Way of the the Shadow: At 6th level, you gain the ability to step from one shadow into another. When you are in dim light or darkness, as a bonus action you can teleport up to 60 feet to an unoccupied space you can see that is also in dim light or darkness. You then have advantage on the first melee attack you make before the end of the turn. —Advanced Dungeons & Dragons 5th Edition

Benign Transposition:

Conjuration Wizard: At 6th level, you use your action to teleport up to 30 feet to an unoccupied space that you can see. Alternatively, you can choose a space within range that is occupied by a Small or Medium creature. If that creature is willing, you both transport, swapping places.

Once you use this feature, you can’t use it again until you finish a long rest or you cast a conjuration spell of 1st level or higher. —Advanced Dungeons & Dragons 5th Edition

Distant Strike:

Ranger, Walker: 11th level, you gain the ability to pass between the planes in the blink of an eye. When you take the Attack action, you can teleport up to 10 feet before each attack to an unoccupied space you can see.

If you attack at least two different creatures with the action, you can make one additional attack with it against a third creature. —Advanced Dungeons & Dragons 5th Edition

Shadow Walk:

Sorcerer, Shadow Magic: At 14th level, you gain the ability to step from one shadow into another. When you are in dim light or darkness, as a bonus action, you can magically teleport up to 120 feet to an unoccupied space you can see that is also in dim light or darkness. —Advanced Dungeons & Dragons 5th Edition

Athletic Skills:

Ambidexterity:

10 point advantage

Ambidexterity: You can use both hands with equal skill. You do not suffer the -4 DX penalty for using an “off hand” (see Handedness), and can fight (or act) with either hand, or (in an All-Out Attack) wth both hands at once. Should some accident befall one of your arms or hands, assume it is the left one. —GURPS (Generic Universal RolePlaying System) Basic Set Third Edition Revised

Acrobatics (Physical/Hard):

Defaults to DX-6

Acrobatics: This is the ability to perform acrobatic and gymnastic stunts, roll, take falls, and so on. A separate skill roll is required for each trick. This can be handy on an adventure: tightrope walking, human pyramids, and trapeze swinging all have useful applications. —GURPS (Generic Universal RolePlaying System) Basic Set Third Edition Revised

An Acrobatics roll may be substituted for a DX roll in any attempt to jump, roll, avoid Knockback, and so on. —GURPS (Generic Universal RolePlaying System) Basic Set Third Edition Revised

A character trying to Dodge a blow may attempt an Acrobatics Dodge, a jump or roll which avoids the attack in a flashy way. A successful Acrobatics roll will also reduce the effective distance of any fall by five yards. —GURPS (Generic Universal RolePlaying System) Basic Set Third Edition Revised

The GM may apply penalties as he or she sees fit for an especially difficult trick. —GURPS (Generic Universal RolePlaying System) Basic Set Third Edition Revised

40 points = Skill Level 25

Combat:

Armor and Weapons Permitted:

Armor and Weapons Permitted:

Armor: any (from cleric, fighter, paladin, and ranger) No armor worn while fighting as a monk. May cast spells while armor clad from elf. —Advanced Dungeons & Dragons Edition 1 Player’s Handbook

Shield: any (from cleric, fighter, paladin, and ranger) —Advanced Dungeons & Dragons Edition 1 Player’s Handbook

Weapons: any (from fighter, paladin, and ranger) —Advanced Dungeons & Dragons Edition 1 Player’s Handbook

Oil: yes (from cleric, druid, fighter, paladin, ranger, magic-user, illusionist, and thief) —Advanced Dungeons & Dragons Edition 1 Player’s Handbook

Poison: DM’s choice —Advanced Dungeons & Dragons Edition 1 Player’s Handbook

Combat Table:

Combat Table:

Use the 1.B. Attack Matrix for Fighters, Paladins, Rangers, Bards, and 0 Level Halflings and Humans —Advanced Dungeons & Dragons Edition 1 Dungeon Masters Guide

Opponent
Armor
Class
20-sided Die Score to Hit
-1018
-917
-816
-715
-614
-513
-412
-311
-210
-19
08
17
26
35
44
53
62
71
80
9-1
10-2

Advanced Dungeons & Dragons Edition 1 Dungeon Masters Guide

Saving Throws:

Saving Throws:

The first edition of Dungeons & Dragons used a saving roll system where the lower the table number the better. The player needs to roll the designated number or higher on 1d20 to make the save.

Paralyzation, Poison, or Death Magic saving roll of Clerics: 2Advanced Dungeons & Dragons Edition 1 Dungeon Masters Guide

Petrification or Polymorph saving roll of Thieves: 7Advanced Dungeons & Dragons Edition 1 Dungeon Masters Guide

Rod, Staff, or Wand saving roll of Magic-Users: 3Advanced Dungeons & Dragons Edition 1 Dungeon Masters Guide

Breath Weapon saving roll of Magic-Users: 7Advanced Dungeons & Dragons Edition 1 Dungeon Masters Guide

Spell saving roll of Magic-Users: 4Advanced Dungeons & Dragons Edition 1 Dungeon Masters Guide

Armor:

Plate Armor:

Plate armor is AC 3. —Advanced Dungeons & Dragons Edition 1 Dungeon Masters Guide

Plate mail with a shield is AC 2. —Advanced Dungeons & Dragons Edition 1 Dungeon Masters Guide

Weapons:

Action Surge:

Fighter: Starting at 2nd level, you can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action on top of your regular action and a possible bonus action.

Unarmed Combat:

Unarmored Armor Class:

When fighting unarmored, the 14th level monk has an effective armor class of -1 (a bonus of +11 above no armor). —Advanced Dungeons & Dragons Edition 1 Player’s Handbook

Open Hand Attacks:

Open hand combat damage is shown in MONKS TABLE II below. In addition, the monk has a chance to stun, or even kill, an opponent. An opponent is stunned by a monk for 1-6 (d6) melee rounds if the score of the monk’s “to hit” die score exceeds the minimum number required for a hit by 5 or more, i.e. if a 15 is required, a score of 20 would indicate a stun. The open hand “to hit” scores rolled by the monk are never modified by any strength ability bonuses. The chance to kill is a percentage which equals the armor class (AC) of the opponent, modified by the number of experience levels above seven which the monk has attained. AC -1 is a negative chance for killing, as an example, but a monk of 9th level (two above 7th) would allow a 1% chance of killing. Note that 1) the monk must score a hit, and 2) the hit must stun the opponent, and 3) the percentile dice score must be equal to or less than the armor class of the stunned opponent, modified by the monk’s level over 7th, in order to score a kill. —Advanced Dungeons & Dragons Edition 1 Player’s Handbook

Open hand fighting also allows the monk multiple attacks at such time as the monk has attained the 4th or higher experience level. —Advanced Dungeons & Dragons Edition 1 Player’s Handbook

Open Hand Attacks per Melee Round: 3 —Advanced Dungeons & Dragons Edition 1 Player’s Handbook

Open Hand Damage: 5-20 —Advanced Dungeons & Dragons Edition 1 Player’s Handbook

Punch Damage: 5-20 This is a strike with a single balled fist. —The Ysgarth Rule System Edition 1 Book 2. Battlecraft

Chop Damage: 5-20+2 This is a blow with the edge of a stiffened hand. —The Ysgarth Rule System Edition 1 Book 2. Battlecraft

Kick Damage: 5-20+4 This is a blow with a single foot. —The Ysgarth Rule System Edition 1 Book 2. Battlecraft

Head Butt Damage: 5-20+1 This is a blow with the head, one of the hardest parts of the body. —The Ysgarth Rule System Edition 1 Book 2. Battlecraft

Flying Kick Damage: 5-20+8 This lets the character leep foot-first at a foe and strike with both feet. —The Ysgarth Rule System Edition 1 Book 2. Battlecraft

Magic:

Sissification:

Sissification: Candy in Bondage the Slutty Magical Spread Eagle Inflatable Sex Doll magically turns men into sissies by touch. She makes them beautiful. The amount of time they are sissified depends on which holes they use and how many times (10 minutes for a hand or foot job, 1 hour for tittie fuck, 1 day for a blow job, 1 week for a ass fuck, 1 month for a pussy fuck, and 1 year for all three holes on the same day — all sissification stacks and is cumulative). Brief sissification comes with just touch. She can place the sissies into any kind of clothing and accessories and into any bondage equipment. She can change the appearance, clothing, and bondage of her sissies at any time. Her sissies are kept in clit cages except when having sex with her. Candy in Bondage the Slutty Magical Spread Eagle Inflatable Sex Doll can also turn women into futanari, beautiful women with a normal female body, except that in addition to a vagina, she also has a penis, with length in the 12-18 inch range and 2-3-/12 inch girth and excessive seminal output ranging from pints to gallons. Candy in Bondage the Slutty Magical Spread Eagle Inflatable Sex Doll can be worn by either men or women into kigurumi animegao, placing the character inside a flesh colored female doll body suit and matching female anime mask with large breasts, vaginal, mouth, and anal holes, and granting all of the abilities of the Candy in Bondage the Slutty Magical Spread Eagle Inflatable Sex Doll to the character.

Magic Item Use:

The character may use all potions; all magic, clerical, “protection”, druid, and illusionist scrolls; all rings; all wands, staves, and rods; all miscelleous items; all books and similar written works; all artifacts; and all forms of armor, shields, and weapons. The character may employ magic items and spells while wearing armor.

Musical Instrument:

Bard Instrument: Candy in Bondage the Slutty Magical Spread Eagle Inflatable Sex Doll is a bard musical instrument for the various magic effects that a bard can do with a musical instrument. She is activated by having her mouth kissed, mouth fucked, breasts fondled, breasts kissed, tits sucked, tits fucked, pussy fondled, vagina kissed, vagina sucked, pussy fucked, or anus fucked by a bard of any level. She moans when activated in any of these ways (by anyone, but the magical effects only occur from a bard). When she orgasms, she screams and moans loudly, providing a double effect for that round.

Character Spells:

The casting of spells, clerical and magical, is a very important aspect of play. Most spells have a verbal component, and so must be uttered. Most spells also have a somatic (movement of the caster’s body, such as gesturing) component. Some spells have a third component, that of material.Advanced Dungeons & Dragons Edition 1 Player’s Handbook

Spells of any sort must therefore be selected prior to setting out on an adventure, for memorization requires considerable time. (Your Dungeon Master will inform you fully as to what state of refreshment the mind of a spell caster must be in, as well as the time required to memorize a given spell.) As a rule of tumb, allow 15 minutes of game time for memorization of one spell level, i.e. a 1st level spell or half a 2nd level spell. Such activity requires a mind rested by a good sleep and nourished by the body. —Advanced Dungeons & Dragons Edition 1 Player’s Handbook

Once cast, a spell is totally forgotten. Gone. The mystical symbols impressed upon the brain carry power, and speaking the spell discharges this power, draining all memory of the spell used. This does not preclude multiple memorizations of the same spell, but does preclude multiple use of a single spell memorized but once. When a spell caster shoots his or her spell-bolt, so to speak, it is gone. —Advanced Dungeons & Dragons Edition 1 Player’s Handbook

The nature and components of the various spells are given in the section immediately after the spell tables [that large portion of the book is not repeated below]. These spell descriptions also contain such information as it pertinent, i.e. range, duration, effect, etc. Your Dungeon Master may add to or delete from a spell(s) and may even add or delete entire spells. He or she will inform you of these changes prior to selecting spells or when new spells become available to your character. —Advanced Dungeons & Dragons Edition 1 Player’s Handbook

Material components for spells are assumed to be kept in little pockets, stored in the folds and small pockets of the spell caster’s garb. Of course, some materials are too bulky, and in these cases the materials must be accounted for carefully. Also, some materials are rare, and these must be found and acquired by the spell user. —Advanced Dungeons & Dragons Edition 1 Player’s Handbook

Special cases which pertain to each class of spell-using character type will be noted before each set of spell explanations. —Advanced Dungeons & Dragons Edition 1 Player’s Handbook

Divine Magic:

Clerical Investment:

5 or more points advantage
GM’s discretion

Clerical Investment: You have been ordained as a priestess of Bast. A cleric has a +1 reaction bonus from co-religionists and those who respect her faith. She will be addresses by a title — Sesh Per Ankh or Priestess — and can perform such ceremonies as Confirmation, Marriage, and Exorcism. —GURPS (Generic Universal RolePlaying System) Basic Set Third Edition Revised

Clerics can call upon active aid from Beyond. So, Clerical Investment will be worth 10 points or more. —GURPS (Generic Universal RolePlaying System) Basic Set Third Edition Revised

Total Cost: 10 points

Cleric Spell Use:

Cleric Spells: A study of the spells usable by clerics (see CHARACTER SPELLS) will convey the main purpose of the cleric. That is, the cleric serves to fortify, protect, and revitalize. The cleric also has a limited number of attack spells, some of which are simply the reverse form of curative incantations. Note that all spells must be spoken or read aloud. —Advanced Dungeons & Dragons Edition 1 Player’s Handbook

Cleric Holy Symbol:

All clerics have certain holy symbols which aid them and give more power to their spells. —Advanced Dungeons & Dragons Edition 1 Player’s Handbook

Ankh

Turning Undead:

Turning Undead: Another important attribute of the cleric is the ability to turn away (or actually command into service) the undead and less powerful demons and devils.

The undead are: ghasts, ghosts, ghouls, liches, mummies, shadows, skeletons, spectres, wights, wraiths, vampires, and zombies. These creatures, as well as demons and devils, are detailed in ADVANCED DUNGEONS & DRAGONS, MONSTER MANUAL. The matrix showing what effect clerics of various levels have upon such creatures is for use by the Dungeon Master only. As a rule of thumb, a cleric is effective against any undead monster whose hit dice are not greater than those of the cleric. Only high level clerics have any hope of driving away or influencing demons or devils. —Advanced Dungeons & Dragons Edition 1 Player’s Handbook

Cleric Spells:

The cleric has six 1st level cleric spell slots plus two more from wisdom bonus for a total of eight spell slots at 14th level. —Advanced Dungeons & Dragons Edition 1 Player’s Handbook

The cleric has six 2nd level cleric spell slots plus two more from wisdom bonus for a total of eight spell slots at 14th level. —Advanced Dungeons & Dragons Edition 1 Player’s Handbook

The cleric has six 3rd level cleric spell slots plus one more from wisdom bonus for a total of seven spell slots at 14th level. —Advanced Dungeons & Dragons Edition 1 Player’s Handbook

The cleric has five 4th level cleric spell slots plus one more from wisdom bonus for a total of six spell slots at 14th level. —Advanced Dungeons & Dragons Edition 1 Player’s Handbook

The cleric has three 5th level cleric spell slots at 14th level. —Advanced Dungeons & Dragons Edition 1 Player’s Handbook

The cleric has two 6th level cleric spell slots at 29th level. The cleric must have a wisdom of 17 or greater to use sixth level spells.—Advanced Dungeons & Dragons Edition 1 Player’s Handbook

The cleric has one 7th level cleric spell slots at 14th level. The cleric must have a wisdom of 18 or greater to use sixth level spells. —Advanced Dungeons & Dragons Edition 2 Player’s Handbook

Cleric Spell Tables:

Clerical spells, including the druidic, are bestowed by the divine, so that the cleric need but pray for a few hours and the desired verbal and somatic spell components will be placed properly in his or her mind. First, second, third, and even fourth level spells are granted to the cleric through meditation and devout prayer. This spell giving is accomplished by the lesser servants of the cleric’s deity. Fifth, sixth, and seventh level spells can be given to the cleric ONLY by the cleric’s deity (Bast), not through some intermediary source. Note that the cleric might well be judged by his or her deity at such time, as the cleric must supplicate the deity for the granting of these spells. While the deity may grant spells full willingly, a deed or sacrifice, atonement or abasement may be required. The deity might also ignore a specific spell request and give the cleric some other spell (or none at all). Your Dungeon Master will handle this considering a cleric’s alignment and faithfulness to it and his or her deity. Note that some cleric spells (all all druid spells) also require material ingredients in order for the desired effect to take place. Such components must be supplied by the cleric (or druid), as material is not bestowed. —Advanced Dungeons & Dragons Edition 1 Player’s Handbook

1st Level Cleric Spells:

  1. Bless (AD&D 1e)
  2. Command (AD&D 1e)
  3. Create Water (AD&D 1e)
  4. Cure Light Wounds (AD&D 1e)
  5. Detect Evil (AD&D 1e)
  6. Detect Magic (AD&D 1e)
  7. Light (AD&D 1e)
  8. Protection From Evil/Good (AD&D 1e)
  9. Purify Food & Drink (AD&D 1e)
  10. Remove Fear (AD&D 1e)
  11. Resist Cold (AD&D 1e)
  12. Sanctuary (AD&D 1e)

2nd Level Cleric Spells:

  1. Augury (AD&D 1e)
  2. Chant (AD&D 1e)
  3. Detect Charm (AD&D 1e)
  4. Find Traps (AD&D 1e)
  5. Hold Person (AD&D 1e)
  6. Know Alignment (AD&D 1e)
  7. Resist Fire (AD&D 1e)
  8. Silence 15' Radius (AD&D 1e)
  9. Slow Poison (AD&D 1e)
  10. Snake Charm (AD&D 1e)
  11. Speak With Animals (AD&D 1e)
  12. Spiritual Hammer (AD&D 1e)

3rd Level Cleric Spells:

