DARKSUN USER MANUAL
--Index--

TABLE OF CONTENTS

INTRODUCTION                                                      1
        World of Dark Sun                                         1
        What Comes with This Game?                                2
        Copy Protection                                           2
        Using the Mouse                                           2
        Using the Keyboard                                        2
        Getting Started Quickly with a Pregenerated Party         2
JARETH'S JOURNAL                                                  3
HOW TO PLAY SHATTERED LANDS                                       5
        Adventuring and Combat                                    5
        Character Interaction                                     7
        Camping                                                   7
        Training                                                  7
        Spellcasting / Psionics                                   7
CREATING YOUR PARTY                                               8
        Creating Characters                                       8
        Adding Previously Created Characters                     11
        Modifying Your Party                                     11
CHARACTER OPTIONS                                                11
        View Character                                           12
        View Inventory                                           13
        Cast Spells / Use Psionics                               15
        Current Spell / Effects                                  15
GAME MENU                                                        16
        View Character                                           16
        View Inventory                                           16
        Cast Spells / Use Psionics                               16
        Current Spell / Effects                                  16
        Exit to DOS                                              16
        Load / Save Game                                         16
        Set Preferences                                          17
        Overhead Map                                             17
        Center on Leader                                         17
        Collapse Party                                           17
        Walk                                                     18
        Look                                                     18
        Attack                                                   18
        Return to Game                                           18
ABILITY SCORES                                                   18

CHARACTER RACES                                                  19
        Dwarves                                                  19
        Elves                                                    19
        Half-Elves                                               19
        Half-Giants                                              19
        Halflings                                                20
        Humans                                                   20
        Muls                                                     20
        Thri-kreen                                               20
CHARACTER CLASSES                                                21
        Fighters                                                 21
        Gladiators                                               22
        Rangers                                                  22
        Preservers                                               23
        Clerics                                                  23
        Druids                                                   24
        Thieves                                                  25
        Psionicists                                              25
OTHER CHARACTERISTICS                                            26
        Alignment                                                26
        Armor Class                                              27
        Hit Points                                               27
        Experience Points                                        27
        Level                                                    28
        THAC¯                                                    28
BESTIARY                                                         29
        Creatures of Shattered Lands                             29
        Detailed Descriptions of New Monsters                    36
MAGIC                                                            55
        Preserver Spells                                         55
        Cleric Spells                                            67
PSIONICS                                                         79
        Psychokinesis                                            80
        Psychometabolism                                         81
        Telepathy                                                84
APPENDIX                                                         87
        Preserver/Cleric Spell Index                             87
        Psionic Power Index                                      89
        Racial Ability Adjustments Table                         89
        Level Advancement Tables                                 90
        Spell Progression and Spell Bonus Tables                 91
        Hot Keys                                                 92

--Index--
--Page 1--

INTRODUCTION

The World of Dark Sun

Athas, the world of Dark Sun, was once as pleasant as any other. But, after
many thousands of years, powerful mages found ways to gain power through
draining the planet's vitality. At ther zenith, these wizards caused the sun
to transform from a pleasant yellow glow to a raging crimson fireball on the
horizon.  The seas evaporated and were raplaced by huge basins of silt.

Mines played out, rendering metal
extremely rare and valuable. Scarcer
still were any sources of water. The
creatures of Athas were twisted by the
free use of magic. They constantly
adapted to the harsh conditions. New
monsters emerged from the deep
desert to plague the remnants of man.

Now the only stable concentrations
of humanity are in tightly controlled
city-states. Without exception, these
are ruled by vicious sorcerer-kings --
the last remnants of the wizards who
depleted Athas. These kings call
themselves gods and rule through
a religious organization known as
the templars. Their rule is uniformly

--Page 1--
--Page 2--

harsh and capricious, and a large
proportion of the populace is en-
slaved. Only the strongest can
feel any measure of safety because
the templars can condemn anyone
without a trial.

The few places with any freedom are
isolated villages founded by escaped
slaves. Though free, life in the waste-
lands is precarious. Water supplies
can fail, marauding monsters can
devastate a village, and slavers are a
constant threat. Until these tiny
villages can look beyond day-to-day
survival and ally with one another,
they are unlikely to survive more
than a few years.

Shattered Lands takes place in and
around the city-state of Draj, ruled
by the sorcerer-king Tectuktitlay.


What Comes with This Game?

In addition to this rule book, your
game box should contain the game
disks and a data card. This rule book
explains how to play, and gives you
valuable reference information on
characters, monsters, spells, and
psionics. The disks contain the game.
Install the disks by following the
instructions listed on the data card.


Copy Protection

There is no physical copy protection
on your Shattered Lands disks, so
please  make copies and put the orig-
inals away for safekeeping.

To assure that you have a legitimate
copy, there are copy protection ques-
tions during the game. Find the indi-
cated word in this rule book, type the
correct answer, and press Enter. Do
not count headings.


Using the Mouse

You need a mouse for this game. A
note to novice users: throughout this
book, the term click means move
the cursor to the desired area and
press either the left or right mouse
button. Right-click means move the
cursor to the desired area and press
the right mouse button. Left-click
means move the cursor to the desired
area and press the left mouse button.

Note that you can hit Esc to exit any
menu in the game.


Using the Keyboard

Operations in this game are designed
for the mouse, but certain functions
do have keyboard commands. See
the Hot Keys section on page 92 or
the data card for a complete list.


Getting Started Quickly with a Pregenerated Party

A saved game containing a pre-built
party comes with your game. To get
right into the game without creating
your own party, select START GAME from
the Start Window. The game auto-
matically loads the pre-built party,
and you immediately enter the game.


--Page 2--
--Page 3--

JARETH'S JOURNAL

I am Jareth, an itinerant bard, lately of Draj. I had the dubious
honor of spending time condemned to the area -- a noble
whom I poisoned regretfully survived.  Thankfully, my family
was able to bribe a templar with some magic fruit.

While locked in the slave pens, I was able to learn about the
other slaves' lives. These illuminate the great challenges of
surviving in Draj. The slavemost philosophical about his plight
was a half-giant named Gareth. A gladiator of some repute, he
had won many matches for the noble house of Tehualctl. He
also had a misguided loyalty to his master. Thus when a
templar came and suggested he lose his next match, Gareth
broke the templar's neck. In return, his master declared this an
escape attempt and condemned him to die in the royal slave
pens. He is not bitter, but now seeks to escape to freedom.

One of the most bizaree prisoners is the thri-kreen, Tarim. She
had been hunting city troops on the salt flats west of Draj,
when she was trapped by apowerful templar. Rather than kill
her outright, the templar sent her to the arean, so that her
death could entertain the masses. While she doesn't mind the
fight, she missed the hunt and the freedom of the wasteland.