  1. Animate Dead (AD&D 1e)
  2. Continual Light (AD&D 1e)
  3. Create Food & Water (AD&D 1e)
  4. Cure Blindness (AD&D 1e)
  5. Cure Disease (AD&D 1e)
  6. Dispel Magic (AD&D 1e)
  7. Feign Death (AD&D 1e)
  8. Glyph of Warding (AD&D 1e)
  9. Locate Object (AD&D 1e)
  10. Prayer (AD&D 1e)
  11. Remove Curse (AD&D 1e)
  12. Speak With Dead (AD&D 1e)

4th Level Cleric Spells:

  1. Cure Serious Wounds (AD&D 1e)
  2. Detect Lie (AD&D 1e)
  3. Divination (AD&D 1e)
  4. Exorcise (AD&D 1e)
  5. Lower Water (AD&D 1e)
  6. Neutralize Poison (AD&D 1e)
  7. Protection From Evil/Good 10' Radius (AD&D 1e)
  8. Speak With Plants (AD&D 1e)
  9. Sticks To Snakes (AD&D 1e)
  10. Tongues (AD&D 1e)

5th Level Cleric Spells:

  1. Atonement (AD&D 1e)
  2. Commune (AD&D 1e)
  3. Cure Critical Wounds (AD&D 1e)
  4. Dispel Evil (AD&D 1e)
  5. Flame Strike (AD&D 1e)
  6. Insect Plague (AD&D 1e)
  7. Plane Shift (AD&D 1e)
  8. Quest (AD&D 1e)
  9. Raise Dead (AD&D 1e)
  10. True Seeing (AD&D 1e)

6th Level Cleric Spells:

  1. Aerial Servant (AD&D 1e)
  2. Animate Object (AD&D 1e)g (AD&D 1e)
  3. Blade Barrier (AD&D 1e)
  4. Conjure Animals (AD&D 1e)
  5. Find The Path (AD&D 1e)
  6. Heal (AD&D 1e)
  7. Part Water (AD&D 1e)
  8. Speak With Monsters (AD&D 1e)
  9. Stone Tell (AD&D 1e)
  10. Word Of Recall (AD&D 1e)

7th Level Cleric Spells:

  1. Astral Spell (AD&D 1e)
  2. Control Weather (AD&D 1e)
  3. Earthquake (AD&D 1e)
  4. Gate (AD&D 1e)
  5. Holy (Unholy) Word (AD&D 1e)
  6. Regegade (AD&D 1e)
  7. Restoration (AD&D 1e)
  8. Resurrection (AD&D 1e)
  9. Symbol (AD&D 1e)
  10. Wind Walk (AD&D 1e)

Druid Spell Casting:

Mistletoe is the holy symbol of druids, and it gives power to their spells. They have an obligation to protect tree and wild plants, crops, and to a lesser extent, their human followers and animals. If druids observe any creature destroying their charges, the druids are unlikely to risk their lives to prevent the destruction. Rather, it is probable that the druids will seek retribution and revenge as a later date as opportunity presents itself. —Advanced Dungeons & Dragons Edition 1 Player’s Handbook

Druid Spells:

The druid has six 1st level druid spell slots at 14th level. —Advanced Dungeons & Dragons Edition 1 Player’s Handbook

The druid has six 2nd level druid spell slots at 14th level. —Advanced Dungeons & Dragons Edition 1 Player’s Handbook

The druid has six 3rd level druid spell slots at 14th level. —Advanced Dungeons & Dragons Edition 1 Player’s Handbook

The druid has six 4th level druid spell slots at 14th level. —Advanced Dungeons & Dragons Edition 1 Player’s Handbook

The druid has six 5th level druid spell slots at 14th level. —Advanced Dungeons & Dragons Edition 1 Player’s Handbook

The druid has four 6th level druid spell slots at 14th level. —Advanced Dungeons & Dragons Edition 1 Player’s Handbook

The druid has three 7th level druid spell slots at 14th level. —Advanced Dungeons & Dragons Edition 1 Player’s Handbook

Druid Spell Tables:

Clerical spells, including the druidic, are bestowed by the divine, so that the cleric need but pray for a few hours and the desired verbal and somatic spell components will be placed properly in his or her mind. First, second, third, and even fourth level spells are granted to the cleric through meditation and devout prayer. This spell giving is accomplished by the lesser servants of the cleric’s deity. Fifth, sixth, and seventh level spells can be given to the cleric ONLY by the cleric’s deity (Bast), not through some intermediary source. Note that the cleric might well be judged by his or her deity at such time, as the cleric must supplicate the deity for the granting of these spells. While the deity may grant spells full willingly, a deed or sacrifice, atonement or abasement may be required. The deity might also ignore a specific spell request and give the cleric some other spell (or none at all). Your Dungeon Master will handle this considering a cleric’s alignment and faithfulness to it and his or her deity. Note that some cleric spells (all all druid spells) also require material ingredients in order for the desired effect to take place. Such components must be supplied by the cleric (or druid), as material is not bestowed. —Advanced Dungeons & Dragons Edition 1 Player’s Handbook

1st Level Druid Spells:

  1. Animal Friendship (AD&D 1e)
  2. Detect Magic (AD&D 1e)
  3. Detect Snares & Pits (AD&D 1e)
  4. Entangle (AD&D 1e)
  5. Faerie Fire (AD&D 1e)
  6. Invisibility To Animals (AD&D 1e)
  7. Locate Animals (AD&D 1e)
  8. Pass Without Trace (AD&D 1e)
  9. Predict Weather (AD&D 1e)
  10. Purify Water (AD&D 1e)
  11. Shillelagh (AD&D 1e)
  12. Speak With Animals (AD&D 1e)

2nd Level Druid Spells:

  1. Barkskin (AD&D 1e)
  2. Charm Person Or Mammal (AD&D 1e)
  3. Create Water (AD&D 1e)
  4. Cure Light Wounds (AD&D 1e)
  5. Feign Death (AD&D 1e)
  6. Fire Trap (AD&D 1e)
  7. Heat Metal (AD&D 1e)
  8. Locate Plants (AD&D 1e)
  9. Obscurement (AD&D 1e)
  10. Produce Flames (AD&D 1e)
  11. Trip (AD&D 1e)
  12. Warp Wood (AD&D 1e)

3rd Level Druid Spells:

  1. Call Lightning (AD&D 1e)
  2. Cure Disease (AD&D 1e)
  3. Hold Animal (AD&D 1e)
  4. Neutralize Poison (AD&D 1e)
  5. Plant Growth (AD&D 1e)
  6. Protection From Fire (AD&D 1e)
  7. Pyrotechnics (AD&D 1e)
  8. Snare (AD&D 1e)
  9. Stone Shape (AD&D 1e)
  10. Summon Insects (AD&D 1e)
  11. Tree (AD&D 1e)
  12. Water Breathing (AD&D 1e)

4th Level Druid Spells:

  1. Animal Summoning I (AD&D 1e)
  2. Call Woodland Beings (AD&D 1e)
  3. Control Temperature 10' Radius (AD&D 1e)
  4. Cure Serious Wounds (AD&D 1e)
  5. Dispel Magic (AD&D 1e)
  6. Hallucinatory Forest (AD&D 1e)
  7. Hold Plant (AD&D 1e)
  8. Plant Door (AD&D 1e)
  9. Produce Fire (AD&D 1e)
  10. Proetction From Lightning (AD&D 1e)
  11. Repel Insects (AD&D 1e)
  12. Speak With Plants (AD&D 1e)

5th Level Druid Spells:

  1. Animal Growth I (AD&D 1e)
  2. Animal Summoning II (AD&D 1e)
  3. Anti-Plant Shell (AD&D 1e)
  4. Commune With Nature (AD&D 1e)
  5. Control Winds (AD&D 1e)
  6. Insect Plague (AD&D 1e)
  7. Pass Plant (AD&D 1e)
  8. Sticks To Snakes (AD&D 1e)
  9. Transmute Rock To Mud (AD&D 1e)
  10. Wall Of Fire (AD&D 1e)

6th Level Druid Spells:

  1. Animal Summoning III (AD&D 1e)
  2. Anti-Animal Shell (AD&D 1e)
  3. Conjure Fire Elemental (AD&D 1e)
  4. Cure Critical Wounds (AD&D 1e)
  5. Feeblemind (AD&D 1e)
  6. Fire Seeds (AD&D 1e)
  7. Transport Via Plants (AD&D 1e)
  8. Turn Wood (AD&D 1e)g (AD&D 1e)
  9. Wall of Thorns (AD&D 1e)
  10. Weather Summoning (AD&D 1e)

7th Level Druid Spells:

  1. Animate Rock (AD&D 1e)
  2. Chariot Of Sustarre (AD&D 1e)
  3. Confusion (AD&D 1e)
  4. Conjure Earth Elemental (AD&D 1e)
  5. Control Weather (AD&D 1e)
  6. Creeping Doom (AD&D 1e)
  7. Finger Of Death (AD&D 1e)
  8. Fire Storm (AD&D 1e)
  9. Reincarnate (AD&D 1e)
  10. Transmute Metal To Wood (AD&D 1e)

Laying on Hands:

Laying on Hands: As a first level Paladin, your blessed touch can heal wounds. You have a pool of healing power that replenishes when you take a long rest. With that pool, you can restore a total number of hit points equal to your paladin level x 5. —Advanced Dungeons & Dragons Edition 5 Player’s Handbook

As an action, you can touch a creature and draw from the pool to restore a number of hit points to that creature, up to the maximum amount remaining in your pool. —Advanced Dungeons & Dragons Edition 5 Player’s Handbook

Alternatively, you can expend 5 hit points from your pool of healing to cure the target of one disease or neutralize one poison affecting it. You can cure multiple diseases and neutralize multiple poisons with a single use of Lay on Hands, expending hit points seperately for each one. —Advanced Dungeons & Dragons Edition 5 Player’s Handbook

This feature has no effect on undead and constructs. —Advanced Dungeons & Dragons Edition 5 Player’s Handbook

Healing Pool: 70

Channeling Spells:

Spell User Classifications:

4.1 PURE SPELL USERSI.C.E. (Iron Crown Enterprises) Rolemaster edition 1 Spell Law

Pure spell users are of professions which have concentrated on one realm of power. Thus, their spells can obtain more power in general than other types of spell users. —I.C.E. (Iron Crown Enterprises) Rolemaster edition 1 Spell Law

4.14 ClericI.C.E. (Iron Crown Enterprises) Rolemaster edition 1 Spell Law

Clerics are pure spell users of channeling who have concentrated in spells which require the most direct power from their deities. Their base spells deal directly with life, communing with deities, summoning live creatures, protection from servants of opposing deities, and direct channeling from their own deities. These spell users are the most powerful of the spell users of channeling, but they are also the most estricted in the sense of heeding the desires or alignment of their deity (to be determined by the Gamemaster). —I.C.E. (Iron Crown Enterprises) Rolemaster edition 1 Spell Law

4.15 AnimistI.C.E. (Iron Crown Enterprises) Rolemaster edition 1 Spell Law

Animists are pure spell users of channeling who have concentrated on spells which deal with living things (e.g., druids). Their base spells deal with plants, animals, nature in general, and weather. —I.C.E. (Iron Crown Enterprises) Rolemaster edition 1 Spell Law

4.16 HealerI.C.E. (Iron Crown Enterprises) Rolemaster edition 1 Spell Law

Healers are pure spell users of channeling who have concentrated on spells of self-healing and the ability to take the injuries of others UPON THEMSELVES. Thus, a healer could heal a person by taking the injury of the patient upon him or hersefl and then healing this injury gradually. —I.C.E. (Iron Crown Enterprises) Rolemaster edition 1 Spell Law

Open Channeling Spell Lists:

  • Spell Defense
  • Barrier Law
  • Detection Mastery
  • Lofty Movements
  • Weather Ways
  • Sound’s Way
  • Light’s Way
  • Purification
  • Concussion’s Ways
  • Nature’s Law

I.C.E. (Iron Crown Enterprises) Rolemaster edition 1 Spell Law

Spell Defense:

Spell Defense is an Open Channeling Spell List.

Level 1:

Protection I —I.C.E. (Iron Crown Enterprises) Rolemaster edition 1 Spell Law

Level 2:

Protection I (10' R) —I.C.E. (Iron Crown Enterprises) Rolemaster edition 1 Spell Law

Level 5:

Protection II —I.C.E. (Iron Crown Enterprises) Rolemaster edition 1 Spell Law

Level 7:

Protection II (10' R) —I.C.E. (Iron Crown Enterprises) Rolemaster edition 1 Spell Law

Level 9:

Channeling Shield —I.C.E. (Iron Crown Enterprises) Rolemaster edition 1 Spell Law

Level 10:

Protection III —I.C.E. (Iron Crown Enterprises) Rolemaster edition 1 Spell Law

Level 11:

Essence Shield —I.C.E. (Iron Crown Enterprises) Rolemaster edition 1 Spell Law

Level 13:

Wind Shield —I.C.E. (Iron Crown Enterprises) Rolemaster edition 1 Spell Law

Level 14:

Protection IV —I.C.E. (Iron Crown Enterprises) Rolemaster edition 1 Spell Law

Level 15:

Spell Shield II —I.C.E. (Iron Crown Enterprises) Rolemaster edition 1 Spell Law

Level 17:

Protection V —I.C.E. (Iron Crown Enterprises) Rolemaster edition 1 Spell Law

Level 19:

Spell Shield True —I.C.E. (Iron Crown Enterprises) Rolemaster edition 1 Spell Law

Level 20:

Channeling Resistance —I.C.E. (Iron Crown Enterprises) Rolemaster edition 1 Spell Law

Level 25:

Essence Resistance —I.C.E. (Iron Crown Enterprises) Rolemaster edition 1 Spell Law

Level 30:

Mentalism Resistance —I.C.E. (Iron Crown Enterprises) Rolemaster edition 1 Spell Law

Level 50:

Resistance True —I.C.E. (Iron Crown Enterprises) Rolemaster edition 1 Spell Law

Barrier Law:

Barrier Law is an Open Channeling Spell List.

Level 2:

Airwall —I.C.E. (Iron Crown Enterprises) Rolemaster edition 1 Spell Law

Level 4:

Waterwall —I.C.E. (Iron Crown Enterprises) Rolemaster edition 1 Spell Law

Level 5:

Woodwall —I.C.E. (Iron Crown Enterprises) Rolemaster edition 1 Spell Law

Level 7:

Earthwall —I.C.E. (Iron Crown Enterprises) Rolemaster edition 1 Spell Law

Level 8:

Icewall —I.C.E. (Iron Crown Enterprises) Rolemaster edition 1 Spell Law

Level 10:

Barrier Pit —I.C.E. (Iron Crown Enterprises) Rolemaster edition 1 Spell Law

Level 11:

Airwall True —I.C.E. (Iron Crown Enterprises) Rolemaster edition 1 Spell Law

Level 12:

Stonewall —I.C.E. (Iron Crown Enterprises) Rolemaster edition 1 Spell Law

Level 13:

Waterwall True —I.C.E. (Iron Crown Enterprises) Rolemaster edition 1 Spell Law

Level 15:

Woodwall True —I.C.E. (Iron Crown Enterprises) Rolemaster edition 1 Spell Law

Level 17:

Earthwall True —I.C.E. (Iron Crown Enterprises) Rolemaster edition 1 Spell Law

Level 18:

Icewall (20' x 20') —I.C.E. (Iron Crown Enterprises) Rolemaster edition 1 Spell Law

Level 20:

Stonewall True —I.C.E. (Iron Crown Enterprises) Rolemaster edition 1 Spell Law

Level 25:

Meld Walls —I.C.E. (Iron Crown Enterprises) Rolemaster edition 1 Spell Law

Level 30:

Curved Wall —I.C.E. (Iron Crown Enterprises) Rolemaster edition 1 Spell Law

Level 50:

Wall of Force —I.C.E. (Iron Crown Enterprises) Rolemaster edition 1 Spell Law

Detection Mastery:

Detection Mastery is an Open Channeling Spell List.

Level 1:

Detect Channeling —I.C.E. (Iron Crown Enterprises) Rolemaster edition 1 Spell Law

Level 2:

Detect Essence —I.C.E. (Iron Crown Enterprises) Rolemaster edition 1 Spell Law

Level 3:

Detect Mentalism —I.C.E. (Iron Crown Enterprises) Rolemaster edition 1 Spell Law

Level 4:

Detect Life —I.C.E. (Iron Crown Enterprises) Rolemaster edition 1 Spell Law

Level 5:

Detect Curse —I.C.E. (Iron Crown Enterprises) Rolemaster edition 1 Spell Law

Level 6:

Deect Undead —I.C.E. (Iron Crown Enterprises) Rolemaster edition 1 Spell Law

Level 7:

Detect Traps —I.C.E. (Iron Crown Enterprises) Rolemaster edition 1 Spell Law

Level 8:

Life Typing —I.C.E. (Iron Crown Enterprises) Rolemaster edition 1 Spell Law

Level 9:

Detect Invisible —I.C.E. (Iron Crown Enterprises) Rolemaster edition 1 Spell Law

Level 10:

Perceive Power —I.C.E. (Iron Crown Enterprises) Rolemaster edition 1 Spell Law

Level 11:

Poison Analysis —I.C.E. (Iron Crown Enterprises) Rolemaster edition 1 Spell Law

Level 13:

Power Typing —I.C.E. (Iron Crown Enterprises) Rolemaster edition 1 Spell Law

Level 15:

Detect Spell —I.C.E. (Iron Crown Enterprises) Rolemaster edition 1 Spell Law

Level 17:

Perceive Power (500') —I.C.E. (Iron Crown Enterprises) Rolemaster edition 1 Spell Law

Level 18:

Location —I.C.E. (Iron Crown Enterprises) Rolemaster edition 1 Spell Law

Level 20:

Curse Analysis —I.C.E. (Iron Crown Enterprises) Rolemaster edition 1 Spell Law

Level 25:

Life Analysis —I.C.E. (Iron Crown Enterprises) Rolemaster edition 1 Spell Law

Level 30:

Detect True —I.C.E. (Iron Crown Enterprises) Rolemaster edition 1 Spell Law

Level 50:

Location True —I.C.E. (Iron Crown Enterprises) Rolemaster edition 1 Spell Law

Lofty Movements:

Lofty Movements is an Open Channeling Spell List.