Selucus was a favorite of the sorcerer-king, destined to become
one of the great gladiators of his time. He was pampered and
allowed to spend time unescorted in the city. Alas, his
brilliance led him to temptation. The Veiled Alliance
convinced him to learn the ways of the preservers. Foolishly,
he set aside his gladiator's weapons and took to the arcane path
of magic. His masters were shocked and condemned him to

--Page 3--
--Page 4--

the slave pens. I believe they hope to force him to return to his
gladiatorial skills to survive. However, I am sure he will not
do so until he has mastered the spells of the preserver.

The beautiful Saria is the offspring of a foolish human slave
girl and a roguish elven caravan master. Her father left for
other cities before she was born. Saria spent her youth on the
street, stealing to survive. Before this life could wear her down,
she was caught picking a preserver's pocket. He took her out of
the city and trained her in the east, near the volcano. She
discovered peace amidst the harsh landscape. She learned to
call on the spirits of earth, as well as how to master the
preserver's dangerous art. She might have stayed forever, but a
slaver band captured her and killed her benefactor. At the
auction block, she used her spells to slay a templar. Now she
lives in the pens, seeking a way back to the wasteland.

The condemned to slavery without connections such as
mine can only find freedom by fleeing into the wilderness.
Travellers tell me of the whole villages of freed slaves, eking out
an existence near small watering holes. Individually, these
villages are so weak that a city patrol or band of raiders could
wipe them out with ease.

There are very few slaves that have any planning or
leadership ability. I believe that a strong personality could
unify them into a dangerous force. I know that the Drajian
templars are beginning to share this view. I have heard
rumors of a punitive expedition to clear the wastes of these
villages all the way to the Silt Sea.

--Page 4--
--Page 5--

HOW TO PLAY Shattered Lands

To start the game from the main
menu, select START GAME. You are
supplied with a pregenerated party in
case you wish to begin adventuring
immediately. Otherwise, create a
party by selecting CREATE CHARACTERS.
See Creating Your Party on page 8.
By default, only the leader of your
party appears on the map. The other
three characters appear whenever
combat is initiated. However, if you
like, you may also toggle the Collapse
Party icon from the Game Menu to
have all four characters appear at all
times. See Game Menu on page 16.
At the start of the game, your charac-
ters find themselves in an arena in
Draj. To escape -- and escape they
must -- they must battle their way to
freedom. If you want them to survive
past the first battle, here are some
things you should know.


Adventuring and Combat

While your party adventures on
Athas, use the mouse to direct
their movements and actions.
The mouse has three modes:

* Walk       * Attack     * Look

Right-click to change between these
modes. Notice that the cursor cycles
through the icons each time you
right-click. To make a selected action
happen,left-click. For example, if
you have the Walk mouse icon,
left-click to make your characters
walk from one location to another.

To scroll the screen, move the mouse
cursor in the direction you wish to
move the screen. The screen scrolls
in the direction selected until you
move the cursor away from the screen
edge, or until you reach the edge of
the map. NPCs do not move unless
the mouse pointer is in Walk mode.

Note that the mouse pointer is
temporarily replaced by an hour-
glass when the game is processing
your commands.

Whenever you use an icon to target,
aim with the upper-left corner of
the icon.


Walk

<<G:dsm005a.pcx:"[GRAPHIC : Walk Icon]">>

Use the mouse pointer to find the area
you want the party to walk to. Left-
click on that location with the Walk
icon. If it is possible to get there, the
party takes the most direct route to do
so. If you ask them to do something
impossible or suicidal, like walk into a
lava pit, the icon changes to the Can't
Walk icon, and the party waits until
you make a more sensible request.

You may also move your characters
around using the arrow keys on the
numeric keypad.

When combat is initiated by one of
the two attack icons explained below,
use the Walk icon to attack an oppo-
nent by clicking on the target. The
character walks to the target and
automatically attacks it.


Attack

<<G:dsm005b.pcx:"[GRAPHIC : Attack Icon]">>

There are two ways to attack
enemies in Shattered Lands. They
are Hand-to-Hand and Ranged.

--Page 5--
--Page 6--

There is no need to switch back and
forth between Hand-to-Hand and
Ranged attacks manually; simply
ready both types of weapons -- the
computer will decide which
icon/weapon can be used.

NPCs may flee, fight back, or even
summon reinforcements if attacked!
Keep in mind that indiscriminate
killing may lead to a distinct lack of
people to speak with. This in turn
may cause the party to miss essential
clues and items.

<<G:dsm006a.pcx:"[GRAPHIC : Hand-to-Hand Attack Icon]">>

The Hand-to-Hand Attack
icon only works when your
character is adjacent to an
enemy. Click the icon on the enemy
and the character will attack it with
his or her readied weapon(s). A
character can ready two one-handed
weapons, one in each hand. Rangers
and characters with high Dexterity
do so at no penalty. Others use the
second weapon at a disadvantage. If
the character is not adjacent, the
Invalid version of the icon appears.

<<G:dsm006b.pcx:"[GRAPHIC : Ranged Attack Icon]">>

The Ranged Attack icon only
works when the enemy is at
a distance and the character
has a readied missile weapon and/or
ammunition. If the enemy is out of
range, the icon changes to the Invalid
version. This means the target is not a
valid target and cannot be attacked.


Look

<<G:dsm006c.pcx:"[GRAPHIC : Look Icon]">>

You can examine objects by left-
clicking on them when you are in
Look mode. I you can use the item,
talk to it, or pick it up, a box appears
with a summary and with buttons
showing what options you have. If
only one of these options is available

(for example, you can only open
doors, never talk to them or pick them
up) it will happen automatically
instead of displaying this box.
When you are in combat with a mon-
ster, you can use the Look icon to see
basic information about your oppo-
nent. This information includes: the
type of monster it is, its current state
(casting, charmed, held, petrified, etc.),
and a hit point bar indicating what
proportion of its hit points remain.

You can also use the Look icon on a
party member to bring up the View
Character screen.


Talk

<<G:dsm006d.pcx:"[GRAPHIC : Talk Icon]">>

When you click the Look icon on
someone or something you can talk
to, you see the Talk button. Click on
the Talk button to begin a
conversation.


Use

<<G:dsm006e.pcx:"[GRAPHIC : Use Icon]">>

To use an object, click on the Use
button. Some objects may be used on
other objects. For example, to use a
pickaxe, click on it, select the Use
button, and then click the pickaxe on
a pile of rock. The rock breaks apart
to reveal other objects.


Pick Up

<<G:dsm006f.pcx:"[GRAPHIC : Pick Up Icon]">>

To take an object, click on the Pick
Up button. The cursor becomes a
graphic representation of the object.
Clicking the object on a character
icon places it into that character's
backpack; otherwise, the object may
be carried around as the cursor.
Clicking on an open area drops the
object on the ground.You can only
carry one item at a time on the
mouse pointer.

--Page 6--
--Page 7--

Character Interaction

NPCs (non-player characters) are
characters that your party interacts
with in the course of the game. Some
NPCs have their own agendas and
initiate conversations with the party.

To speak to an NPC, click the Look
icon over the character. To start a
conversation, click on the Talk button
when it appears in the options box.
One or two windows appear. The
upper window shows a portrait of the
NPC and what that character is
saying. The lower window lists the
responses you may make. To select a
response, you can either highlight the
response you wish to make and left-
click or use the up and down arrows
to highlight the desired response.
Pressing Enter selects it.

Conversations occur between the
NPC and the leader of the party.
Even though the leader may say
I..., he or she speaks for the party.


Characters That Join Your Party

Many NPCs inhabit Athas. As you
adventure, these people provide
information to help your party
continue its journey. They do not
enter your party, though they may
follow it or lead it somewhere.


Camping

<<G:dsm007a.pcx:"[GRAPHIC : Camp Fire Rings]">>

Camping allows
you to rest. Rest
is necessary to
recover from
battles and to regain spells and
psionic points. Safe places to rest are
depicted by a fire ring. To camp,
move the Look icon over the fire ring
and left-click. As you rest, characters
with cure spells automatically cast
them on wounded characters.
Psionic Strength Points are fully
restored, as well as all the spells that
spellcasters can cast.


Training

When your characters go up in
levels, they may be eligible to learn
a new spell or more psionic skills.
If so, a box appears with all the
icons depicting the spells or psionics
you may learn. To toggle between
different spell levels/psionic disci-
plines, click the icon on the lower-left
corner of the box. To pick a new
psionic or spell, click on its icon.
Press DONE when you're finished.


Spellcasting / Psionics

Spells and psionics are often the
deciding factor between winning
and losing a battle. Knowing how
to cast spells and use psionics is a
very important skill, and should be
learned early on.

The first step in casting a spell or
using a psionic is to select it in the
Cast Spells/Use Psionics screen.
After you select the spell or psionic
power, the cursor becomes the icon

--Page 7--
--Page 8--

you selected. To abort, right-click
once. Some spells or psionics
(healing spells, for example) can be
cast directly from this screen by
clicking the spell icon on the target
character. Other spells and psionics
automatically return you to the
regular game screen.

Refer to Cast Spells/Use Psionics
on page 15 for detailed instructions.

Once spells have been cast, you may
also right-click on the Dark Sun icon
to bring up a box displaying the last
five spell and psionics icons used.
This provides quick access to
the most frequently used spells.


CREATING YOUR PARTY

To play Shattered Lands, you must
create a party of one to four
characters. We recommend you
create a party of four. The races you
can choose from are:

        * human
        * dwarf
        * elf
        * half-elf
        * half-giant
        * halfling
        * mul (male character only)
        * thri-kreen (female character only)

Depending on the race you choose
for your character, he or she is
eligible to belong to certain classes.
(A class is like an occupation.)

If you're new to Athas, or just want
to know more about various races
and classes, refer to Character
Races on page 19 and Character
Classes on page 21.


Creating Characters

To create your own characters, select
CREATE CHARACTERS from the main
menu. The main menu is the screen that has the following options:

        START GAME
        CREATE CHARACTERS
        LOAD SAVED GAME
        EXIT TO DOS

After selecting CREATE CHARACTERS,
you see the View Character screen
with fourempty character slots. It
has six icons along the bottom of
the screen: View Character, View
Inventory, Cast Spells/Use Psionics,
Current Spell/Effects, the Game
Menu button, and the Return to
Game button. For now, leave these
icons alone. You can come back to
them after you create your party.

<<G:dsm008a.pcx:"[GRAPHIC : Empty Character Slot]">>

Right-click on an empty
character slot. A short
menu appears with
these options:

        NEW
        ADD
        CANCEL

NEW allows you to create an entirely
new character.
ADD allows you to add a previously
created character.
CANCEL closes this menu.

--Page 8--
--Page 9--

<<G:dsm009a.pcx:"[GRAPHIC : Character Generation Screen]">>

Creating New Characters

Select NEW. You see a screen that
looks like the one above.

Here you choose the race, sex,
class(es), and abilities of your
new character:


Character Portrait

This area displays a body portrait of
your character. Left-clicking on the
character portrait advances you
through the entire selection of races
and genders. Right-clicking
returns you to the previous portrait.

Decide on the race and sex of your
character by moving through the
portraits until you find the character
you want.


Character Icon

This box displays what your charac-
ter looks like from a distance as he or
she explores the barren face of Athas.


Class List

This list shows the various classes
that your character is eligible for,
and allows you to choose a class
(or classes) for your character.

As a default, the fighter class has
been pre-selected for you. A dia-
mond appears next to
currently selected classes.

Left-clicking on the diamond dese-
lects that class,and allows you to
choose a new class. Try deselecting
fighter on a human character.
Notice that all the class options are

--Page 9--
--Page 10--

now available. This is because
humans can be any class. Other
races, however, are limited in their
class options. Halflings, for example,
cannot be preservers.

While humans can only have one
class, other races are eligible for
more than one class. When a charac-
ter has two or three classes, he or she
is referred to as multi-classed. For
example, dwarves can have one, two,
or three classes.

Keep in mind that, when multi-
classing, some classes are unavail-
able when others have been chosen.
For example, a character cannot be a
cleric and a druid at the same time.

In addition, when characters are
multi-classed they advance in
experience and hit points much more
slowly than single-class characters.
This is because multi-class
characters divide their experience
points evenly among the classes.

For reference information on classes,
see Character Classes on page 21.


Psionic Disciplines and/or
Clerical Spheres

This lists the various psionic dis-
ciplines or clerical spheres that your
character is eligible for, and allows
you to choose among them. Left-
clicking on VIEW SPHERES or VIEW
PSIONICS toggles you between the list
of psionic disciplines and the list of
clerical spheres.

Psionicists can specialize in all three
psionic disciplines: psychokinesis,
psychometabolism, and telepathy.

All other characters can only choose
one of these disciplines. For more
about these disciplines, refer to
Psionicists on page 25.

Clerics can choose any one of the
four clerical spheres: air, earth, fire,
and water. For a description of the
four spheres, refer to Clerics on
page 23.


The Die

Clicking on the die generates a
random set of values for the
character's statistics.


Character Data

To improve an ability, left-click on its
adjacent box. The value increases by
one. Right-click to decrease the
value. This allows you to match a
character'sstatistics with those of a
favorite role-playing character.