Level 4:

Limbwalking —I.C.E. (Iron Crown Enterprises) Rolemaster edition 1 Spell Law

Level 5:

Stonewalking —I.C.E. (Iron Crown Enterprises) Rolemaster edition 1 Spell Law

Level 6:

Waterwalking —I.C.E. (Iron Crown Enterprises) Rolemaster edition 1 Spell Law

Level 7:

Merging Organic —I.C.E. (Iron Crown Enterprises) Rolemaster edition 1 Spell Law

Level 9:

Limbrunning —I.C.E. (Iron Crown Enterprises) Rolemaster edition 1 Spell Law

Level 10:

Stonerunning —I.C.E. (Iron Crown Enterprises) Rolemaster edition 1 Spell Law

Level 11:

Waterrunning —I.C.E. (Iron Crown Enterprises) Rolemaster edition 1 Spell Law

Level 12:

Windwalking —I.C.E. (Iron Crown Enterprises) Rolemaster edition 1 Spell Law

Level 15:

Great Merging Organic —I.C.E. (Iron Crown Enterprises) Rolemaster edition 1 Spell Law

Level 18:

Windrunning —I.C.E. (Iron Crown Enterprises) Rolemaster edition 1 Spell Law

Level 20:

Merging True Organic —I.C.E. (Iron Crown Enterprises) Rolemaster edition 1 Spell Law

Level 25:

Windrunning True —I.C.E. (Iron Crown Enterprises) Rolemaster edition 1 Spell Law

Level 30:

Word of Return —I.C.E. (Iron Crown Enterprises) Rolemaster edition 1 Spell Law

Level 50:

Rereturning —I.C.E. (Iron Crown Enterprises) Rolemaster edition 1 Spell Law

Weather Ways:

Weather Ways is an Open Channeling Spell List.

Level 1:

Living Gauge —I.C.E. (Iron Crown Enterprises) Rolemaster edition 1 Spell Law

Level 2:

Rain Prediction —I.C.E. (Iron Crown Enterprises) Rolemaster edition 1 Spell Law

Level 4:

Storm Prediction —I.C.E. (Iron Crown Enterprises) Rolemaster edition 1 Spell Law

Level 5:

Weather Prediction —I.C.E. (Iron Crown Enterprises) Rolemaster edition 1 Spell Law

Level 7:

Breeze Call —I.C.E. (Iron Crown Enterprises) Rolemaster edition 1 Spell Law

Level 8:

Fog Call —I.C.E. (Iron Crown Enterprises) Rolemaster edition 1 Spell Law

Level 10:

Weather Prediction (3 days) —I.C.E. (Iron Crown Enterprises) Rolemaster edition 1 Spell Law

Level 11:

Precipitation Call —I.C.E. (Iron Crown Enterprises) Rolemaster edition 1 Spell Law

Level 13:

Weather Prediction (5 days) —I.C.E. (Iron Crown Enterprises) Rolemaster edition 1 Spell Law

Level 15:

Wind Mastery —I.C.E. (Iron Crown Enterprises) Rolemaster edition 1 Spell Law

Level 18:

Clear Skies —I.C.E. (Iron Crown Enterprises) Rolemaster edition 1 Spell Law

Level 19:

Weather Prediction (30 days) —I.C.E. (Iron Crown Enterprises) Rolemaster edition 1 Spell Law

Level 20:

Rain Call —I.C.E. (Iron Crown Enterprises) Rolemaster edition 1 Spell Law

Level 25:

Sky Call —I.C.E. (Iron Crown Enterprises) Rolemaster edition 1 Spell Law

Level 30:

Storm Call —I.C.E. (Iron Crown Enterprises) Rolemaster edition 1 Spell Law

Level 50:

Weather Mastery —I.C.E. (Iron Crown Enterprises) Rolemaster edition 1 Spell Law

Sound’s Ways:

Sound’s Ways is an Open Channeling Spell List.

Level 1:

Speech I —I.C.E. (Iron Crown Enterprises) Rolemaster edition 1 Spell Law

Level 3:

Quiet I —I.C.E. (Iron Crown Enterprises) Rolemaster edition 1 Spell Law

Level 5:

Soundwall I —I.C.E. (Iron Crown Enterprises) Rolemaster edition 1 Spell Law

Level 6:

Speech II —I.C.E. (Iron Crown Enterprises) Rolemaster edition 1 Spell Law

Level 7:

Silence —I.C.E. (Iron Crown Enterprises) Rolemaster edition 1 Spell Law

Level 8:

Quiet III —I.C.E. (Iron Crown Enterprises) Rolemaster edition 1 Spell Law

Level 10:

Soundwall V —I.C.E. (Iron Crown Enterprises) Rolemaster edition 1 Spell Law

Level 11:

Quiet V —I.C.E. (Iron Crown Enterprises) Rolemaster edition 1 Spell Law

Level 13:

Silence (50' R) —I.C.E. (Iron Crown Enterprises) Rolemaster edition 1 Spell Law

Level 15:

Speech III —I.C.E. (Iron Crown Enterprises) Rolemaster edition 1 Spell Law

Level 17:

Sounding —I.C.E. (Iron Crown Enterprises) Rolemaster edition 1 Spell Law

Level 20:

Silence (100' R) —I.C.E. (Iron Crown Enterprises) Rolemaster edition 1 Spell Law

Level 25:

Mass Soundawalls —I.C.E. (Iron Crown Enterprises) Rolemaster edition 1 Spell Law

Level 30:

Mass Quiet —I.C.E. (Iron Crown Enterprises) Rolemaster edition 1 Spell Law

Level 50:

Speech True —I.C.E. (Iron Crown Enterprises) Rolemaster edition 1 Spell Law

Light’s Way:

Light’s Way is an Open Channeling Spell List.

Level 1:

Projected Light —I.C.E. (Iron Crown Enterprises) Rolemaster edition 1 Spell Law

Level 2:

Light I —I.C.E. (Iron Crown Enterprises) Rolemaster edition 1 Spell Law

Level 3:

Aura —I.C.E. (Iron Crown Enterprises) Rolemaster edition 1 Spell Law

Level 4:

Light II —I.C.E. (Iron Crown Enterprises) Rolemaster edition 1 Spell Law

Level 5:

Sudden Light —I.C.E. (Iron Crown Enterprises) Rolemaster edition 1 Spell Law

Level 6:

True Aura —I.C.E. (Iron Crown Enterprises) Rolemaster edition 1 Spell Law

Level 7:

Shock Bolt —I.C.E. (Iron Crown Enterprises) Rolemaster edition 1 Spell Law

Level 8:

Light III —I.C.E. (Iron Crown Enterprises) Rolemaster edition 1 Spell Law

Level 9:

Utterlight —I.C.E. (Iron Crown Enterprises) Rolemaster edition 1 Spell Law

Level 10:

Waiting Light —I.C.E. (Iron Crown Enterprises) Rolemaster edition 1 Spell Law

Level 11:

Flare —I.C.E. (Iron Crown Enterprises) Rolemaster edition 1 Spell Law

Level 13:

Light V —I.C.E. (Iron Crown Enterprises) Rolemaster edition 1 Spell Law

Level 15:

Light X —I.C.E. (Iron Crown Enterprises) Rolemaster edition 1 Spell Law

Level 17:

Utterlight V —I.C.E. (Iron Crown Enterprises) Rolemaster edition 1 Spell Law

Level 18:

Mass Light —I.C.E. (Iron Crown Enterprises) Rolemaster edition 1 Spell Law

Level 20:

Mass Aura —I.C.E. (Iron Crown Enterprises) Rolemaster edition 1 Spell Law

Level 25:

Lightning Call —I.C.E. (Iron Crown Enterprises) Rolemaster edition 1 Spell Law

Level 30:

Alkar —I.C.E. (Iron Crown Enterprises) Rolemaster edition 1 Spell Law

Level 50:

Mass Utterlight —I.C.E. (Iron Crown Enterprises) Rolemaster edition 1 Spell Law

Purification:

Purification is an Open Channeling Spell List.

Level 1:

Disease Purification —I.C.E. (Iron Crown Enterprises) Rolemaster edition 1 Spell Law

Level 3:

Poison Purification —I.C.E. (Iron Crown Enterprises) Rolemaster edition 1 Spell Law

Level 4:

Disease Resistance I —I.C.E. (Iron Crown Enterprises) Rolemaster edition 1 Spell Law

Level 5:

Poison Resistance I —I.C.E. (Iron Crown Enterprises) Rolemaster edition 1 Spell Law

Level 8:

Disease resistance II —I.C.E. (Iron Crown Enterprises) Rolemaster edition 1 Spell Law

Level 9:

Disease resistance II —I.C.E. (Iron Crown Enterprises) Rolemaster edition 1 Spell Law

Level 10:

Mind Disease Cures —I.C.E. (Iron Crown Enterprises) Rolemaster edition 1 Spell Law

Level 11:

Disease Resistance III —I.C.E. (Iron Crown Enterprises) Rolemaster edition 1 Spell Law

Level 12:

Poison Resistance III —I.C.E. (Iron Crown Enterprises) Rolemaster edition 1 Spell Law

Level 14:

Undisease —I.C.E. (Iron Crown Enterprises) Rolemaster edition 1 Spell Law

Level 15:

Unpoison —I.C.E. (Iron Crown Enterprises) Rolemaster edition 1 Spell Law

Level 18:

Mass Undisease —I.C.E. (Iron Crown Enterprises) Rolemaster edition 1 Spell Law

Level 19:

Mass Unpoison —I.C.E. (Iron Crown Enterprises) Rolemaster edition 1 Spell Law

Level 20:

Mind Disease Cures True —I.C.E. (Iron Crown Enterprises) Rolemaster edition 1 Spell Law

Level 25:

Greater Disease Purification —I.C.E. (Iron Crown Enterprises) Rolemaster edition 1 Spell Law

Level 30:

Greater Poison Purification —I.C.E. (Iron Crown Enterprises) Rolemaster edition 1 Spell Law

Level 50:

Purificaition True —I.C.E. (Iron Crown Enterprises) Rolemaster edition 1 Spell Law

Concussion’s Way:

Concussion’s Way is an Open Channeling Spell List.

Level 1:

Healing (1-10) —I.C.E. (Iron Crown Enterprises) edition 1 Spell Law

Level 2:

Frostbite Relief —I.C.E. (Iron Crown Enterprises) edition 1 Spell Law

Level 3:

Frost/Burn Relief I —I.C.E. (Iron Crown Enterprises) edition 1 Spell Law

Level 4:

Healing (3-30) —I.C.E. (Iron Crown Enterprises) edition 1 Spell Law

Level 5:

Stun Relief —I.C.E. (Iron Crown Enterprises) edition 1 Spell Law

Level 6:

Frost/Burn Relief II —I.C.E. (Iron Crown Enterprises) edition 1 Spell Law

Level 7:

Regenerate I —I.C.E. (Iron Crown Enterprises) edition 1 Spell Law

Level 8:

Healing (5-50) —I.C.E. (Iron Crown Enterprises) edition 1 Spell Law

Level 9:

Frost/Burn Relief III —I.C.E. (Iron Crown Enterprises) edition 1 Spell Law

Level 10:

Awakening —I.C.E. (Iron Crown Enterprises) edition 1 Spell Law

Level 11:

Healing (7-70) —I.C.E. (Iron Crown Enterprises) edition 1 Spell Law

Level 12:

Regeneration II —I.C.E. (Iron Crown Enterprises) edition 1 Spell Law

Level 13:

Frost/Burn Relief IV —I.C.E. (Iron Crown Enterprises) edition 1 Spell Law

Level 15:

Healing (10-100) —I.C.E. (Iron Crown Enterprises) edition 1 Spell Law

Level 17:

Stun Relief (100') —I.C.E. (Iron Crown Enterprises) edition 1 Spell Law

Level 18:

Regeneration III —I.C.E. (Iron Crown Enterprises) edition 1 Spell Law

Level 20:

Healing (15-150) —I.C.E. (Iron Crown Enterprises) edition 1 Spell Law

Level 25:

Regeneration V —I.C.E. (Iron Crown Enterprises) edition 1 Spell Law

Level 30:

True Healing —I.C.E. (Iron Crown Enterprises) edition 1 Spell Law

Level 50:

Mass True Healing —I.C.E. (Iron Crown Enterprises) edition 1 Spell Law

Closed Channeling Spell Lists:

  • Blood Law
  • Bone Law
  • Organ Law
  • Muscle Law
  • Nerve Law
  • Locating Ways
  • Calm Spirits
  • Symbolic Ways
  • Lore

I.C.E. (Iron Crown Enterprises) Rolemaster edition 1 Spell Law

Cleric Base Spell Lists:

  • Channels
  • Summons
  • Communal Ways
  • Life Mastery
  • Protections
  • Repulsions

I.C.E. (Iron Crown Enterprises) Rolemaster edition 1 Spell Law

Healer Base Spell Lists:

  • Surface Ways
  • Bone Ways
  • Muscle Ways
  • Organ Ways
  • Blood Ways

I.C.E. (Iron Crown Enterprises) Rolemaster edition 1 Spell Law

Animist Base Spell Lists:

  • Nature’s Movement
  • Plant Mastery
  • Animal Mastery
  • Herb Mastery
  • Nature’s Lore
  • Nature’s Protection

I.C.E. (Iron Crown Enterprises) Rolemaster edition 1 Spell Law

Ranger Base Spell Lists:

  • Path Mastery
  • Moving Ways
  • Nature’s Guises
  • Inner Walls
  • Nature’s Ways

I.C.E. (Iron Crown Enterprises) Rolemaster edition 1 Spell Law

Evil Cleric Base Spell Lists:

These lists are included for completeness. A heroic character should have very limited or zero use of these spells, but might know them for counter-spelling.

  • Disease
  • Dark Channels
  • Dark Lore
  • Curses
  • Necromancy

I.C.E. (Iron Crown Enterprises) Rolemaster edition 1 Spell Law

Astrologer Base Spell Lists:

  • Time’s Bridge
  • Way of the Voice
  • Holy Vision
  • Far Voice
  • Starlights
  • Starsense

I.C.E. (Iron Crown Enterprises) Rolemaster edition 1 Spell Law

Arcane Magic:

Spell Book:

Spell Books: When a magic-user begins his or her profession, the character is usually assumed to possess a strange tome in which he or she has scribed the formulae for some of the spells known to the character. This spell book and each book later added (as the magic-user advances in levels of ability, a book of spells for each higher level of speels which become usable wil have to have been prepared through study and research), must be maintained by the magic-user. —Advanced Dungeons & Dragons Edition 1 Player’s Handbook

Spell Memorization:

Spell Memorization: The [magic-user] must memorize and prepare for the use of each spell, and its casting makes it necessary to reabsorb the incatation by consulting the proper book of spells before it can be cast again. (See CHARACTER SPELLS for more details.) As with all other types of spells,, those of magic-users must be spoken or read aloud. —Advanced Dungeons & Dragons Edition 1 Player’s Handbook

Magic-User Spells:

The magic-user has 1st level magic-user spell slots at 14th level.