Similarly, you canalter the hit point
value (HP) and the character's
alignment by clicking on the small
gray boxes next to those options.

For a thorough description of these
statistics, refer to Other Charac-
teristics on page 26.

Your character has been given a
random name. If you want to change
it, left-click on the name. A cursor
appears where you clicked. Delete
the previous name and type in the
name of your choosing.

When you are satisfied with the
character you have created, click
on DONE and continue creating char-
acters until you have acomplete
party of four.

--Page 10--
--Page 11--

Adding Previously Created Characters

You can also add previously created
characters to your party. When you
are at the View Character screen,
right-click on an empty character
slot, and choose ADD. Click on the
character name of a previously
generated character to have him or
her appear in your party.


Modifying Your Party

Once you have created your party,
you may decide that you want to
make minor alterations. Go to
the View Character screen and
right-click on the character you
want to alter. You'll notice that the
menu now reads:

        EDIT
        DROP
        DUAL

EDIT returns to the character gen-
eration screen. You may make any
changes you wish to the character,
as during generation. This option
is only valid before the character
first goes adventuring on Athas. After
that, the option changes to
EDIT NAME only.

DROP removes a character from the
party and puts him or her on disk. If
you change your mind, you can pick
up this character later with ADD.

DUAL is only available when viewing
a human character, because only
humans may become dual-classed.
You must be at least third level in
your current class before you can
dual class. Selecting this option
allows you to choose a new class.
See the section on Character
Classes on page 21 for more infor-
mation on dual-class characters.


CHARACTER OPTIONS

<<G:dsm011a.pcx:"[GRAPHIC : Dark Sun Icon]">>

The first time you left-click
on the Dark Sun icon the
Cast Spells/Use Psionics character
option screen appears. At the bottom
left are the four character options
icons. These are described in detail
below. The most recently chosen
character option remains selected
until you choose another. Thus, if
you selected View Inventory, the
next time you click on the Dark Sun
icon (or on a character with the Look
 icon) the Inventory screen appears.

Right-clicking on the Dark Sun
icon displays the last five spells or
psionics cast. Click on one of these
spell icons to cast it.

--Page 11--
--Page 12--

View Character

The View Character screen shows
your party. When you highlight a
party member by left-clicking on
his or her character box, the
character's stats and othervital
information appear on the right
side of the screen.

Alongside each character box are
two small buttons, one for Computer
Control and one for selecting the
party Leader. Click on Computer
Control to place the character's
actions under control of the computer
during combat. Click on Leader to
make that character the party's leader
when walking and interacting with
Non-Player Characters (NPCs).


Character Boxes

If you right-click on a character box
with a character in it, you get the
following menu:

        EDIT NAME
        DROP
        DUAL

EDIT NAME returns to the character
generation screen. Since the character
has already begun to adventure, at
this point in the game you may only
change his or her name.

DROP removes a character from the
party and puts him or her on disk. If
you change your mind, you can pick
up this character later with ADD.

DUAL is only available when viewing
a human character, because only
humans may become dual-classed.
Selecting this option allows you
to choose a new class. See the
section on Character Classes on
page 21 for more information on
dual-class characters.

If you right-click on an empty charac-
ter box, you see the following menu:

        NEW
        ADD
        CANCEL

NEW allows you to generate a
new character. See the Creating
Your Partysection on page 8
for more information.

ADD allows you to add a previously
created character.

CANCEL closes this menu.

--Page 12--
--Page 13--

<<G:dsm013a.pcx:"[GRAPHIC : Inventory Screen]">>

View Inventory

<<G:dsm013b.pcx:"[GRAPHIC : View Invertory Icon]">>

To use, ready, drop, or transfer
items, select the View Inven-
tory icon. The inventory screen
appears with a large portrait of the
active character in the center. To
see the inventory screen for a differ-
ent character, click on one of the
character boxes on the left edge of
the screen.

Surrounding the active character
portrait are fourteen slots. Each
refers to a different part of the
character's body, such as legs, head,
fingers, and arms. Left-click on an
itemto pick it up. To move an item to
the character's body, first pick up the
item and look for outlines around the
item slots. A yellow outline appears
around all the valid slots for that

item. Center the item over any
outlined slot; the outline flashes
when the item is centered. Left-click
again to drop it there. To ready
weapons for combat, place them in
your character's hands. Missile
weapons and their ammunition have
special slots at the upper left.

To the upper-right are twelve more
slots representing your character's
backpack. Store items here that you
wish to keep. You may also find
pouches and chests which can be
used for more storage within the
backpack. Pouches and chests hold
six items, and both can be placed in
your character's backpack. A pouch
can be placed in a chest, but not vice
versa; pouches cannot hold other
pouches, nor can chests hold other

--Page 13--
--Page 14--

chests. Open pouches and chests by
right-clicking on them. Close them by
left-clicking on the lid or flap.

To drop an item, select it and click
DROP. The item disappears from your
character's inventory and falls to the
ground. If you want it again, just pick
it up off the ground.

To split a bundle of grouped items
(such as arrows) in half, select it and
click on SPLIT. This only works if you
have an empty slot in your backpack
to hold the other half.

To transfer an item to another char-
acter, select that item and click the
character box of the character you
wish to transfer to. That character's
inventory screen appears, and you
can place the item appropriately.

The inventory screen also contains
more data. Under the active character
portrait, a description box provides
information about objects, buttons,
and available options. Along the right
side of the screen, a panel displays
character data. Along the bottom, a bar
shows how much money, in ceramic
pieces (CP), your character has.

Also at the bottom of the screen are
the four character options buttons,
the Game Menu button, and the
Return to Game button.


Item Summary / Using Items

Right-click on any item in inventory
(or in a container) to bring up its item
summary. This is a box containing
relevant information about the item.
If the item is magical and can be
used, a Cast Spell icon appears. Press
the icon to cast the spell. You can't
use this function during combat if it is
not the character's turn, or if the spell

can't be cast by the character holding
the item. If you know what spell the
item casts, the spell icon appears in
the summary box. When you right-
click on a spell scroll, a window with
a spell icon appears. Click on the
icon to learn the spell.

Some items are inherently magical. A
magical sword, for example, may cast
spells against your opponent when-
ever you hit him with the sword. This
happens automatically if you have
the sword readied and fight with it.
Other items cast magical effects on
whoever wears them. If an item casts
a haste spell on the wearer, for
example, thespell is cast as
soon as that item is readied.


Stores

In your adventures on Athas, you
may encounter shopkeepers who want to
sell you their wares. When you visit a
store, the regular inventory screen is
displayed alongside a store screen.

Stores have six item slots showing the
items for sale. If there are more than six
items for sale, a MORE button appears
allowing you to display the rest. The
prices of the items appear below their
slots. When you point to an item, a
flashing highlight indicates that you can
afford it; a solid highlight means you do
not have enough money. To buy the
item, simply click on it. The money is
deducted automatically. The cursor
becomes the item, and you can place it
in your inventory where appropriate.

To sell an item to the shopkeeper,
select the item to be sold and
click SELL.

To leave the store, select the Return
to Game button.

--Page 14--
--Page 15--

Cast Spells / Use Psionics

<<G:dsm015a.pcx:"[GRAPHIC : Cast Spells/Use Psionics Icon]">>

To select a spell or prepare a
psionic power, press the Cast
Spells/Use Psionics icon. All your
spells and psionics will be displayed
for each level known. To cycle
between spell types and levels, click
the appropriate buttons in the bottom
row. Pointing with the cursor to a spell
or psionic power displays its name at
the bottom of the window. For a short
description of a spell or power, right-
click on the icon. (To close the
window click anywhere within it.)
Select a spell or psionic power by left-
clicking on its icon. After you have
chosen, the pointer becomes an icon
representing your choice. Some spells
(healing spells, for example) can be
cast directly from this screen by
clicking the spell icon on the target
character. Other spells automatically
return you to the regular game screen.

<<G:dsm015b.pcx:"[GRAPHIC : Quick Cast]">>

Quick Cast: Right-clicking on the
Dark Sun icon displays a box
showing the last spell icon cast. Up
to five different spells are shown in
the queue. If you have no spells in
the queue the Cast Spells/Use
Psionics screen appears.If you
cannot cast any more spells at a
particular level an orange X
appears over the spell icon.


Dots around the icon show the area of
effect. Target the spell with the icon.
Move it to your target and left-click. To

abort, right-click once. This procedure
is sufficient to cast most of the spells
and psionics in Shattered Lands. The
only exceptions are wall spells (i.e.,
a wall of something). To cast a wall
spell, left-click where you want one
end of the wall to appear. Then move
the spell cursor to where you want the
other end of the wall to appear and
left-click again. Your wall appears, and
you live to fight a little longer.

The maximum number of spells that
the player character can cast before
resting is determined by his or her
level. Refer to page 91 for the number
of spells each class has available
per level.

If you move the pointer beyond the
range of the spell or psionic power,
the icon disappears and the Can't
Cast icon takes its place. A location
is invalid when it is out of range or
line of sight, or when it cannot be
affected by magic.

All characters begin as first level
psionicists in the Shattered Lands
computer game.


Current Spell / Effects

<<G:dsm015c.pcx:"[GRAPHIC : Current Spell/Effects Icon]">>

To see if there are any good
or evil effects influencing a
character, press the Current Spell
/Effects icon. Any effects your char-
acter is operating under appear in
a row next to his or her icon. To
eliminate a good effect, simply right-
click on it and it disappears.

Evil effects are harder to get rid of. If
any member of the party has a
counter-spell or psionic ability that
can void the effect, cast it on the
affected character(s).

--Page 15--
--Page 16--

<<G:dsm016a.pcx:"[GRAPHIC : Game Menu]">>

GAME MENU

<<G:dsm016b.pcx:"[GRAPHIC : Game Menu Button]">>

The Game Menu button
appears on the bottom row
of the character options screens after
your party has begun adventuring.
When you select the Game Menu
button, the Game Menu screen
appears with the following options:


View Character
See View Character on page 12.


View Inventory
See View Inventory on page 13.


Cast Spells / Use Psionics
See Cast Spells/Use Psionics on page 15.


Current Spell / Effects
See Current Spell/Effects on page 15.


Exit to DOS
If you want to quit playing, select the
Exit to DOS icon.

SAVE allows you to save the game in
progress before quitting.
QUIT exits the game immediately,
without saving.
CANCEL returns you to the game
in progress.


Load / Save Game

Selecting the Load/Save Game icon
brings up the following menu:

        LOAD
        SAVE
        RESTART

LOAD brings you to the Load Game
screen. Click on the name of the
saved game you want to load.
SAVE brings you to the Save Game
screen. Click on any empty slot, then
type in a description of your saved
game. Note: you can't save the game
during combat.
RESTART restarts the game from the
beginning. You do not lose the
characters you've created.

--Page 16--
--Page 17--

<<G:dsm017a.pcx:"[GRAPHIC : Set Preferences Menu]">>

Set Preferences

This option brings up the Set Prefer-
ences screen, which allows you
to control the way the game looks
and sounds.

Music volume -- is a slide bar you can
adjust to control music volume. Click
on the buttons on either end of the
bar to change the volume.

Music on/off -- allows you to turn the
music completely off.

Sound effects volume -- is a slide bar
you can adjust to control the volume
of the sound effects. Click on the
buttons on either end of the bar to
change the volume.

Sound effects on/off -- allows you to
turn the sound effects completely off.

Animations on/off -- allows you to
toggle the game's animations on and
off. Turning the animations off helps
speed up the game on slower systems.

Difficulty -- allows you to control the
level of difficulty in combat. The
settings are Easy, Balanced, Hard,
and Hideous. Default is Balanced.

About Dark Sun -- gives you version
information and copyright information.


Overhead Map

The Overhead Map is a detailed
overview of the region your party is
currently exploring. The party's
location is indicated by a blue dot.
Red dots indicate monsters and NPCs.
Only areas you have explored are
visible on the map, the rest is covered
up until you travel to that area.


Center on Leader

The Center on Leader icon centers
the screen on the leader of the party.
This is useful in combat when you
have scrolled the cursor off-screen to
target on a monster.


Collapse Party

Choose whether your party is depict-
ed walking about Athas as a single
person or a full group. Selecting a
single person speeds up the game.
If you choose the single person
option, only the currently selected
Leader appears.

--Page 17--
--Page 18--

Walk

Selecting this icon changes your
cursor to the Walk icon and returns
you to the game. See page 5 for more
information on the Walk icon.


Look

Selecting this icon changes your
cursor to the Look icon and returns
you to the game. See page 6 for more
information on the Look icon.


Attack

Selecting this icon changes your
cursor to the Attack icon and returns
you to the game. See page 5 for more
information on the Attack icon.


Return to Game

The Return to Game button returns
you to the game in progress.


ABILITY SCORES

Each character has six randomly-
generated ability scores as described
below. These scores fall within a
range determined by the race and
class of the character. The possible
values range from 9 (low) to 24
(high). Higher values always offer
greater advantages.

Strength -- measures physical power,
muscle-mass, and stamina. High
Strength increases a character's
combat ability with melee weapons
such as swords or maces. Strength
also determines how much a char-
acter can carry without becoming
encumbered and slowed in combat.