The magic-user has five 2nd level magic-user spell slots at 14th level. —Advanced Dungeons & Dragons Edition 1 Player’s Handbook

The magic-user has five 3rd level magic-user spell slots at 14th level. —Advanced Dungeons & Dragons Edition 1 Player’s Handbook

The magic-user has four 4th level magic-user spell slots at 14th level. —Advanced Dungeons & Dragons Edition 1 Player’s Handbook

The magic-user has four 5th level magic-user spell slots at 14th level. —Advanced Dungeons & Dragons Edition 1 Player’s Handbook

The magic-user has two 6th level magic-user spell slots at 14th level. —Advanced Dungeons & Dragons Edition 1 Player’s Handbook

The magic-user has one 7th level magic-user spell slots at 14th level. —Advanced Dungeons & Dragons Edition 1 Player’s Handbook

Magic-User Spell Tables:

Magical spells, those of the magic-user and illusionist, are not bestowed by any supernatural force. Rather, the magic-user (or illusionist) must memorize each spell, verbal and somatic components, and supply himself or herself with any require materials as well. Such memorization requires the character to consult his or her spell books in order to impress the potent, mystical spell formulae upon the mind. Additional itms for the materal component must then be acquired, if necessary. —Advanced Dungeons & Dragons Edition 1 Player’s Handbook

1st Level Magic-User Spells:

  1. Affect Normal Fires (AD&D 1e)
  2. Burning Hands (AD&D 1e)
  3. Charm Person (AD&D 1e)
  4. Comprehend Languages (AD&D 1e)
  5. Dancing Lights (AD&D 1e)
  6. Detect Magic (AD&D 1e)
  7. Enlarge (AD&D 1e)
  8. Erase (AD&D 1e)
  9. Feather Fall (AD&D 1e)
  10. Find Familiar (AD&D 1e)
  11. Friends (AD&D 1e)
  12. Hold Portal (AD&D 1e)
  13. Identify (AD&D 1e)
  14. Jump (AD&D 1e)
  15. Light (AD&D 1e)g (AD&D 1e)
  16. Magic Missile (AD&D 1e)
  17. Mending (AD&D 1e)
  18. Message (AD&D 1e)
  19. Nystul’s Magic Aura (AD&D 1e)
  20. Protection From Evil/Good (AD&D 1e)
  21. Push (AD&D 1e)
  22. Read Magic (AD&D 1e)
  23. Shield (AD&D 1e)
  24. Shocking Grasp (AD&D 1e)
  25. Sleep (AD&D 1e)
  26. Spider Climb (AD&D 1e)
  27. Tenser’s Floating Disc (AD&D 1e)
  28. Unseen Servant (AD&D 1e)
  29. Ventriloquism (AD&D 1e)
  30. Write (AD&D 1e)

2nd Level Magic-User Spells:

  1. Audible Glamer (AD&D 1e)
  2. Continual Light (AD&D 1e)
  3. Darkness 15' Radius (AD&D 1e)
  4. Detect Evil (AD&D 1e)
  5. Detect Invisibility (AD&D 1e)
  6. ESP (AD&D 1e)
  7. Fools Gold (AD&D 1e)
  8. Forget (AD&D 1e)
  9. Invisibility (AD&D 1e)
  10. Knock (AD&D 1e)
  11. Leomund’s Trap (AD&D 1e)
  12. Levitate (AD&D 1e)
  13. Locate Object (AD&D 1e)
  14. Magic Mouth (AD&D 1e)
  15. Mirror Image (AD&D 1e)
  16. Pyrotechnics (AD&D 1e)
  17. Ray Of Enfeeblement (AD&D 1e)
  18. Rope Trick (AD&D 1e)
  19. Scare (AD&D 1e)
  20. Shatter (AD&D 1e)
  21. Stinking Cloud (AD&D 1e)
  22. Strength (AD&D 1e)
  23. Web (AD&D 1e)
  24. Wizard Lock (AD&D 1e)

3rd Level Magic-User Spells:

  1. Blink (AD&D 1e)
  2. Clauraudience (AD&D 1e)
  3. Clairvoyance (AD&D 1e)
  4. Dispel Magic (AD&D 1e)
  5. Explosive Runes (AD&D 1e)
  6. Feign Death (AD&D 1e)
  7. Fireball (AD&D 1e)
  8. Flame Arrow (AD&D 1e)
  9. Fly (AD&D 1e)
  10. Gust Of Wind (AD&D 1e)
  11. Haste (AD&D 1e)
  12. Hold Person (AD&D 1e)
  13. Infravision (AD&D 1e)
  14. Invisibility 10' Radius (AD&D 1e)
  15. Leomund’s Tiny Hut (AD&D 1e)
  16. Lightning Bolt (AD&D 1e)
  17. Monster Summoning I (AD&D 1e)
  18. Phantasmal Force (AD&D 1e)
  19. Protection From Evil/Good 10' Radius (AD&D 1e)
  20. Protection From Normal Missiles (AD&D 1e)
  21. Slow (AD&D 1e)
  22. Suggestion (AD&D 1e)
  23. Tongues (AD&D 1e)
  24. Water Breathing (AD&D 1e)

4th Level Magic-User Spells:

  1. Charm Monster (AD&D 1e)
  2. Confusion (AD&D 1e)
  3. Dig (AD&D 1e)
  4. Dimension Door (AD&D 1e)
  5. Enchanted Weapon (AD&D 1e)
  6. Extension I (AD&D 1e)
  7. Fear (AD&D 1e)
  8. Fire Charm (AD&D 1e)
  9. Fire Shield (AD&D 1e)
  10. Fire Trap (AD&D 1e)
  11. Fumble (AD&D 1e)
  12. Hallucinatory Terrain (AD&D 1e)
  13. Ice Storm (AD&D 1e)
  14. Massmorph (AD&D 1e)
  15. Minor Globe of Invulnerability (AD&D 1e)
  16. Monster Summoning II (AD&D 1e)
  17. Plant Growth (AD&D 1e)
  18. Polymorph Other (AD&D 1e)
  19. Polymorph Self (AD&D 1e)
  20. Rary’s Mnemonic Enhancer (AD&D 1e)
  21. Remove Curse (AD&D 1e)
  22. Wall Of Fire (AD&D 1e)
  23. Wall Of Ice (AD&D 1e)
  24. Wizard Eye (AD&D 1e)

5th Level Magic-User Spells:

  1. Airy Water (AD&D 1e)
  2. Animal Growth (AD&D 1e)
  3. Animate Dead (AD&D 1e)
  4. Bigby’s Interposing Hand (AD&D 1e)
  5. Cloudkill (AD&D 1e)
  6. Conjure Elemental (AD&D 1e)
  7. Cone Of Cold (AD&D 1e)
  8. Contact Other Plane (AD&D 1e)
  9. Distance Distortion (AD&D 1e)
  10. Extension II (AD&D 1e)
  11. Feeblemind (AD&D 1e)
  12. Hold Monster (AD&D 1e)
  13. Leomund’s Secret Chest (AD&D 1e)
  14. Magic Jar (AD&D 1e)
  15. Monster Summoning III (AD&D 1e)
  16. Mordenkainen’s Faithful Hound (AD&D 1e)
  17. Passwall (AD&D 1e)
  18. Stone Shape (AD&D 1e)
  19. Telekinesis (AD&D 1e)
  20. Teleport (AD&D 1e)
  21. Transmute Rock To Mud (AD&D 1e)
  22. Wall Of Force (AD&D 1e)
  23. Wall Of Iron (AD&D 1e)
  24. Wall Of Stone (AD&D 1e)

6th Level Magic-User Spells:

  1. Anti-Magic Shell (AD&D 1e)
  2. Bigby’s Forceful Hand (AD&D 1e)
  3. Control Weather (AD&D 1e)
  4. Death Spell (AD&D 1e)
  5. Disintegrate (AD&D 1e)
  6. Enchant An Item (AD&D 1e)
  7. Extension III (AD&D 1e)
  8. Geas (AD&D 1e)
  9. Glassee (AD&D 1e)
  10. Globe Of Invulnernability (AD&D 1e)
  11. Guards And Wards (AD&D 1e)
  12. Invisible Stalker (AD&D 1e)
  13. Legend Lore (AD&D 1e)
  14. Lower Water (AD&D 1e)
  15. Monster Summoning IV (AD&D 1e)
  16. Move Earth (AD&D 1e)
  17. Otiluke’s Freezing Sphere (AD&D 1e)
  18. Part Water (AD&D 1e)
  19. Project Image (AD&D 1e)
  20. Reincarnation (AD&D 1e)
  21. Repulsion (AD&D 1e)
  22. Spiritwrack (AD&D 1e)
  23. Stone To Flesh (AD&D 1e)
  24. Tenser’s Transformation (AD&D 1e)

7th Level Magic-User Spells:

  1. Bigby’s Grasping Hand (AD&D 1e)
  2. Cacodemon (AD&D 1e)
  3. Charm Plants (AD&D 1e)
  4. Delayed Blast Fireball (AD&D 1e)
  5. Drawmij’s Instant Summons (AD&D 1e)
  6. Duo-Dimension (AD&D 1e)
  7. Limited Wish (AD&D 1e)
  8. Mass Invisibility (AD&D 1e)
  9. Monster Summoning V (AD&D 1e)
  10. Mordenkainen’s Sword (AD&D 1e)
  11. Phase Door (AD&D 1e)
  12. Power Word, Stun (AD&D 1e)
  13. Reverse Gravity (AD&D 1e)
  14. Simulacrum (AD&D 1e)
  15. Statue (AD&D 1e)
  16. Vanish (AD&D 1e)

Abjurer Spells:

The abjurer (school of abjuration) has one 1st level abjuration spell slot at first level. If used, this slot is limited to spells of the abjuration school. —Advanced Dungeons & Dragons Edition 2 Player’s Handbook

The abjurer (school of abjuration) has one 2nd level abjuration spell slot at third level. If used, this slot is limited to spells of the abjuration school. —Advanced Dungeons & Dragons Edition 2 Player’s Handbook

The abjurer (school of abjuration) has one 3rd level abjuration spell slot at fifth level. If used, this slot is limited to spells of the abjuration school. —Advanced Dungeons & Dragons Edition 2 Player’s Handbook

The abjurer (school of abjuration) has one 4th level abjuration spell slot at seventh level. If used, this slot is limited to spells of the abjuration school. —Advanced Dungeons & Dragons Edition 2 Player’s Handbook

The abjurer (school of abjuration) has one 5th level abjuration spell slot at ninth level. If used, this slot is limited to spells of the abjuration school. —Advanced Dungeons & Dragons Edition 2 Player’s Handbook

The abjurer (school of abjuration) has one 6th level abjuration spell slot at twelfth level. If used, this slot is limited to spells of the abjuration school. —Advanced Dungeons & Dragons Edition 2 Player’s Handbook

The abjurer (school of abjuration) has one 7th level abjuration spell slot at 14th level. If used, this slot is limited to spells of the abjuration school. —Advanced Dungeons & Dragons Edition 2 Player’s Handbook

1st Level Abjurer Spells:

  1. Protection From Evil/Good (AD&D 1e)

3rd Level Abjurer Spells:

  1. Dispel Magic (AD&D 1e)
  2. Protection From Evil, 10' Radius (AD&D 1e)
  3. Protection From Normal Missiles (AD&D 1e)

4th Level Abjurer Spells:

  1. Minor Globe of Invulnerability (AD&D 1e)
  2. Remove Curse (AD&D 1e)

6th Level Abjurer Spells:

  1. Anti-Magic Shell (AD&D 1e)
  2. Globe Of Invulnerability (AD&D 1e)
  3. Repulsion (AD&D 1e)
  4. Spiritwrack (AD&D 1e)

Conjurer Spells:

The conjurer (school of conjuration/summoning) has one 1st level conjuration/summoning spell slot at first level. If used, this slot is limited to spells of the conjuration/summoning school. —Advanced Dungeons & Dragons Edition 2 Player’s Handbook

The conjurer (school of conjuration/summoning) has one 2nd level conjuration/summoning spell slot at third level. If used, this slot is limited to spells of the conjuration/summoning school. —Advanced Dungeons & Dragons Edition 2 Player’s Handbook

The conjurer (school of conjuration/summoning) has one 3rd level conjuration/summoning spell slot at fifth level. If used, this slot is limited to spells of the conjuration/summoning school. —Advanced Dungeons & Dragons Edition 2 Player’s Handbook

The conjurer (school of conjuration/summoning) has one 4th level conjuration/summoning spell slot at seventh level. If used, this slot is limited to spells of the conjuration/summoning school. —Advanced Dungeons & Dragons Edition 2 Player’s Handbook

The conjurer (school of conjuration/summoning) has one 5th level conjuration/summoning spell slot at ninth level. If used, this slot is limited to spells of the conjuration/summoning school. —Advanced Dungeons & Dragons Edition 2 Player’s Handbook

The conjurer (school of conjuration/summoning) has one 6th level conjuration/summoning spell slot at twelfth level. If used, this slot is limited to spells of the conjuration/summoning school. —Advanced Dungeons & Dragons Edition 2 Player’s Handbook

The conjurer (school of conjuration/summoning) has one 7th level conjuration/summoning spell slot at 14th level. If used, this slot is limited to spells of the conjuration/summoning school. —Advanced Dungeons & Dragons Edition 2 Player’s Handbook

1st Level Conjurer Spells:

  1. Find Familiar (AD&D 1e)
  2. Push (AD&D 1e)
  3. Unseen Servant (AD&D 1e)

3rd Level Conjurer Spells:

  1. Flame Arrow (AD&D 1e)
  2. Monster Summoning I (AD&D 1e)

4th Level Conjurer Spells:

  1. Monster Summoning II (AD&D 1e)

5th Level Conjurer Spells:

  1. Conjure Elemental (AD&D 1e)
  2. Leomund’s Secret Chest (AD&D 1e)
  3. Monster Summoning III (AD&D 1e)
  4. Mordenkainen’s Faithful Hound (AD&D 1e)

6th Level Conjurer Spells:

  1. Death Spell (AD&D 1e)
  2. Enchant An Item (AD&D 1e)
  3. Invisible Stalker (AD&D 1e)
  4. Monster Summoning IV (AD&D 1e)

7th Level Conjurer Spells:

  1. Cacodemon (AD&D 1e)
  2. Drawmij’s Instant Summons (AD&D 1e)
  3. Limited Wish (AD&D 1e)
  4. Monster Summoning V (AD&D 1e)
  5. Power Word, Stun (AD&D 1e)

Diviner Spells:

The diviner (school of divination) has one 1st level divination spell slot at first level. If used, this slot is limited to spells of the divination school. —Advanced Dungeons & Dragons Edition 2 Player’s Handbook

The diviner (school of divination) has one 2nd level divination spell slot at third level. If used, this slot is limited to spells of the divination school. —Advanced Dungeons & Dragons Edition 2 Player’s Handbook

The diviner (school of divination) has one 3rd level divination spell slot at fifth level. If used, this slot is limited to spells of the divination school. —Advanced Dungeons & Dragons Edition 2 Player’s Handbook

The diviner (school of divination) has one 4th level divination spell slot at seventh level. If used, this slot is limited to spells of the divination school. —Advanced Dungeons & Dragons Edition 2 Player’s Handbook

The diviner (school of divination) has one 5th level divination spell slot at ninth level. If used, this slot is limited to spells of the divination school. —Advanced Dungeons & Dragons Edition 2 Player’s Handbook

The diviner (school of divination) has one 6th level divination spell slot at twelfth level. If used, this slot is limited to spells of the divination school. —Advanced Dungeons & Dragons Edition 2 Player’s Handbook

The diviner (school of divination) has one 7th level divination spell slot at 14th level. If used, this slot is limited to spells of the divination school. —Advanced Dungeons & Dragons Edition 2 Player’s Handbook

1st Level Diviner Spells:

  1. Detect Magic (AD&D 1e)
  2. Identify (AD&D 1e)
  3. Read Magic (AD&D 1e)

2nd Level Diviner Spells:

  1. Detect Evil/Detect Good (AD&D 1e)
  2. Detect Invisibility (AD&D 1e)
  3. ESP (AD&D 1e)
  4. Locate Object (AD&D 1e)

3rd Level Diviner Spells:

  1. Clairaudience (AD&D 1e)
  2. Clairvoyance (AD&D 1e)

5th Level Diviner Spells:

  1. Contact Other Plane (AD&D 1e)

Enchanter Spells:

The enchanter (school of enchantment/charm) has one 1st level enchantment/charm spell slot at first level. If used, this slot is limited to spells of the enchantment/charm school. —Advanced Dungeons & Dragons Edition 2 Player’s Handbook

The enchanter (school of enchantment/charm) has one 2nd level enchantment/charm spell slot at third level. If used, this slot is limited to spells of the enchantment/charm school. —Advanced Dungeons & Dragons Edition 2 Player’s Handbook

The enchanter (school of enchantment/charm) has one 3rd level enchantment/charm spell slot at fifth level. If used, this slot is limited to spells of the enchantment/charm school. —Advanced Dungeons & Dragons Edition 2 Player’s Handbook

The enchanter (school of enchantment/charm) has one 4th level enchantment/charm spell slot at seventh level. If used, this slot is limited to spells of the enchantment/charm school. —Advanced Dungeons & Dragons Edition 2 Player’s Handbook

The enchanter (school of enchantment/charm) has one 5th level enchantment/charm spell slot at ninth level. If used, this slot is limited to spells of the enchantment/charm school. —Advanced Dungeons & Dragons Edition 2 Player’s Handbook

The enchanter (school of enchantment/charm) has one 6th level enchantment/charm spell slot at twelfth level. If used, this slot is limited to spells of the enchantment/charm school. —Advanced Dungeons & Dragons Edition 2 Player’s Handbook

The enchanter (school of enchantment/charm) has one 7th level enchantment/charm spell slot at 14th level. If used, this slot is limited to spells of the enchantment/charm school. —Advanced Dungeons & Dragons Edition 2 Player’s Handbook

1st Level Enchanter Spells:

  1. Charm Person (AD&D 1e)
  2. Friends (AD&D 1e)
  3. Sleep (AD&D 1e)

2nd Level Enchanter Spells:

  1. Forget (AD&D 1e)
  2. Ray of Enfeeblement (AD&D 1e)
  3. Scare (AD&D 1e)

3rd Level Enchanter Spells:

  1. Hold Person (AD&D 1e)
  2. Suggestion (AD&D 1e)

4th Level Enchanter Spells:

  1. Charm Monster (AD&D 1e)
  2. Confusion (AD&D 1e)
  3. Fire Charm (AD&D 1e)
  4. Fumble (AD&D 1e)

5th Level Enchanter Spells:

  1. Feeblemind (AD&D 1e)
  2. Hold Monster (AD&D 1e)
  3. Wall of Force (AD&D 1e)
  4. Wall of Iron (AD&D 1e)
  5. Wall of Stone (AD&D 1e)

6th Level Enchanter Spells:

  1. Geas (AD&D 1e)
  2. Guards And Wards (AD&D 1e)

7th Level Enchanter Spells:

  1. Charm Plants (AD&D 1e)

Illusionist Spells:

The illusionist has seven 1st level illusionist spell slots at 26th level. —Advanced Dungeons & Dragons Edition 1 Player’s Handbook

The illusionist has seven 2nd level illusionist spell slots at 26th level. —Advanced Dungeons & Dragons Edition 1 Player’s Handbook