Dexterity -- measures agility, hand-eye
coordination, and reflex speed.
Characters with high Dexterities
have bonuses to Armor Class, an
indication of how difficult they are to
hit. Thieves especially benefit from
high Dexterity.Good Dexterity also
gives bonuses when using missile
weapons such as bows or slings.

Constitution -- measures fitness,
health, and physical toughness.
High Constitution increases the
number of hit points a character
receives. A character's Constitution
also determines the maximum
number of times that character can
be raised from the dead. Every time a
character is successfully resurrected,
1 point of Constitution is lost.

Intelligence -- measures memory,
reasoning, and learning ability.
Preservers especially rely on high
Intelligence scores; their skill and
very survival hinge on learning and
using their knowledge of magic.

Wisdom -- measures a composite of
judgment, enlightenment, willpower,
and intuition. Characters with low
Wisdom are more susceptible to
magical spells, while those with
higher Wisdom have greater resis-
tance. Clerics with Wisdom 15 or
greater receive extra spells (see the
Cleric Wisdom Spell Bonus Table
on page 91).

Charisma -- measures personal
magnetism, persuasiveness, and
ability to assume command. NPCs
may respond better to characters
with higher Charisma.

--Page 18--
--Page 19--

CHARACTER RACES

Your characters can be any of eight
races: dwarf, elf, half-elf, half-giant,
halfling, human, mul, and thri-kreen.
Each race has its own unique
features and abilities. Some races
are naturally stronger or weaker,
or more or less agile than others.
These differences are reflected in
modifications to theirgenerated
ability scores. See the Racial Ability
Adjustments Table on page 89 for
specific adjustments.


Dwarves

Dwarves are short but extremely
powerful. Athasian dwarves average
4 1/2 to 5 feet in height and tend to
have a very large muscle mass -- a
full-grown dwarf weighs in the neigh-
borhood of 200 pounds. Dwarves
can live up to 250 years.

By nature, dwarves are nonmagical
and never use magical spells.
This restriction does not apply to
dwarven clerics.

Dwarves can be fighters, gladiators,
clerics, thieves, psionicists, and
multi-class characters.


Elves

Elves are a race of long-limbed
sprinters given to theft, raiding, and
warfare.An Athasian elf stands
between 6 1/2 and 7 1/2 feet tall.
They are slender, lean, and generally
in terrific physical condition. An elf

warrior is conditioned to run quickly
over sandy and rocky terrain, some-
times for days at a time -- an elf
warrior can cross better than 50
miles per day.

Elves use no beasts of burden for
personal transportation. It is dishon-
orable among elves to ride on an ani-
mal unless wounded and near death.

Elves can be fighters, gladiators,
 rangers, preservers, clerics, thieves,
psionicists, and multi-class characters.


Half-Elves

Half-elves are the result of the
intermingling of human and elven
societies in the great cities of Athas.
Half-elves are generally tall, standing
between 6 and 6 1/2 feet.

Due to their mixed heritage, half-
elves are often unaccepted by both
elves and humans. This intolerance
leads them to be self-reliant, and able
to survive without companionship.

Half-elves can be fighters, gladiators,
rangers, preservers, clerics, druids,
thieves, psionicists, and multi-class
characters.


Half-Giants

Giants dominate many of the islands
and coastal areas of the Sea of Silt.
In some lost millennium, as a bizarre
experiment or perhaps as some sort
of curse,giants were magically
crossbred with humans. Half-giants
are now fairly common.

--Page 19--
--Page 20--

Half-giants stand between 10 and 12
feet tall, and weigh in the neigh-
borhood of 1,600 pounds. Their
features are human, but exaggerated.

Half-giants can be fighters, gladia-
tors, rangers, clerics, psionicists, and
multi-class characters.


Halflings

Halflings are very short humanoids,
standing no more than 3 1/2 feet
tall. They are muscled and propor-
tioned like humans, but they have
the faces of wise and beautiful
children. Halflings weigh 50 to 60
pounds and are always in peak
physical condition.

Halflings can be fighters, gladiators,
rangers, clerics, druids, thieves,
psionicists, and multi-class characters.


Humans

Humans are the predominant race
on Athas. The average human male
stands between 6 and 6 1/2 feet tall
and weighs 180 to 200 pounds. The
average human female is slightly
smaller, averaging between 5 1/2 and
6 feet in height and weighing
between 100 and 140 pounds.

Humans can be fighters, gladiators,
rangers, preservers, clerics, druids,
thieves, psionicists, and dual-class
characters.


Muls

Muls are an incredibly tough cross-
breed of humans and dwarves. They
retain the height and cunning of their
human parent, with the durability and
raw strength of their dwarven parent.
Muls are usually the products of the
slave pits. They are always male.

Full-grown muls stand 6 to 6 1/2 feet
tall and weigh 240 to 300 pounds.
They have stern facial features, and
most muls have no hair or beard.

Muls can be fighters, gladiators,
clerics, thieves, psionicists, and
multi-class characters.

Thri-kreen

Thri-kreen are the least human in
appearance of all the races. Thri-kreen
are insectoids -- six-limbed creatures
with tough, sandy-yellow exoskeletons.
They stand as tall as 7 feet at the
shoulder, have two large eyes, two
antennae, and a small powerful jaw.
They are always female.

Thri-kreen make and use the
chatkcha, a crystalline throwing
wedge. The chatkcha can be thrown
up to 90 yards and still return to
the thrower if it misses the target.
When ithits, the chatkcha inflicts 3
to 9 points of damage.

Thri-kreen cannot use armor, cloaks,
belts, boots, or rings due to their
non-human shape.

Thri-kreencan be fighters, gladiators,
rangers, clerics, psionicists, and
multi-classcharacters.

--Page 20--
--Page 21--

CHARACTER CLASSES

Character classes reflect the interests
and occupations of your characters. A
class is like a job; it's what a character
does on a daily basis. Each class has
certain unique abilities and limita-
tions. Characters may also become
dual- or multi-class, specializing in
more than one area at once.

A dual-class character is one who
starts in a single class, advances to a
 moderate level, and then changes to a
second class, starting all over again
from level one. The benefits and
abilities of the first class are lost until
he exceeds the level of his first class
in his second. The character can never
again advance in that class. Only
humans can be dual-class characters.
A human character may do this
process twice, potentially allowing a
total of three classes.

A multi-class character improves in
two or more classes simultaneously.
All experience is divided equally
between each class. This, of course,
means that level advancement
proceeds at a much slower rate than in
those characters who remain single-
class. Only demihumans and thri-
kreen can be multi-class characters.

Special note: A prime requisite is the
most important ability score for a par-
ticular class. A fighter's prime requisite,
for example, is Strength. Characters
who have an ability score of 16 or
greater as their prime requisite receive
a 10 percent bonus to the experience
points they earn. Characters with more
than one prime requisite must have a
score of 16 or greater in all of their
prime requisites to receive the bonus.


Fighters
-----------------------------------
Ability Requirement        Strength 9
Prime Requisite            Strength
Races Allowed              All
-----------------------------------

Fighters on Athas are skilled war-
riors, soldiers trained in both individ-
ual combat and mass warfare. This
training includes use and main-
tenance of all manner of weapons
and armor. Fighters can use any type
of armor or weapon without
restriction. (Thri-kreen fighters,
however, have certain restrictions.)

Fighters cannot cast magical spells;
they rely solely on their strong
sword-arms. They can, however,
use any type of magical weapon or
armor. They can also use magical
items such as rings and gauntlets.

Fighters gain speed in addition to
skill when they advance in levels.
High-level fighters (as well as
gladiators and rangers) are able to
attack more often in melee
than other types of characters.


--Page 21--
--Page 22--

Gladiators
------------------------------------------
Ability Requirements       Dexterity 12
                           Strength 13
                           Constitution 15

Prime Requisite            Strength
Races Allowed              All
------------------------------------------

Gladiators are the slave warriors of
the city-states, specially trained for
brutal physical contests. Disciplined
in many diverse forms of hand-to-
hand combat, and skilled in the use
of dozens of weapons, gladiators are
the most dangerous warriors on
Athas. Gladiators cannot cast spells,
though they can use any type of
magical weapons or armor.

Gladiators learn to optimize their
armor when they reach fifth level.
They condition themselves to use the
armor to its best advantage, conse-
quently gaining a -1 AC bonus. This
bonus does nothing for gladiators who
aren't wearing armor.

Gladiators, like fighters, gain speed
with experience, and consequently
can attack more often in melee
at higher levels than other types
of characters.


Rangers
-------------------------------------------------------
Ability Requirements            Strength 13
                                Dexterity 13
                                Wisdom 14
                                Constitution 14
Prime Requisites                Strength, Dexterity,Wisdom
Races Allowed                   Elf, Half-elf, Halfling, Human, Thri-kreen
-------------------------------------------------------

Rangers are trained hunters, trackers,
and survivalists. They are taught to
live as much by their wits and skills
as by their swords and bows. Like
fighters, rangers can use any type of
weapon or armor, though heavy
armor interferes with their special
abilities. They can, however, use two
one-handed weapons (at the same
time) with no penalty.

Rangers, like other fighter-types, gain
the ability to attack more often in
melee than other characters when
they reach higher levels. In addition,
rangers also gain some spellcasting
ability.When you create a ranger, you
must choose the elemental sphere
that character will belong to. When a
ranger reaches eighth-level, he or she
gains the ability to cast cleric spells
from his or her elemental sphere.

--Page 22--
--Page 23--

Preservers
-------------------------------------------------------
Ability Requirement                Intelligence 9
Prime Requisite                    Intelligence
Races Allowed                      Elf, Half-elf, Human
-------------------------------------------------------

Preservers are individuals trained in
the arcane and mysterious secrets of
magic. They cast their spells in
harmony with nature, giving back the
energy they take from the land.
Preservers are usually poor fighters,
preferring to rely on their intellect
and magical abilities. They tend to
hang back in battle, pummeling their
foes with mystic attacks.

Preservers cannot wear any type of
armor because armor is restrictive
and interferes with spellcasting. Also,
because they lack martial instruc-
tion, preservers are severely limited
in the weapons they can use.


Clerics
-------------------------------------------------------
Ability Requirement                Wisdom 9
Prime Requisite                    Wisdom
Races Allowed                      All
-------------------------------------------------------

Clerics are priests who choose to
worship one of the four elemental
spheres (earth, air, fire, and water).
This choice dictates what spells the
cleric can call upon, and what types
of weapons the character can use.
Clerics have major access to the
sphere of the element of their
worship. They also have minor
access to the Sphere of the Cosmos.
This means that they can cast any
spell within their own sphere, and
can cast Cosmos spells of third level
or less. However, clerics cannot cast
any spells from spheres they do not
belong to.

Clerics generally prefer to leave
combat to the fighter-types, but, when
necessary, they can fight in melee. All
clerics are trained in combat. Clerics
are not restricted with regard to the
armor they wear.

Clerics can only use weapons that are
associated with the sphere of the
element of their worship. A cleric of
the plane of fire can only use flaming
weapons such as flaming arrows,
burning oil, and weapons enchanted
to burn or scald. Obsidian weapons
are also acceptable because they were
once fused under great heat and


--Page 23--
--Page 24--

pressure. Clerics of the earth must use
weapons of stone (obsidian included),
metal, or wood, as these elements
originate in the earth. A cleric of the air
is restricted to missile weapons,
because they fly through the air. Water
clerics can only use weapons of bone
or wood, because these are organic
materials through which water once
flowed. Clerics who associate with the
spheres of earth and fire have the most
choices as to which weapons to use.

Clerics also have powers against
undead monsters such as skeletons.
The ability to turn undead causes
undead creatures to flee in fright.
Higher level clerics can destroy
monsters by turning them. Clerics
with Wisdom 15 or higher gain extra
spells as they advance levels (see the
Cleric Wisdom Spell
Bonus Table on page 91).


Druids
-------------------------------------------------------
Ability Requirements                     Wisdom 12
                                         Charisma 15
Prime Requisites                         Wisdom, Charisma
Races Allowed                            Half-elf, Halfling, Human, Mul, Thri-kreen
-------------------------------------------------------

Druids, like clerics, are priests who
worship the elements. Unlike clerics,
they are responsible for guarding a
section of land. Their power derives
from the spirits of these lands. They
have major access to the Sphere of
the Cosmos,and the sphere of their
chosen element.

Druids have no restrictions as to
whatweapons they may use. They
are not allowed to wear armor, but
may don items that give magical
protection (such as bracers, cloaks,
 etc.). They can use any magical
items. However, unlike their cleric
brethren, druids cannot turn undead.
Druids with Wisdom 15 or higher
 gain extra spells as they advance
levels (see the Cleric Wisdom Spell
Bonus Table on page 91).


--Page 24--
--Page 25--

Thieves
-------------------------------------------------------
Ability Requirement                Dexterity 9
Prime Requisite                    Dexterity
Races Allowed                      All
-------------------------------------------------------
Athasian thieves run the gamut of
 society. Some are malcontents, who
prey on the unsuspecting. Others are
in the employ of the nobility, plying
their trade by contract in the name of
a royal household or noble family. As
thieves gain levels they become more
proficient at picking locks, and
avoiding any attached traps. Due to
their high Dexterity, thieves are
skilled at scaling vertical surfaces
such as cliffs.

In combat, thieves do additional
damage by backstabbing. A thief
backstabs by attacking a target from
the exact opposite direction it was
first attacked. A backstab has a
better chance of hitting the defender
and does greater damage.