The illusionist has seven 3rd level illusionist spell slots at 26th level. —Advanced Dungeons & Dragons Edition 1 Player’s Handbook

The illusionist has seven 4th level illusionist spell slots at 26th level. —Advanced Dungeons & Dragons Edition 1 Player’s Handbook

The illusionist has six 5th level illusionist spell slots at 26th level. —Advanced Dungeons & Dragons Edition 1 Player’s Handbook

The illusionist has six 6th level illusionist spell slots at 26th level. —Advanced Dungeons & Dragons Edition 1 Player’s Handbook

The illusionist has six 7th level illusionist spell slots at 26th level. —Advanced Dungeons & Dragons Edition 1 Player’s Handbook

1st Level Illusionist Spells:

  1. Audible Glamer (AD&D 1e)
  2. Change Self (AD&D 1e)
  3. Color Spray (AD&D 1e)
  4. Dancing Lights (AD&D 1e)
  5. Darkness (AD&D 1e)
  6. Detect Illusion (AD&D 1e)
  7. Detect Invisibility (AD&D 1e)
  8. Gaze Reflection (AD&D 1e)
  9. Hypnotism (AD&D 1e)
  10. Light (AD&D 1e)
  11. Phantasmal Force (AD&D 1e)
  12. Wall Of Fog (AD&D 1e)

Additions that are Illusion spells from Magic-User list in AD&D 1e:

  1. Audible Glamer (AD&D 1e)
  2. Change Self (AD&D 1e)

2nd Level Illusionist Spells:

  1. Blindness (AD&D 1e)
  2. Blur (AD&D 1e)
  3. Deafness (AD&D 1e)
  4. Detect Magic (AD&D 1e)
  5. Fog Cloud (AD&D 1e)
  6. Hypnotic Pattern (AD&D 1e)
  7. Improved Phantasmal Force (AD&D 1e)
  8. Invisibility (AD&D 1e)
  9. Magic Mouth (AD&D 1e)
  10. Mirror Image (AD&D 1e)
  11. Misdirection (AD&D 1e)
  12. Ventriloquism (AD&D 1e)

Additions that are Illusion spells from Magic-User list in AD&D 1e:

  1. Leomund’s Trap (AD&D 1e)

3rd Level Illusionist Spells:

  1. Continual Darkness (AD&D 1e)
  2. Continual Light (AD&D 1e)
  3. Dispel Illusion (AD&D 1e)
  4. Fear (AD&D 1e)
  5. Hallucinatory Terrain (AD&D 1e)
  6. Illusionary Script (AD&D 1e)
  7. Invisibility 10' Radius (AD&D 1e)
  8. Non-detectionv
  9. Paralyzationg (AD&D 1e)
  10. Rope Trick (AD&D 1e)
  11. Spectral Force (AD&D 1e)
  12. Suggestion (AD&D 1e)

4th Level Illusionist Spells:

  1. Confusion (AD&D 1e)
  2. Dispel Exhaustion (AD&D 1e)
  3. Emotion (AD&D 1e)
  4. Improved Invisibilty (AD&D 1e)
  5. Massmorph (AD&D 1e)
  6. Minor Creation (AD&D 1e)
  7. Phantasmal Killer (AD&D 1e)
  8. Shadow Monsters (AD&D 1e)

5th Level Illusionist Spells:

  1. Chaos (AD&D 1e)
  2. Demi-Shadow Monsters (AD&D 1e)
  3. Major Creation (AD&D 1e)
  4. Maze (AD&D 1e)
  5. Projected Image (AD&D 1e)
  6. Shadow Door (AD&D 1e)
  7. Shadow Magic (AD&D 1e)
  8. Summon Shadow (AD&D 1e)

6th Level Illusionist Spells:

  1. Conjure Animals (AD&D 1e)
  2. Demi-Shadow Magic (AD&D 1e)
  3. Mass Suggestion (AD&D 1e)
  4. Permanent Illusion (AD&D 1e)
  5. Programmed Illusion (AD&D 1e)
  6. Shades (AD&D 1e)
  7. True Sight (AD&D 1e)
  8. Veil (AD&D 1e)

Additions that are Illusion spells from Magic-User list in AD&D 1e:

  1. Project Image (AD&D 1e)

7th Level Illusionist Spells:

  1. Alter Reality (AD&D 1e)
  2. Astral Spell (AD&D 1e)
  3. Prismatic Spray (AD&D 1e)
  4. Prismatic Wall (AD&D 1e)
  5. Vision (AD&D 1e)
  6. First Level Magic-User Spells (AD&D 1e)

Additions that are Illusion spells from Magic-User list in AD&D 1e:

  1. Mass Invisibility (AD&D 1e)
  2. Simulacrum (AD&D 1e)

Invoker Spells:

The invoker (school of invocation) has one 1st level invocation spell slot at first level. If used, this slot is limited to spells of the invocation school. —Advanced Dungeons & Dragons Edition 2 Player’s Handbook

The invoker (school of invocation) has one 2nd level invocation spell slot at third level. If used, this slot is limited to spells of the invocation school. —Advanced Dungeons & Dragons Edition 2 Player’s Handbook

The invoker (school of invocation) has one 3rd level invocation spell slot at fifth level. If used, this slot is limited to spells of the invocation school. —Advanced Dungeons & Dragons Edition 2 Player’s Handbook

The invoker (school of invocation) has one 4th level invocation spell slot at seventh level. If used, this slot is limited to spells of the invocation school. —Advanced Dungeons & Dragons Edition 2 Player’s Handbook

The invoker (school of invocation) has one 5th level invocation spell slot at ninth level. If used, this slot is limited to spells of the invocation school. —Advanced Dungeons & Dragons Edition 2 Player’s Handbook

The invoker (school of invocation) has one 6th level invocation spell slot at twelfth level. If used, this slot is limited to spells of the invocation school. —Advanced Dungeons & Dragons Edition 2 Player’s Handbook

The invoker (school of invocation) has one 7th level invocation spell slot at 14th level. If used, this slot is limited to spells of the invocation school. —Advanced Dungeons & Dragons Edition 2 Player’s Handbook

1st Level Invoker Spells:

  1. Magic Missile (AD&D 1e)
  2. Shield (AD&D 1e)
  3. Tenser’s Floating Disc (AD&D 1e)
  4. Write (AD&D 1e)

2nd Level Invoker Spells:

  1. Stinking Cloud (AD&D 1e)
  2. Web (AD&D 1e)

3rd Level Invoker Spells:

  1. Fireball (AD&D 1e)
  2. Lightning Bolt (AD&D 1e)

4th Level Invoker Spells:

  1. Dig (AD&D 1e)
  2. Fire Shield (AD&D 1e)
  3. Fire Trap (AD&D 1e)
  4. Ice Storm (AD&D 1e)
  5. Wall of Fire (AD&D 1e)
  6. Wall of Ice (AD&D 1e)

5th Level Invoker Spells:

  1. Bigby’s Interposing Hand (AD&D 1e)
  2. Cloudkill (AD&D 1e)
  3. Cone of Cold (AD&D 1e)

6th Level Invoker Spells:

  1. Bigby’s Forceful Hand (AD&D 1e)
  2. Guards And Wards (AD&D 1e)
  3. Otiluke’s Freezing Sphere (AD&D 1e)
  4. Spiritwrack (AD&D 1e)
  5. Tenser’s Transformation (AD&D 1e)

7th Level Invoker Spells:

  1. Bigby’s Grasping Hand (AD&D 1e)
  2. Delayed Blast Fireball (AD&D 1e)
  3. Mordenkainen’s Sword (AD&D 1e)

Necromancer Spells:

The necromancer (school of necromancy) has one 1st level necromancy spell slot at first level. If used, this slot is limited to spells of the necromancy school. —Advanced Dungeons & Dragons Edition 2 Player’s Handbook

The necromancer (school of necromancy) has one 2nd level necromancy spell slot at third level. If used, this slot is limited to spells of the necromancy school. —Advanced Dungeons & Dragons Edition 2 Player’s Handbook

The necromancer (school of necromancy) has one 3rd level necromancy spell slot at fifth level. If used, this slot is limited to spells of the necromancy school. —Advanced Dungeons & Dragons Edition 2 Player’s Handbook

The necromancer (school of necromancy) has one 4th level necromancy spell slot at seventh level. If used, this slot is limited to spells of the necromancy school. —Advanced Dungeons & Dragons Edition 2 Player’s Handbook

The necromancer (school of necromancy) has one 5th level necromancy spell slot at ninth level. If used, this slot is limited to spells of the necromancy school. —Advanced Dungeons & Dragons Edition 2 Player’s Handbook

The necromancer (school of necromancy) has one 6th level necromancy spell slot at twelfth level. If used, this slot is limited to spells of the necromancy school. —Advanced Dungeons & Dragons Edition 2 Player’s Handbook

The necromancer (school of necromancy) has one 7th level necromancy spell slot at 14th level. If used, this slot is limited to spells of the necromancy school. —Advanced Dungeons & Dragons Edition 2 Player’s Handbook

3rd Level Necromancer Spells:

  1. Feign Death (AD&D 1e)

5th Level Necromancer Spells:

  1. Animate Dead (AD&D 1e)

6th Level Necromancer Spells:

  1. Reincarnate (AD&D 1e)

Transmuter Spells:

The transmuter (school of alteration) has one 1st level alteration spell slot at first level. If used, this slot is limited to spells of the alteration school. —Advanced Dungeons & Dragons Edition 2 Player’s Handbook

The transmuter (school of alteration) has one 2nd level alteration spell slot at third level. If used, this slot is limited to spells of the alteration school. —Advanced Dungeons & Dragons Edition 2 Player’s Handbook

The transmuter (school of alteration) has one 3rd level alteration spell slot at fifth level. If used, this slot is limited to spells of the alteration school. —Advanced Dungeons & Dragons Edition 2 Player’s Handbook

The transmuter (school of alteration) has one 4th level alteration spell slot at seventh level. If used, this slot is limited to spells of the alteration school. —Advanced Dungeons & Dragons Edition 2 Player’s Handbook

The transmuter (school of alteration) has one 5th level alteration spell slot at ninth level. If used, this slot is limited to spells of the alteration school. —Advanced Dungeons & Dragons Edition 2 Player’s Handbook

The transmuter (school of alteration) has one 6th level alteration spell slot at twelfth level. If used, this slot is limited to spells of the alteration school. —Advanced Dungeons & Dragons Edition 2 Player’s Handbook

The transmuter (school of alteration) has one 7th level alteration spell slot at 14th level. If used, this slot is limited to spells of the alteration school. —Advanced Dungeons & Dragons Edition 2 Player’s Handbook

5th Level Transmuter Spells:

  1. Transmute Rock To Mud (AD&D 1e)

Essence Spells:

Spell User Classifications:

4.1 PURE SPELL USERSI.C.E. (Iron Crown Enterprises) Rolemaster edition 1 Spell Law

Pure spell users are of professions which have concentrated on one realm of power. Thus, their spells can obtain more power in general than other types of spell users. —I.C.E. (Iron Crown Enterprises) Rolemaster edition 1 Spell Law

4.11 MagicianI.C.E. (Iron Crown Enterprises) Rolemaster edition 1 Spell Law

Magicians are pure spell users of essence who have concentrated in the elemental spells. Their base spells deal mainly with the elements: earth, water, air, heat, cold, and light. —I.C.E. (Iron Crown Enterprises) Rolemaster edition 1 Spell Law

4.12 IllusionistI.C.E. (Iron Crown Enterprises) Rolemaster edition 1 Spell Law

Illusionists are pure spell users of essence who have concentrated in spells of misdirection and illusion. Their base spells deal mainly withthe manipulation of elements which affect the human senses: sight, sound, touch, taste, mental impulses, and the combinaiton of these senses. —I.C.E. (Iron Crown Enterprises) Rolemaster edition 1 Spell Law

4.13 AlchemistI.C.E. (Iron Crown Enterprises) Rolemaster edition 1 Spell Law

Alchemists are pure spell users of essence who have concentrated on spells which can manipulate matter to form items and embed spells of all three realms [essence, channelling, and mentalism], but require someone or something to cast the spell to be embedded (if he or she knows the spell, he or she can do this him or herself). —I.C.E. (Iron Crown Enterprises) Rolemaster edition 1 Spell Law

Open Essence Spell Lists:

  • Spell Wall
  • Essence’s Perceptions
  • Rune Mastery
  • Essence Hand
  • Unbarring Ways
  • Physical Enhancement
  • Lesser Illusions
  • Elemental Shields
  • Delving Ways

I.C.E. (Iron Crown Enterprises) Rolemaster edition 1 Spell Law

Closed Essence Spell Lists:

  • Invisible Ways
  • Living Change
  • Soirit Mastery
  • Spell Reins
  • Lofty Bridge
  • Spell Enchancement
  • Dispelling Ways
  • Shield Mastery
  • Rapid Ways
  • Gate Mastery

I.C.E. (Iron Crown Enterprises) Rolemaster edition 1 Spell Law

Magician Base Spell Lists:

  • Fire Law
  • Ice Law
  • Earth Law
  • Light Law
  • Wind Law
  • Water Law

I.C.E. (Iron Crown Enterprises) Rolemaster edition 1 Spell Law

Illusionist Base Spell Lists:

  • Illusion Mastery
  • Mind Sense Molding
  • Guises
  • Sound Molding
  • Light Molding
  • Feel-Taste-Smell

I.C.E. (Iron Crown Enterprises) Rolemaster edition 1 Spell Law

Alchemist Base Spell Lists:

  • Enchanting Ways
  • Essence Imbedding
  • Mentalism-Channeling Imbedding
  • Organic Skills
  • Liquid-Gas Skills
  • Inorganic Skills

I.C.E. (Iron Crown Enterprises) Rolemaster edition 1 Spell Law

Monk Base Spell Lists:

  • Monk’s Bridge
  • Evasions
  • Body Reins
  • Monk’s Sense
  • Body Renewal

I.C.E. (Iron Crown Enterprises) Rolemaster edition 1 Spell Law

Evil Magician Base Spell Lists:

These lists are included for completeness. A heroic character should have very limited or zero use of these spells, but might know them for counter-spelling. The Darkness list is something any character might want use.

  • Physical Erosion
  • Master Disruption
  • Dark Contacts
  • Dark Summons
  • Darkness

I.C.E. (Iron Crown Enterprises) Rolemaster edition 1 Spell Law

Sorcerer Base Spell Lists:

  • Soul Destruction
  • Gas Destruction
  • Solid Destruction
  • Fluid Destruction
  • Mind Destruction
  • Flesh Destruction

I.C.E. (Iron Crown Enterprises) Rolemaster edition 1 Spell Law

Mentalism Spells:

Note: Mentalism is one of the three categories of magic spells in I.C.E. Spell Law.

Mentalism Classifications:

4.17 MentalistI.C.E. (Iron Crown Enterprises) Rolemaster edition 1 Spell Law

Mentalists are pure spell users of mentalism who have concentrated on spells which deal with the interactions of minds. Their base spells deal with the detection of mental presence, mental communications, mind control, mind attack, mind merging, and sense control. —I.C.E. (Iron Crown Enterprises) Rolemaster edition 1 Spell Law

4.18 SeerI.C.E. (Iron Crown Enterprises) Rolemaster edition 1 Spell Law

Seers are pure spell users of mentalism who have concentrated on spells which gain information through the use of mental spells. Their spells deal with precognition, and the control and modification of senses. —I.C.E. (Iron Crown Enterprises) Rolemaster edition 1 Spell Law

4.19 Lay HealerI.C.E. (Iron Crown Enterprises) Rolemaster edition 1 Spell Law

Lay healers are pure spell users of mentalism who have concentrated on spells which heal people and animals. Their base spells deal with specific healing of certain diseases and injuries: organs, blood, muscles, bones, and concussion hits. —I.C.E. (Iron Crown Enterprises) Rolemaster edition 1 Spell Law

Open Mentalism Spell Lists:

  • Delving
  • Cloaking
  • Damage Resistance
  • Anticipations
  • Attack Avoidance
  • Brilliance
  • Self-Healing
  • Detections
  • Illusions
  • Spell Resistance

I.C.E. (Iron Crown Enterprises) Rolemaster edition 1 Spell Law

Closed Mentalism Spell Lists:

  • Sense Mastery
  • Gas Manipulation
  • Shifting
  • Liquid Manipulation
  • Speed
  • Mind Mastery
  • Solid Manipulation
  • Telekinesis
  • Mind’s Door
  • Movement

I.C.E. (Iron Crown Enterprises) Rolemaster edition 1 Spell Law

Mentalist Base Spell Lists:

  • Presence
  • Mind Merge
  • Mind Control
  • Sense Control
  • Mind Attack
  • Mind Speech

I.C.E. (Iron Crown Enterprises) Rolemaster edition 1 Spell Law

Seer Base Spell Lists:

  • Past Visions
  • Mind Visions
  • True Perception
  • Future Visions
  • Sense Trhough Others
  • True Sight

I.C.E. (Iron Crown Enterprises) Rolemaster edition 1 Spell Law

Lay Healer Base Spell Lists:

  • Muscle Mastery
  • Concussion Mastery
  • Bone Mastery
  • Blood Mastery
  • Prosthetics
  • Nerve & Organ Mastery

I.C.E. (Iron Crown Enterprises) Rolemaster edition 1 Spell Law

Bard Base Spell Lists:

  • Lore
  • Controlling Songs
  • Sound Control
  • Sound Projection
  • Literature
  • Mind Erosion
  • Mind Subversion
  • Mind Death
  • Mind Disease
  • Miond Domination

I.C.E. (Iron Crown Enterprises) Rolemaster edition 1 Spell Law

Mystic Base Spell Lists:

  • Confusing Ways
  • Hiding
  • Mystical Change
  • Liquid Alteration
  • Solid Alteration
  • Gas Alteration

I.C.E. (Iron Crown Enterprises) Rolemaster edition 1 Spell Law

Hybrid Spell Users:

Hybrid spell users are of professions combining two realms of power. They can obtain the power of the most potent pure spell user only in a very restricted set of spells; however they are much more flexible in that they have access to two realms of power. When a hybird spell user cats a spell he or she must abide by the restrictions of that realm of power (only); if he or she is casting a mentalit spell, he cannot be wearing a helmet, etc. When casting one of the spells from his or her base hists he or she must abide by the restrictions of both realms. —I.C.E. (Iron Crown Enterprises) Rolemaster edition 1 Spell Law

4.21 SocererI.C.E. (Iron Crown Enterprises) Rolemaster edition 1 Spell Law

Sorcerers are hybrid spell users who combine the realms of essence and channeling, having concentrated on spells of destruction. Their base spells deal with the specific destruction of animate and inanimate material. —I.C.E. (Iron Crown Enterprises) Rolemaster edition 1 Spell Law

4.22 AstrologerI.C.E. (Iron Crown Enterprises) Rolemaster edition 1 Spell Law

Astrologers are hybrid spell users who combine the realms of channeling and mentalism; they have concentrated on spells which pertain to gathering information. Their base spells deal with detection, communing, precognition, and communciation. —I.C.E. (Iron Crown Enterprises) Rolemaster edition 1 Spell Law

4.23 MysticI.C.E. (Iron Crown Enterprises) Rolemaster edition 1 Spell Law

Mystics are hybrid spell users who combine the realms of essence and mentalism; they have concentrated on subtle spells of misdirection and modification. Their base spells deal with personal illusion as well as the modification of matter. —I.C.E. (Iron Crown Enterprises) Rolemaster edition 1 Spell Law

Semi-Spell Users:

Semi-spell users combine a realm of power with the realm of arms. These professions only throw spells of limited potency, but are fairly adept in the use of arms. —I.C.E. (Iron Crown Enterprises) Rolemaster edition 1 Spell Law

Semi-Spell User Classifications:

4.31 BardI.C.E. (Iron Crown Enterprises) Rolemaster edition 1 Spell Law

Bards are semi-spell users who combine the realm of mentalism with the realm of arms. Their base spells deal with sound, lore, and item use. —I.C.E. (Iron Crown Enterprises) Rolemaster edition 1 Spell Law

4.32 RangerI.C.E. (Iron Crown Enterprises) Rolemaster edition 1 Spell Law

Rangers are semi-spell users who combine the realm of channeling with the realm of arms. Their base spells deal with operating in the outdoors and maipulating the ellements (weather). —I.C.E. (Iron Crown Enterprises) Rolemaster edition 1 Spell Law

4.33 MonkI.C.E. (Iron Crown Enterprises) Rolemaster edition 1 Spell Law

Monks are semi-spell users who combine the realm of essence with the realm of arms. Their base spells deal with personal movement and the control of their body and mind, while their arms capabilities concentrate on unarmored, unarmed combat. —I.C.E. (Iron Crown Enterprises) Rolemaster edition 1 Spell Law

Arms Master Spell Lists:

  • Battle Trance
  • Warriorblade
  • Encampments
  • Martial Law
  • Commands

I.C.E. (Iron Crown Enterprises) Rolemaster edition 2 Rolemaster Companion VII

Battle Trance:

Battle Trance is an Arms Master Spell List.

Level 1:

Battle trance —I.C.E. (Iron Crown Enterprises) Rolemaster edition 2 Rolemaster Companion VII

Level 2:

Blur —I.C.E. (Iron Crown Enterprises) Rolemaster edition 2 Rolemaster Companion VII

Level 3:

Battle Focus —I.C.E. (Iron Crown Enterprises) Rolemaster edition 2 Rolemaster Companion VII

Level 4:

Quick Strike I —I.C.E. (Iron Crown Enterprises) Rolemaster edition 2 Rolemaster Companion VII

Level 5:

Attack +25% —I.C.E. (Iron Crown Enterprises) Rolemaster edition 2 Rolemaster Companion VII

Level 6:

Haste I —I.C.E. (Iron Crown Enterprises) Rolemaster edition 2 Rolemaster Companion VII

Level 7:

battle Glow I —I.C.E. (Iron Crown Enterprises) Rolemaster edition 2 Rolemaster Companion VII

Level 8:

Attack +40% —I.C.E. (Iron Crown Enterprises) Rolemaster edition 2 Rolemaster Companion VII

Level 9:

Hammerstrike —I.C.E. (Iron Crown Enterprises) Rolemaster edition 2 Rolemaster Companion VII

Level 10:

Danger Vision —I.C.E. (Iron Crown Enterprises) Rolemaster edition 2 Rolemaster Companion VII

Level 11:

Attack +50% —I.C.E. (Iron Crown Enterprises) Rolemaster edition 2 Rolemaster Companion VII

Level 12:

Haste II —I.C.E. (Iron Crown Enterprises) Rolemaster edition 2 Rolemaster Companion VII

Level 13:

Battle Glow II —I.C.E. (Iron Crown Enterprises) Rolemaster edition 2 Rolemaster Companion VII

Level 14:

Battle Cry —I.C.E. (Iron Crown Enterprises) Rolemaster edition 2 Rolemaster Companion VII

Level 15:

Attack +70% —I.C.E. (Iron Crown Enterprises) Rolemaster edition 2 Rolemaster Companion VII

Level 16:

Quick Strike II —I.C.E. (Iron Crown Enterprises) Rolemaster edition 2 Rolemaster Companion VII

Level 17:

Battle Glow III —I.C.E. (Iron Crown Enterprises) Rolemaster edition 2 Rolemaster Companion VII

Level 18:

Attack +85% —I.C.E. (Iron Crown Enterprises) Rolemaster edition 2 Rolemaster Companion VII

Level 19:

Haste IV —I.C.E. (Iron Crown Enterprises) Rolemaster edition 2 Rolemaster Companion VII

Level 20:

Thunderstrike —I.C.E. (Iron Crown Enterprises) Rolemaster edition 2 Rolemaster Companion VII

Level 25:

Battle Glow True —I.C.E. (Iron Crown Enterprises) Rolemaster edition 2 Rolemaster Companion VII

Level 30:

Attack +100% —I.C.E. (Iron Crown Enterprises) Rolemaster edition 2 Rolemaster Companion VII

Level 40:

Haste X —I.C.E. (Iron Crown Enterprises) Rolemaster edition 2 Rolemaster Companion VII

Level 50:

The Last Stand —I.C.E. (Iron Crown Enterprises) Rolemaster edition 2 Rolemaster Companion VII

Warriorblade:

Warriorblade is an Arms Master Spell List.

Level 1:

Minor Warriorblade —I.C.E. (Iron Crown Enterprises) Rolemaster edition 2 Rolemaster Companion VII

Level 2:

Light Blade —I.C.E. (Iron Crown Enterprises) Rolemaster edition 2 Rolemaster Companion VII

Level 3:

Shock Blade —I.C.E. (Iron Crown Enterprises) Rolemaster edition 2 Rolemaster Companion VII

Level 4:

Lesser Warriorblade —I.C.E. (Iron Crown Enterprises) Rolemaster edition 2 Rolemaster Companion VII

Level 5:

Draw Blade —I.C.E. (Iron Crown Enterprises) Rolemaster edition 2 Rolemaster Companion VII

Level 6:

Water Blade —I.C.E. (Iron Crown Enterprises) Rolemaster edition 2 Rolemaster Companion VII

Level 7:

Stout Blade —I.C.E. (Iron Crown Enterprises) Rolemaster edition 2 Rolemaster Companion VII

Level 8:

Greater Warriorblade —I.C.E. (Iron Crown Enterprises) Rolemaster edition 2 Rolemaster Companion VII

Level 9:

Ice Blade —I.C.E. (Iron Crown Enterprises) Rolemaster edition 2 Rolemaster Companion VII

Level 10:

Defender Blade —I.C.E. (Iron Crown Enterprises) Rolemaster edition 2 Rolemaster Companion VII

Level 11:

Locate Warriorblade —I.C.E. (Iron Crown Enterprises) Rolemaster edition 2 Rolemaster Companion VII

Level 12:

Fire Blade —I.C.E. (Iron Crown Enterprises) Rolemaster edition 2 Rolemaster Companion VII

Level 13:

Recall Warriorblade —I.C.E. (Iron Crown Enterprises) Rolemaster edition 2 Rolemaster Companion VII

Level 14:

Silver Warriorblade —I.C.E. (Iron Crown Enterprises) Rolemaster edition 2 Rolemaster Companion VII

Level 15:

Wind Blade —I.C.E. (Iron Crown Enterprises) Rolemaster edition 2 Rolemaster Companion VII

Level 16:

Earth Blade —I.C.E. (Iron Crown Enterprises) Rolemaster edition 2 Rolemaster Companion VII

Level 17:

Blade Store —I.C.E. (Iron Crown Enterprises) Rolemaster edition 2 Rolemaster Companion VII

Level 18:

Disarm —I.C.E. (Iron Crown Enterprises) Rolemaster edition 2 Rolemaster Companion VII

Level 19:

Destroyer Blade —I.C.E. (Iron Crown Enterprises) Rolemaster edition 2 Rolemaster Companion VII

Level 20:

Golden Warriorblade —I.C.E. (Iron Crown Enterprises) Rolemaster edition 2 Rolemaster Companion VII

Level 25:

Blade of Death —I.C.E. (Iron Crown Enterprises) Rolemaster edition 2 Rolemaster Companion VII

Level 30:

Lord Warriorblade —I.C.E. (Iron Crown Enterprises) Rolemaster edition 2 Rolemaster Companion VII

Level 50:

Warriorblade True —I.C.E. (Iron Crown Enterprises) Rolemaster edition 2 Rolemaster Companion VII

Encampments:

Encampments is an Arms Master Spell List.

Level 1:

Campfire —I.C.E. (Iron Crown Enterprises) Rolemaster edition 2 Rolemaster Companion VII

Level 2:

Mend Cloth —I.C.E. (Iron Crown Enterprises) Rolemaster edition 2 Rolemaster Companion VII

Level 3:

Mend Armor —I.C.E. (Iron Crown Enterprises) Rolemaster edition 2 Rolemaster Companion VII

Level 4:

Mend Weapons —I.C.E. (Iron Crown Enterprises) Rolemaster edition 2 Rolemaster Companion VII

Level 5:

Fletching —I.C.E. (Iron Crown Enterprises) Rolemaster edition 2 Rolemaster Companion VII

Level 6:

Battle Feast —I.C.E. (Iron Crown Enterprises) Rolemaster edition 2 Rolemaster Companion VII

Level 8:

Pillage & Plunder —I.C.E. (Iron Crown Enterprises) Rolemaster edition 2 Rolemaster Companion VII

Level 9:

Break Camp —I.C.E. (Iron Crown Enterprises) Rolemaster edition 2 Rolemaster Companion VII

Level 10:

Lights Out —I.C.E. (Iron Crown Enterprises) Rolemaster edition 2 Rolemaster Companion VII

Level 11:

Don Armor —I.C.E. (Iron Crown Enterprises) Rolemaster edition 2 Rolemaster Companion VII

Level 12:

Make Camp —I.C.E. (Iron Crown Enterprises) Rolemaster edition 2 Rolemaster Companion VII

Level 13:

Find Food —I.C.E. (Iron Crown Enterprises) Rolemaster edition 2 Rolemaster Companion VII

Level 14:

Set Watch —I.C.E. (Iron Crown Enterprises) Rolemaster edition 2 Rolemaster Companion VII

Level 16:

Barrier Trench —I.C.E. (Iron Crown Enterprises) Rolemaster edition 2 Rolemaster Companion VII

Level 19:

Wooden Palisade —I.C.E. (Iron Crown Enterprises) Rolemaster edition 2 Rolemaster Companion VII

Level 20:

Alarm Sounding —I.C.E. (Iron Crown Enterprises) Rolemaster edition 2 Rolemaster Companion VII

Level 25:

Siege Weapn —I.C.E. (Iron Crown Enterprises) Rolemaster edition 2 Rolemaster Companion VII

Level 30:

Earthen Palisade —I.C.E. (Iron Crown Enterprises) Rolemaster edition 2 Rolemaster Companion VII

Level 50:

Stone Palisade —I.C.E. (Iron Crown Enterprises) Rolemaster edition 2 Rolemaster Companion VII

Martial Law:

Martial Law is an Arms Master Spell List.

Level 1:

Forced March —I.C.E. (Iron Crown Enterprises) Rolemaster edition 2 Rolemaster Companion VII

Level 2:

Riding —I.C.E. (Iron Crown Enterprises) Rolemaster edition 2 Rolemaster Companion VII

Level 3:

Charging —I.C.E. (Iron Crown Enterprises) Rolemaster edition 2 Rolemaster Companion VII

Level 5:

Unseen March —I.C.E. (Iron Crown Enterprises) Rolemaster edition 2 Rolemaster Companion VII

Level 6:

Mental Command —I.C.E. (Iron Crown Enterprises) Rolemaster edition 2 Rolemaster Companion VII

Level 7:

Rapid Deployment I —I.C.E. (Iron Crown Enterprises) Rolemaster edition 2 Rolemaster Companion VII

Level 8:

Mass Forced March —I.C.E. (Iron Crown Enterprises) Rolemaster edition 2 Rolemaster Companion VII

Level 9:

Silent March —I.C.E. (Iron Crown Enterprises) Rolemaster edition 2 Rolemaster Companion VII

Level 10:

Mass Riding —I.C.E. (Iron Crown Enterprises) Rolemaster edition 2 Rolemaster Companion VII

Level 12:

Mass Unseen March —I.C.E. (Iron Crown Enterprises) Rolemaster edition 2 Rolemaster Companion VII

Level 13:

Mental Orders —I.C.E. (Iron Crown Enterprises) Rolemaster edition 2 Rolemaster Companion VII

Level 14:

Mass Mental Command —I.C.E. (Iron Crown Enterprises) Rolemaster edition 2 Rolemaster Companion VII

Level 15:

Rapid Deployment III —I.C.E. (Iron Crown Enterprises) Rolemaster edition 2 Rolemaster Companion VII

Level 18:

Mass Silent March —I.C.E. (Iron Crown Enterprises) Rolemaster edition 2 Rolemaster Companion VII

Level 20:

Mass Mental Orders —I.C.E. (Iron Crown Enterprises) Rolemaster edition 2 Rolemaster Companion VII

Level 25:

Rapid Deployment V —I.C.E. (Iron Crown Enterprises) Rolemaster edition 2 Rolemaster Companion VII

Level 30:

Ghost Force —I.C.E. (Iron Crown Enterprises) Rolemaster edition 2 Rolemaster Companion VII

Level 40:

Rapid Deployment True —I.C.E. (Iron Crown Enterprises) Rolemaster edition 2 Rolemaster Companion VII

Level 50:

Marching Mastery —I.C.E. (Iron Crown Enterprises) Rolemaster edition 2 Rolemaster Companion VII

Commands:

Commandsy is an Arms Master Spell List.

Level 1:

Battlelore I —I.C.E. (Iron Crown Enterprises) Rolemaster edition 2 Rolemaster Companion VII

Level 2:

Organization I —I.C.E. (Iron Crown Enterprises) Rolemaster edition 2 Rolemaster Companion VII

Level 3:

Siege Craft I —I.C.E. (Iron Crown Enterprises) Rolemaster edition 2 Rolemaster Companion VII

Level 4:

Tactics I —I.C.E. (Iron Crown Enterprises) Rolemaster edition 2 Rolemaster Companion VII

Level 5:

Command I —I.C.E. (Iron Crown Enterprises) Rolemaster edition 2 Rolemaster Companion VII

Level 6:

Battlelore II —I.C.E. (Iron Crown Enterprises) Rolemaster edition 2 Rolemaster Companion VII

Level 7:

Organization II —I.C.E. (Iron Crown Enterprises) Rolemaster edition 2 Rolemaster Companion VII

Level 8:

Siege Craft II —I.C.E. (Iron Crown Enterprises) Rolemaster edition 2 Rolemaster Companion VII

Level 9:

Tactics II —I.C.E. (Iron Crown Enterprises) Rolemaster edition 2 Rolemaster Companion VII

Level 10:

Command II —I.C.E. (Iron Crown Enterprises) Rolemaster edition 2 Rolemaster Companion VII

Level 11:

Battlelore III —I.C.E. (Iron Crown Enterprises) Rolemaster edition 2 Rolemaster Companion VII

Level 12:

Organization III —I.C.E. (Iron Crown Enterprises) Rolemaster edition 2 Rolemaster Companion VII

Level 12:

Siege Craft III —I.C.E. (Iron Crown Enterprises) Rolemaster edition 2 Rolemaster Companion VII

Level 13:

Siege Craft III —I.C.E. (Iron Crown Enterprises) Rolemaster edition 2 Rolemaster Companion VII

Level 14:

Tactics III —I.C.E. (Iron Crown Enterprises) Rolemaster edition 2 Rolemaster Companion VII

Level 15:

Command III —I.C.E. (Iron Crown Enterprises) Rolemaster edition 2 Rolemaster Companion VII

Level 16:

Battlelore IV —I.C.E. (Iron Crown Enterprises) Rolemaster edition 2 Rolemaster Companion VII

Level 17:

Organization IV —I.C.E. (Iron Crown Enterprises) Rolemaster edition 2 Rolemaster Companion VII

Level 18:

Siege Craft IV —I.C.E. (Iron Crown Enterprises) Rolemaster edition 2 Rolemaster Companion VII

Level 19:

Tactics IV —I.C.E. (Iron Crown Enterprises) Rolemaster edition 2 Rolemaster Companion VII

Level 20:

Battlelore True —I.C.E. (Iron Crown Enterprises) Rolemaster edition 2 Rolemaster Companion VII

Level 30:

Organization True —I.C.E. (Iron Crown Enterprises) Rolemaster edition 2 Rolemaster Companion VII

Level 35:

Siege Craft True —I.C.E. (Iron Crown Enterprises) Rolemaster edition 2 Rolemaster Companion VII

Level 40:

Tactics True —I.C.E. (Iron Crown Enterprises) Rolemaster edition 2 Rolemaster Companion VII

Level 50:

Command True —I.C.E. (Iron Crown Enterprises) Rolemaster edition 2 Rolemaster Companion VII

Non-Spell Users:

These professiona have no trained realm of power, and thus can only learn spells at great effort and cost (if at all, according to the Gamemaster’s discretion). Even then their spells are of very limited potency. If a non-spell user does learn to cast spells, he or she is restricted to spells from one realm only. —I.C.E. (Iron Crown Enterprises) Rolemaster edition 1 Spell Law

4.41 FighterI.C.E. (Iron Crown Enterprises) Rolemaster edition 1 Spell Law

Fighters are the primary adventuring inhabitants of any fantasy world. They are person who have very little training except in the use of weapons and armor. —I.C.E. (Iron Crown Enterprises) Rolemaster edition 1 Spell Law

4.42 ThiefI.C.E. (Iron Crown Enterprises) Rolemaster edition 1 Spell Law

Thieves are persons who are skilled in the use of arms (though not as skilled as a fighter), but who have spent a large part of their training in the areas of maneuvering and manipulation. —I.C.E. (Iron Crown Enterprises) Rolemaster edition 1 Spell Law

4.43 RoguesI.C.E. (Iron Crown Enterprises) Rolemaster edition 1 Spell Law

Rogues are characters whose training lies between that of fighters and thieves in the amount of time spent in the area of arms and maneuvering. —I.C.E. (Iron Crown Enterprises) Rolemaster edition 1 Spell Law

4.44 Warrior MonksI.C.E. (Iron Crown Enterprises) Rolemaster edition 1 Spell Law

Warrior monks are persons who have concentrated their training in unarmored, unarmed combat. —I.C.E. (Iron Crown Enterprises) Rolemaster edition 1 Spell Law

Psionics:

Psionic Ability:

352 Psionic Ability —Advanced Dungeons & Dragons Edition 1 Player’s Handbook

176 Psionic Attack Strength —Advanced Dungeons & Dragons Edition 1 Player’s Handbook

176 Psionic Defense Strength —Advanced Dungeons & Dragons Edition 1 Player’s Handbook

Attack Modes:

 Attack Range
Attack ModePoint Cost per UsageShortMediumLong
A. Psionic Blast202"4"6"
B. Mind Thrust43"6"9"
C. Ego Whip74"8"12"
D. Id Insinuation106"12"18"
E. Psychic Crush145"--

Advanced Dungeons & Dragons Edition 1 Player’s Handbook

Defense Modes:

Defense ModePoint Cost per UsageArea Protected
F. Mind Blank1Individual only
G. Thought Shield2Individual only
H. Mental Barier3Individual only
I. Intellect Fortress810'r. of individual
J. Tower of Iron Will103'r. of individual

Advanced Dungeons & Dragons Edition 1 Player’s Handbook

Thief/Rogue:

Thief Functions:

Pick Pockets:

Pick Pocket A thief at 14th level has a 110% base chance to pick pockets. —Advanced Dungeons & Dragons Edition 1 Player’s Handbook

Racial Modification A half-elf gains a 10% bonus. —Advanced Dungeons & Dragons Edition 1 Player’s Handbook

Dexterity Modification A dexterity score of 18 gains a 10% bonus. —Advanced Dungeons & Dragons Edition 1 Player’s Handbook

Total 130%

Open Locks:

Open Locks A thief at 14th level has a 87% base chance to open locks. —Advanced Dungeons & Dragons Edition 1 Player’s Handbook

Racial Modification A dwarf gains a 10% bonus. —Advanced Dungeons & Dragons Edition 1 Player’s Handbook

Dexterity Modification A dexterity score of 18 gains a 15% bonus. —Advanced Dungeons & Dragons Edition 1 Player’s Handbook

Total 112%

Find/Remove Traps:

Find/Remove Traps A thief at 14th level has a 85% base chance to find/remove traps. —Advanced Dungeons & Dragons Edition 1 Player’s Handbook

Racial Modification A dwarf gains a 15% bonus. —Advanced Dungeons & Dragons Edition 1 Player’s Handbook

Dexterity Modification A dexterity score of 18 gains a 5% bonus. —Advanced Dungeons & Dragons Edition 1 Player’s Handbook

Total 105%

Move Silently:

Move Silently A thief at 14th level has a 99% base chance to move silently. —Advanced Dungeons & Dragons Edition 1 Player’s Handbook

Racial Modification A halfling gains a 10% bonus. —Advanced Dungeons & Dragons Edition 1 Player’s Handbook

Dexterity Modification A dexterity score of 18 gains a 10% bonus. —Advanced Dungeons & Dragons Edition 1 Player’s Handbook

Total 119%

Hide In Shadows:

Hide in Shadows A thief at 14th level has a 93% base chance to hide in shadows. —Advanced Dungeons & Dragons Edition 1 Player’s Handbook

Racial Modification An elf gains a 15% bonus. —Advanced Dungeons & Dragons Edition 1 Player’s Handbook

Dexterity Modification A dexterity score of 18 gains a 10% bonus. —Advanced Dungeons & Dragons Edition 1 Player’s Handbook

Total 118%

Hear Noise:

Hear Noise A thief at 14th level has a 40% base chance to hear noise. —Advanced Dungeons & Dragons Edition 1 Player’s Handbook

Racial Modification A gnome gains a 10% bonus. —Advanced Dungeons & Dragons Edition 1 Player’s Handbook

Total 50%

Climb Walls:

Climb Walls A thief at 14th level has a 99.4% base chance to climb walls. —Advanced Dungeons & Dragons Edition 1 Player’s Handbook

Racial Modification A half-orc gains a 5% bonus. —Advanced Dungeons & Dragons Edition 1 Player’s Handbook

Total 104.4%

Read Languages:

Read Languages A thief at 14th level has a 70% base chance to read languages. —Advanced Dungeons & Dragons Edition 1 Player’s Handbook

Racial Modification An elf, gnome, halfling, or human gains a 0% bonus. —Advanced Dungeons & Dragons Edition 1 Player’s Handbook

Total 70%

Monk:

Ki Points:

Starting at 2nd level, your training allows to harness the mystic energy of ki. Your access to this energy is represented by a number of ki points. Your monk level determines the number of points you have, as shown in the Ki Points column of the Monk table. —Dungeons & Dragons Edition 5 Player’s Handbook

You can spend these points to fuel various ki features. You start knowing three such features: Flurry of Blows, Patient Defense, and Step of the Wind. You learn more ki features as you gain levels in this class. —Dungeons & Dragons Edition 5 Player’s Handbook

When you spend a ki point, it is unavailable until you finish a short or long rest, at the end of which you draw all of your expended a ki back into yourself. You must spend at least 30 minutes meditating to regain your ki points. —Dungeons & Dragons Edition 5 Player’s Handbook

Some of your ki features require your target to make a saving throw to resist the feature’s effects. The saving throw DC is calculated as follows: —Dungeons & Dragons Edition 5 Player’s Handbook

Ki save DC - 8 + your proficiency bonus + your Wisdom modifer

Flurry of Blows:

Immediately after you take the Attack portion on your turn, you can spend 1 ki point to make two unarmed strikes as a bonus action. —Dungeons & Dragons Edition 5 Player’s Handbook

Patient Defense:

You can spend 1 ki point to take the Dodge action as a bonus action on your turn. —Dungeons & Dragons Edition 5 Player’s Handbook

Step of the Wind:

You can spend 1 ki point to take the Disengage or Dash action as a bonus action on your turn, and your jump distance is doubled for the turn. —Dungeons & Dragons Edition 5 Player’s Handbook

Disease Resistance:

At fifth level the monk is not subject to diseases of any sort. —Advanced Dungeons & Dragons Edition 1 Player’s Handbook

Speed Resistance:

At fifth level the monk is not ever affected by haste or slow spells. —Advanced Dungeons & Dragons Edition 1 Player’s Handbook

Speak with Plants:

At eighth level the monk has the ability to speak with plants as the druid spell. —Advanced Dungeons & Dragons Edition 1 Player’s Handbook

Poison:

At 11th level of experience, a monk is not affected by poison of any type. —Advanced Dungeons & Dragons Edition 1 Player’s Handbook

Falling:

At 13th level a monk can fall up to any distance if he or she is within 8' of a wall and escape taking damage. —Advanced Dungeons & Dragons Edition 1 Player’s Handbook

Surprise:

At 14th level of experience, a monk is surprised 6% chance (any other character is 33 1/3%). —Advanced Dungeons & Dragons Edition 1 Player’s Handbook

Mask ESP:

At 14th level the monk has the ability to mask the mind so that ESP has only a 10% chance of success. —Advanced Dungeons & Dragons Edition 1 Player’s Handbook

Control Resistance:

At 14th level the monk has the ability to resist beguiling, charms, hynosis, suggestion spells at 25% —Advanced Dungeons & Dragons Edition 1 Player’s Handbook

Self-Heal:

At 14th level the monk has the ability to heal damage to his or her body. The amount of dmaage which can be healed is 1d4 + 8 hit points (9-12) once per day. —Advanced Dungeons & Dragons Edition 1 Player’s Handbook

Catalepsy:

At 14th level the monk has the ability to use self-induced catalepsy to appear dead. This can be done perfectly, as the 6th (or higher) level monk is able to lower his or her body temperature and heart rate. The monk is able to maintain this state for twice the number of turns (10 minute periods) which equal his or her level: 28 turns at 14th level. —Advanced Dungeons & Dragons Edition 1 Player’s Handbook

Quivering Palm:

The last ability gained (13th level), and perhaps the most terrible, is the fabled attack which enables the monk to set up vibrations in the body of the victim, and the monk can then control such vibrations so as to cause death to occur when the monk stops them. Known as the “quivering palm”, the monk merely touches his or her victim to set up the deadly vibrations. The victim can be virtually any creature. This power is limited as follows: —Advanced Dungeons & Dragons Edition 1 Player’s Handbook

  1. It can be attempted but once per week, and the monk must touch the intended victim within 3 melee rounds or the power is drained for one week. —Advanced Dungeons & Dragons Edition 1 Player’s Handbook
  2. It has no affect on the undead or creatures which can be hit only by magical weaponry. —Advanced Dungeons & Dragons Edition 1 Player’s Handbook
  3. The vctim cannot have more hit dice than the monk using the power, and in any event, the total hit points of the victim cannot exceed those of the monk by more than 200%, or the power has no effect. —Advanced Dungeons & Dragons Edition 1 Player’s Handbook
  4. The command to die (the control of the vibrations) must be given by the monk within a set time limit, or else the vibrations simply cease of their own accord and do no dmaage whatsoever. The time limit of death command is one day per level of experience the monk has gained at the time the power is used. —Advanced Dungeons & Dragons Edition 1 Player’s Handbook

Time limit: 14 days

Artistic Skills:

Dancing (Physical Average):

Defaults to DX-5

Dancing: This is the ability to perform dances appropriate to your culture, and to learn new dances quickly. Modifiers: -5 if the dance is unfamiliar. Once you have succesfully performed a dance three times, it is familiar. Note that certain physical handicaps make this skill effectvely impossible! —GURPS (Generic Universal RolePlaying System) Basic Set Third Edition Revised

1 points = Skill Level 19

Craft Skills:

Cooking (Mental/Easy):

Defaults to IQ-4

Cooking: This is the ability to prepare a pleasing meal from raw materials (not just heat water and open boxes). In any “outdoor” society, it includes the ability to dress out game — that is, to prepare a fresh-killed animal for cooking. —GURPS (Generic Universal RolePlaying System) Basic Set Third Edition Revised

1 point = Skill Level 20

Language Skills:

Languages Known:

“Common Tongue” from Human, Dwarf, Elf, Gnome, Halfling —Advanced Dungeons & Dragons Edition 1 Player’s Handbook

Centaur from Druid 4th level —Advanced Dungeons & Dragons Edition 1 Player’s Handbook

Druid Druids have their own secret language, and all speak it in addition to their other tongues (alignment, common, and others known). Upon becoming a 3rd level druid (Initiate of the 1st Circle) and with each level increase thereafter, a druid gains a language of his or her choice: centaur, dryad, elvish, faun, gnome, green dragon, hill giant, lizardman, manticore, nixie, pixie, sprite, treantish. —Advanced Dungeons & Dragons Edition 1 Player’s Handbook

Dryad from Druid 8th level —Advanced Dungeons & Dragons Edition 1 Player’s Handbook

Dwarven from Dwarf, Gnome, Halfling —Advanced Dungeons & Dragons Edition 1 Player’s Handbook

Elvish from Elf, Halfling —Advanced Dungeons & Dragons Edition 1 Player’s Handbook

Gnoll from Elf —Advanced Dungeons & Dragons Edition 1 Player’s Handbook

Gnone from Dwarf, Elf, Gnome, Halfling —Advanced Dungeons & Dragons Edition 1 Player’s Handbook

Goblin from Dwarf, Elf, Gnome, Halfling —Advanced Dungeons & Dragons Edition 1 Player’s Handbook

Green Dragon from Druid 10th level —Advanced Dungeons & Dragons Edition 1 Player’s Handbook

Halfling from Elf, Gnome, Halfling —Advanced Dungeons & Dragons Edition 1 Player’s Handbook

Hill Giant from Druid 12th level —Advanced Dungeons & Dragons Edition 1 Player’s Handbook

Hobgoblin from Elf —Advanced Dungeons & Dragons Edition 1 Player’s Handbook

Kobold from Dwarf, Gnome —Advanced Dungeons & Dragons Edition 1 Player’s Handbook

Lizardman from Druid 3rd level —Advanced Dungeons & Dragons Edition 1 Player’s Handbook

Manticore from Druid 11th level —Advanced Dungeons & Dragons Edition 1 Player’s Handbook

Nixie from Druid 5th level —Advanced Dungeons & Dragons Edition 1 Player’s Handbook

Orcish from Dwarf, Elf, Halfling —Advanced Dungeons & Dragons Edition 1 Player’s Handbook

Pixie from Druid 6th level —Advanced Dungeons & Dragons Edition 1 Player’s Handbook

Satyr/Faun from Druid 9th level —Advanced Dungeons & Dragons Edition 1 Player’s Handbook

Sprite from Druid 7th level —Advanced Dungeons & Dragons Edition 1 Player’s Handbook

Treant from Druid 13th level —Advanced Dungeons & Dragons Edition 1 Player’s Handbook

Communicate with any burrowing mammal (such as moles, badgers, ground squirrels, etc.) from Gnome. —Advanced Dungeons & Dragons Edition 1 Player’s Handbook

Read Languages:

Read Languages A thief at 14th level has a 70% base chance to read languages. —Advanced Dungeons & Dragons Edition 1 Player’s Handbook

Racial Modification An elf, gnome, halfling, or human gains a 0% bonus. —Advanced Dungeons & Dragons Edition 1 Player’s Handbook

Total 70%

Telegraphy (Mental/Easy):

No default

Telegraphy: This is the ability to send and receive Morse code, to do simple troubleshooting ona telegraph system, and to recognize other individual operators by their “fist” — that is, the characterstic way they send. This skill is normally found at Tech Levels 5 through 7; at TL8+, humans rarely send code themselves. They use a computer instead. —GURPS (Generic Universal RolePlaying System) Basic Set Third Edition Revised

At TL5, a telegrapher can send or receive 2 words per minute (wpm) for each point of his or her skill. At TL6+, with a semi-automatic key, this becomes 3 wpm per point of skill. However, skill improves slowly even for the intelligent; your effective rate of sending or receiving, in wpm, may not exceed the number of weeks since you first acquired the skill. —GURPS (Generic Universal RolePlaying System) Basic Set Third Edition Revised

An operator may attempt to send or receive messages at a speed greater than his or her skill would normally allow, at -2 skill for each additional 2 wpm (TL5) or 3 wpm (TL6+) attempted. Maximum rate at TL5 is 25 wpm; at TL6+, maximum is 75. —GURPS (Generic Universal RolePlaying System) Basic Set Third Edition Revised

Sending or receiving messages in code, rather than plain English (or another known language) is at -4 to skill. Sending or receiving in a non-native language is at -1 for every point by which the operator’s skill in that language is less than 10, to a maximum penalty of -4. —GURPS (Generic Universal RolePlaying System) Basic Set Third Edition Revised

1 point = Skill Level 20

Social Skills:

Charisma:

5 points/level advantage

Charisma: This is the natural ability to impress and lead others. Anyone can acquire a semblance of charisma by good looks, good manners, and intelligence — but real charisma works independently of these things, and you either have it or you don’t. It affects amy reaction roll made by any intelligent creature. Cost: 5 points for each +1 bonus. —GURPS (Generic Universal RolePlaying System) Basic Set Third Edition Revised

Followers and Estate:

Henchmen:

5. At 6th level of experience, monks may acquire up to two henchmen. Henchmen may be fighters (but not paladins nor rangers), thieves, or assassins. With each level of experience above the 6th which the monk attains, he or she may add one additional henchman, until the maximum number established by the monk’s charisma score is reached. Monks will gain followers upon attaining 8th level; this is discussed hereafter. —Advanced Dungeons & Dragons Edition 1 Player’s Handbook

Followers and Monastery:

Followers: When a monk player character attains the 8th level of experience, he or she will gain a number of monks as followers upon defeating the monk which held the 8th level position that the player character has now gotten. He or she will attract from 2-5 1st level monks if the player character has a monastery of monastery-like building to use as a headquarters. These followers may be worked upwards in levels of experience. The player character will attract 1 or 2 additional monks of 1st level for each level of experience the player gains. —Advanced Dungeons & Dragons Edition 1 Player’s Handbook

While followers of a monk are as loyal as his or her other henchmen, they automatically leave service when they attain the level of Superior Master (7th). —Advanced Dungeons & Dragons Edition 1 Player’s Handbook

All followers will be of the exact same alignment as the monk player character. If he or she changes alignment, the current followers will desert, but new ones can still be gained by advancement in level. —Advanced Dungeons & Dragons Edition 1 Player’s Handbook

The monastery or monastery-like headquarters of the monk can that of the character he or she defeated to attain 8th, or higher level, or it can be a building specially constructed by the monk player character after attaining 8th or higher level. In the latter case, the monk may retain up to 250,000 gold pieces value in treaure in order to finance construction of the place. He or she may also retain sufficient funds thereafter to maintain such a place. —Advanced Dungeons & Dragons Edition 1 Player’s Handbook

Note that monk followers require no support, upkeep, or pay of any sort. —Advanced Dungeons & Dragons Edition 1 Player’s Handbook

Religious Stronghold:

When a cleric achieves 8th level (Patriarch or Matriarch), he or she automatically attracts followers if the cleric establishes a place of worship — a building of not less than 1,000 square feet in floor area with an altar, shrine, chapel, etc. These followers are fanatically loyal and serve without pay so long as the cleric does not change deities and/or alignment. These followers number between 20 and 200 (2d10, totaled, and multiplied by 10). In addition, there will be followers who are men-at-arms and your referee will relay the types and numbers at the appropriate time. —Advanced Dungeons & Dragons Edition 1 Player’s Handbook

Upon reaching the 9th level (High Priest or High Priestess), the cleric has the option of constructing a religious stronghold. This fortified place must contain a large temple, cathedral, or church of not less than 2500 square feet on the fround floor. It can be a castle, a monastery, an abbey, or the like. It must be dedicated to the cleric’s deity (or deities). The cost of construction wil only one-half the usual for such a place because of religious help. If the cleric then clears the surrounding territory and humans dwell in this area, there will be a monthly revenue of 9 silver pieces per inhabitant from trade, taxation, and tithes. —Advanced Dungeons & Dragons Edition 1 Player’s Handbook

Freehold:

When a fighter attains 9th level (Lord), he or she may opt to establish a freehold. This is done by building some type of castle and clearing the area in a radius of 20 to 50 miles around the stronghold, making it free from all sorts of hostile creatures. —Advanced Dungeons & Dragons Edition 1 Player’s Handbook

Whenever such a freehold is established and cleared, the fighter will: —Advanced Dungeons & Dragons Edition 1 Player’s Handbook

1. Automatically attract a body of men-at-arms led by an above-average fighter. These men will serve as mercentaries as long as the fighter maintains his or her freehold and pay the men-at-arms; and —Advanced Dungeons & Dragons Edition 1 Player’s Handbook

2. Collect a monthly revenue of 7 silver pieces for each and every inhabitant of the freehold due to trade, tariffs, and taxes. —Advanced Dungeons & Dragons Edition 1 Player’s Handbook

Followers:

At 10th level, each ranger attracts a body of 2-24 followers. Note that these henchmen once lost, can never be replaced, although mercenaries can be hired, or course. The followers are determined by the DM who then informs the ranger. —Advanced Dungeons & Dragons Edition 1 Player’s Handbook

Tech:

Techno Ability:

Stone Age technology (stone knapping, stone hammer, stone handaxe, stone arrow head, bone awl, bone needle, harpoon point, stone engraving burin, stone adz, stone knife, fire, lever, language)

At 2nd level: Ability to automatically “figure out” rudimentary mechanisms —The Arduin Grimoire Volume 1

At 3rd level: Ability to “figure out” simple mechanisms (i.e., clocks, timers, etc.) —The Arduin Grimoire Volume 1

At 4th level: Ability to “figure out” mechanical traps in 1-20 minutes (roll) —The Arduin Grimoire Volume 1

At 6th level: Ability to detect mechanical traps —The Arduin Grimoire Volume 1

At 7th level: Ability to detect electronic traps —The Arduin Grimoire Volume 1

At 8th level: Ability to detect mechanical “weak points” —The Arduin Grimoire Volume 1

At 9th level: Ability to detect radioactivity —The Arduin Grimoire Volume 1

At 10th level: Begin chemical and explosive “figuring” —The Arduin Grimoire Volume 1

Vehicle Skills:

Scientific Skills:

Medical Skills:

Professional Skills:

Familiar:

Familiar

The character doesn’t have this familiar until casting the Find Familiar spell. This will be the result. —Advanced Dungeons & Dragons Edition 1 Player’s Handbook

pseudo-dragon (with the additonial abilities of the other possible familiars) —Advanced Dungeons & Dragons Edition 1 Player’s Handbook

Familiars are abnormally intelligent and totally faithful to the magic-user whose familiar it becomes. —Advanced Dungeons & Dragons Edition 1 Player’s Handbook

The number of the familiar’s hit points is added to the hit point total of the magic-user when it is within 12" of the magic-user, but if the familiar should ever be killed, the magic-user will lose double that number of hit points and cannot succeed at a new Find Familiar spell for a full year. —Advanced Dungeons & Dragons Edition 1 Player’s Handbook

The magic-user gains +2 on all saving throws. —Advanced Dungeons & Dragons Edition 1 Player’s Handbook

A familiar will fight for the life of the magic-user it serves only in a life and death situation. —Advanced Dungeons & Dragons Edition 1 Player’s Handbook

Sensory Powers

Sensory Powers [these sense bonuses are applied to the character] excellent vision (crow), excellent night vision (black cat), night vision equals human daylight visual ability (screech owl), very superior distance vision (hawk), wide angle vision (toad), superior hearing (black cat/screech owl/weasel), very superior olfactory power (weasel) —Advanced Dungeons & Dragons Edition 1 Player’s Handbook

The magic-user gains the advantage of never being surprised (brownie). —Advanced Dungeons & Dragons Edition 1 Player’s Handbook

Stats

ARMOR CLASS: 2 [equal to +8 compared to no armor] (pseudo-dragon) —Advanced Dungeons & Dragons Edition 1 Monster Manual

HIT DICE: 3 (quasit) —Advanced Dungeons & Dragons Edition 1 Monster Manual

MOVE: 15" (ground speed) (quasit)/24" (flying speed) (pseudo-dragon) —Advanced Dungeons & Dragons Edition 1 Monster Manual

NUMBER OF ATTACKS: 4 (teeth/claw/claw/tail) —Advanced Dungeons & Dragons Edition 1 Monster Manual

DAMAGE/ATTACK: 1-4 (teeth)/1-2 (claw)/1-2 (claw)/poison (tail) —Advanced Dungeons & Dragons Edition 1 Monster Manual

SPECIAL ATTACKS: Poison sting (pseudo-dragon); see below —Advanced Dungeons & Dragons Edition 1 Monster Manual

SPECIAL DEFENSES: Chameleon power (pseudo-dragon); Save as 9th level cleric (brownie); see below —Advanced Dungeons & Dragons Edition 1 Monster Manual

MAGIC RESISTANCE: 35% (pseudo-dragon) —Advanced Dungeons & Dragons Edition 1 Monster Manual

INTELLIGENCE: High (pseudo-dragon) —Advanced Dungeons & Dragons Edition 1 Monster Manual

ALIGNMENT: Neutral Good (pseudo-dragon) —Advanced Dungeons & Dragons Edition 1 Monster Manual

SIZE: S (1½' (pseudo-dragon) long —Advanced Dungeons & Dragons Edition 1 Monster Manual

PSIONIC ABILITY: Nil (pseudo-dragon) —Advanced Dungeons & Dragons Edition 1 Monster Manual

Attack/Defense Modes: Nil (pseudo-dragon) —Advanced Dungeons & Dragons Edition 1 Monster Manual

Attacks

NUMBER OF ATTACKS: 4 (teeth/claw/claw/tail) —Advanced Dungeons & Dragons Edition 1 Monster Manual

DAMAGE/ATTACK: 1-4 (teeth)/1-2 (claw)/1-2 (claw)/poison —Advanced Dungeons & Dragons Edition 1 Monster Manual

The pseudo dragon can deliver a vicious bite with its small, dragon-like jaws, but its major weapon is its sting-equipped tail. This appendage is long and very flexible. The creature can move it with flashing speed, and strikes at +4 to its “to hit” dice. Any creature struck must save versus poison or go into a state of catalepsy which lasts for 1-6 days. During this time the victim appears dead and there is a 25% chance the creature will actually die. —Advanced Dungeons & Dragons Edition 1 Monster Manual

The attack mode of an unpolymorphed familiar is by means of its claws, fangs, and tail. The wounds caused by its claws cause a burning itch which drain 1 from its opponent’s dexterity each time it is wounded unless a saving throw versus poison is made. Dexterity loss remains for 2-12 melee rounds. —Advanced Dungeons & Dragons Edition 1 Monster Manual

Defense

SPECIAL DEFENSES: Chameleon power (pseudo-dragon); Save as 9th level cleric (brownie); see below —Advanced Dungeons & Dragons Edition 1 Monster Manual

MAGIC RESISTANCE: 35% (pseudo-dragon) —Advanced Dungeons & Dragons Edition 1 Monster Manual

Magic resistance is an innate characteristic of pseudo-dragons, and they are able to transmit this resistance to a human (or humanoid) companion when the pseudo-dragon is touching the other creature. —Advanced Dungeons & Dragons Edition 1 Monster Manual

The familiar regenerates at 1 hit point per melee round. The familiar can become invisible at will. Only silver or magical weapons are effective against the familiar. Magical attacks employing cold, fire, lightning, or electricity do not affect or harm the familiar, and for purposes of spell attacks upon it the familiar is considered a 7 hit dice creature. (imp/quasit) —Advanced Dungeons & Dragons Edition 1 Monster Manual

Details

Pseudo-dragons are found in any clime, save the coldest or hottest, when they are found at all. These creatures are rare indeed and highly sought after. They lair in great hollow trees or small caves. —Advanced Dungeons & Dragons Edition 1 Monster Manual

Pseudo-dragons have a chameleon-like power, so that they can blend with any typical background and become 80% undetectable to creatures not able to see invisible objects. They can see invisible objects. —Advanced Dungeons & Dragons Edition 1 Monster Manual

Description: Pseudo-dragons appear exactly as miniature red dragons. However, their coloration is a basic red brown, and can be changed as noted. —Advanced Dungeons & Dragons Edition 1 Monster Manual

Magic Spells

All magical powers of the familiar are usable whatever form it is in. The familiar is able to detect good/detect evil and detect magic. The familiar can become invisible at will. Once per day it is able to use a suggestion. (imp/quasit) —Advanced Dungeons & Dragons Edition 1 Monster Manual

The familiar is able to polymorph itself into the shape of any of the following creatures: bat, black cat, crow, frog, giant centipede, giant rat, goat, hawk, large spider, raven, screech owl, toad, weasel, or wolf. When in any animal form [other than pseudo-dragon) the familiar attacks accordingly. (modified from quasit and imp) —Advanced Dungeons & Dragons Edition 1 Monster Manual

Once per day the familiar can send out a blast of fear in a 3" radius. (quasit) —Advanced Dungeons & Dragons Edition 1 Monster Manual

Communications

See sensory bonuses above.

A pseudo-dragon communicates by means of a limited form of telepathy. If the pseudo-dragon elects to become a companion of a human (or humanoid), it can also transmit what it sees and hears to its companion up to a distance of 24". —Advanced Dungeons & Dragons Edition 1 Monster Manual

When the familiar assumes the role of a familiar, its magic-user gains the following benefits: A telepathic link is established between the pair, and the magic-user is able to receive all sensory impressions of the familiar, including visual images of infrared spectrum, up to a mile distance. The presence of the familiar within 1" allows its magic-user to gain a 25% magic resistance and regenerate at 1 hit point per melee round. If the familiar is within 1 mile its magic-user gains an additional level of ability [the character picks which one class is enhanced and the choice can be changed once per hour], but if the familiar is over a mile distant the character loses 1 level [the DM/GM chooses which class is reduced], and if the familiar is killed the character drops 4 ability levels [all class abilities]. Also, in addition to its normal aid and advice, the familiar is able to contact another plane once per week in order to help its magic-user decide some course of action. This contact is like a commune spell, but 6 questions are allowed. (imp) —Advanced Dungeons & Dragons Edition 1 Monster Manual

Mount:

Equipment:

Staff/Wand:

Staff/Wand:

The character has a pair of staff/wands.

At zero level, one is a multitool and one is a survival/hiking staff.

First level and higher, these are a pair of identical items. Each staff/wand works seperately.

The staff/wand can change into any of the weapons or tools without passage of time; only one change per round.

At all higher levels, it is a magic device. It can change from a staff to a wand and back. It can switch to being a multitool or any of several other devices (listed below, some added at higher levels).

At first level, it can turn into any of several +0 magic weapons (listed below). At higher levels, additional pluses and capabilities are added.

At higher levels it attains magical capabilities.

The staff/wand can be loaned to others. The owner can recall the staff/wand at any time, and it will travel in a safe manner to return to the owner in no longer than one minute.

Passive:

The wielder of this staff/wand gains +2 on armor class and saving throws if the staff/wand is held or is attached to the body (such as on a belt).

Tools:

The staff/wand has the following mundane uses without using any charges (it may change into any of these weapons without passage of time; only one change per round):

  1. climbing pole: a spike which can anchor in granite is extruded from the bottom, while the tip sprouts 3 sharp hooks; the staff lengthens to 50'. Horizontal bars of 3 inch length fold out from the side, 1' apart in staggered progression. The pole is firmly held by spike and hooks and will bear up to 4,000 pounds (40,000 g.p. equivalent) weight.
  2. door pole: The above function will force open doors if the pole’s base is planted 30' or less from the portal to be forced and is in line with it. The force exerted is equal to storm giant strength.
  3. walking stick: the staff is a well made survival walking stick with compartments containing emergency items.

Weapons:

The staff/wand has the following weapon uses without using any charges (it may change into any of these weapons without passage of time; only one change per round):

  1. quarterstaff: +1 quarterstaff
  2. mace: +4 mace
  3. sword: +5 flame tongue sword. The flame from this sword easily ignites oil, burns webs, or sets fire to paper, parchment, dry wood, etc.
  4. sword: +5 frost brand sword
  5. battleaxe: +4 battleaxe
  6. halberd: +5 halberd
  7. long bow: +3 bow of accuracy, +3 bonus to its arrows and all ranges are considered short.
  8. composite bow: +3 bow of speed, allows its posessor to fire four arrows per second; it allows first fire in any melee round.
  9. spear: +3 spear
  10. dagger: +2 dagger

0 Charge Magic:

The staff/wand has the following spell-like functions. Each takes a single round. These powers do not drain charges (0 charges). The wielder must be an arcane magic-user to access these functions.

  • detect magic
  • enlarge
  • hold portal
  • light/continual light
  • protection from good/evil

1 Charge Magic:

The staff/wand has the following spell-like functions. Each takes a single round. These powers drain 1 charge per usage. The wielder must be an arcane magic-user to access these functions.

  • invisibility
  • knock
  • pyrotechnics
  • web
  • dispel magic
  • fireball
  • lightning bolt
  • ice storm
  • wall of ice
  • passwall
  • darkness, 5' radius
  • magic missile
  • ray of enfeeblement
  • cone of cold

2 Charge Magic:

The staff/wand has the following spell-like functions. Each takes a single round. These powers drain 2 charges per usage. The wielder must be an arcane magic-user to access these functions.

  • whirlwind
  • plane travel
  • conjure elemental
  • shield, 5' radius
  • globe of invulnerability
  • paralyzation (ray extends in a cone 4" long and 2" at its base)

Healing Magic:

The staff/wand can cure disease, cure blindness, cure wounds (6-21 hit points -- 3d6 + 3), or cure insanity The wielder must be a divine magic-user to access these functions. Each function drains 1 charge. The staff/wand can be used but once per day on any person (human, dwarf, elf, gnome, half-elf, halfling, half-orc included), and no function can be employed more than twice per day.

Other:

The staff/wand gives off a pulse and points in the direction of any hostile creature(s) intent upon the bearer of the wand/staff. The creature(s) can be invisible, ethereal, astral, out of phase, hidden, disguised, or in plain sight. Detection range is a 6" sphere. The function requires 1 charge to operate for one turn.

The staff/wand can contain up to 100 charges. The staff is charged by absorbing spells (arcane or divine), with each level of the spell equal to one charge. The owner knows how many charges the staff currently holds.


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