Because they need to move freely
and quietly, thieves' abilities are
restricted when they wear anything
other than leather-type armor.
Thieves can use all weapons.


Psionicists
-------------------------------------------------------
Ability Requirements            Constitution 11
                                Intelligence 12
                                Wisdom 15
Prime Requisites                Constitution, Wisdom
Races Allowed                   All
-------------------------------------------------------

All intelligent creatures on Athas have
some measure of psionic ability.
Psionics are the powers of the mind,
powers like clairvoyance and telepathy.
Psionicists are those who have devoted
their lives to the study of these powers.

Psionicists can fight, if necessary, but
they are restricted in both armor and
weapons. Like thieves, psionicists can
only wear leather-type armor. They are
restricted to small weapons, though
they can be of any sort: short swords,
daggers, short bows, maces, etc.

The three psionic disciplines are
psychokinesis, psychometabolism,
and telepathy. Each gives access to
different mental powers. As the
psionicist advances in levels, he can
improve in psionic power.

Psychokinesis concerns physical
manipulation of objects, often for
destructive purposes. Psychometa-
bolism involves manipulating the
character's own body to enhance it.
Telepathy deals with the defenses
and attacks of
mental warfare.

--Page 25--
--Page 26--

OTHER CHARACTERISTICS

In addition to ability scores, race, and
class, characters have several other
characteristics that affect game play:
alignment, Armor Class, hit points,
experience points, level, and THAC0.


Alignment

Alignment is the philosophy a char-
acter lives by and can affect how
NPCs and some magic items react to
a character. The possibilities range
from believing strongly in society and
altruism (Lawful Good) to being
anarchistic and actively unpleasant
(Chaotic Evil). Life-threatening
situations put a character's alignment
to the test. Note: your party char-
acters must be good or neutral; they
cannot be of evil alignment.

Alignment is presented here with
examples of how differently-aligned
members of a party face a life-
threatening situation (in this case,
a shortage of water).


Lawful Good

A character of this alignment insists
that everyone get an even share of
what water there is, even those in the
party who seem beyond hope. He or
she readily conceives of and accepts
plans that call for unequal distribu-
tion of water for the greater good of
the group, but will never let the weak
or dying go without water.


Lawful Neutral

Such characters insist that everyone
get an equal share of available water,
but won't care one way or the other
about characters that may be beyond
hope. They also accept plans that
call for unequal distribution of water
for the good of the group.

Lawful Evil

A character of this alignment insists
that available water be evenly
distributed among the able-bodied
of the group, but won't offer any to
those that seem too far gone. He or
she accepts plans that call for
unequal distribution of water if that
means more water for him or her.


Neutral Good

A neutral good character insists that
everyone in the group get an even
share of remaining water, even the
seriously dehydrated. He or she
considers plans calling for unequal
water distribution, but has to be
thoroughly convinced that the plan
will ultimately benefit the party and
not hurt him or her personally.


True Neutral

A character of this alignment wants
a fair share for him or herself, but
won'tnecessarily come to anyone's
aid. He or she considers plans that
call for unequal water distribution if
he or she and the party benefit in the
short term.

--Page 26--
--Page 27--

Neutral Evil

A character of this alignment insists
on his or her fair share, and is
against giving water to the very weak.
He or she considers plans for
unequal water distribution if he or
she personally benefits.


Chaotic Good

A chaotic good character insists that
everyone get an even share of the
available water, even the very weak.
He or she considers plans calling for
unequal water distribution if he or
she and those he or she likes personally
get more water as part of the plan.


Chaotic Neutral

Such a character insists on his or her
fair share, and won't concern him or
herself with the plight of those too
weak to stand up for themselves. He
or she considers plans calling for
unequal water distribution if he or
she personally gets more water as
part of the plan.


Chaotic Evil

A chaotic evil character freely lies,
cheats, or even kills to get all the
water he or she can. He or she
constantly suggests plans for unequal
water distribution that grant him or
her additional water immediately.


Armor Class

Armor Class (AC) measures how
difficult someone is to hit and
damage; the lower the Armor Class
value, the harder they are to hit. Low
Armor Class values can indicate
different things. A character might be
difficult to hit because he or she is
outfitted with magical armor, while a
monster might have the same AC
because it is small and fast. Armor
Class changes when characters
find and use new armor or shields. High
Dexterity improves a character's AC.


Hit Points

Hit points measure how difficult a
character or opponent is to incapac-
itate or kill; higher values are better.
Every time an attack gets past armor
and defenses, it does damage that
is subtracted from the target's hit
points. If the hit points reach 0, the
character falls unconscious. If the
hit points reach -10 or less, the
character dies.


Experience Points

Experience points measure how
much a character has accomplished.
Your characters earn experience
points for killing monsters, finding
treasure, and completing parts of the
adventure. Having prime requisite
scores of 16 or more increases
experience earned by 10 percent.
Characters increase in level as they
earn more experience points. All

--Page 27--
--Page 28--

characters start with some base
amount of experience. These base
experience points are distributed
evenly among all of the classes for
multi-class characters.


Level

Level measures how much a
character has advanced in his or her
class. Whenever characters earn
enough experience points to advance
in level, they gain hit points, combat
ability, and resistance to the effects
of poisons and magical attacks.
Preservers, clerics, druids, and high-
level rangers gain the ability to
memorize a greater number of spells
and to cast new spells.

When your characters gain enough
experience to advance a level, they
advance automatically. Once trained,
the benefits of the new level come
into effect. Level advancement tables
for all the classes begin on page 90.


THAC0

The ability to hit enemies in melee
or with missile fire is represented by
THAC0, which stands for To Hit
Armor Class 0. This is the number
a character must roll equal to or
greater than to do damage on a
target with an AC of 0. The lower
the THAC0, the better the chance
to hit the target.

Note: the generation of a random
number is often referred to as a
roll. In determining the success of
an attack, the number generated is
from 1 to 20.

An attack is successful if the random
number is greater than or equal to
the attacker's THAC0 minus the
target's AC. THAC0 may be modi-
fied by things like range, attacking
from the rear, magic weapons, and
magic spells.

For example: a fighter with a THAC0
of 5 attacking a monster with an AC
of 3 would need to roll a 2 or greater:
(THAC0 5) - (AC 3) = 2+. To hit a
monster with an AC of -2, however,
he would need to roll a 7 or greater:
(THAC0 5) - (AC -2) = 7+.

--Page 28--
--Page 29--

BESTIARY

To survive on Athas, almost every form of life has become a monster. The
most notable monsters are described on the following pages.


Creatures of Shattered Lands

Many of the monsters in Shattered Lands appear for the first time in an AD&D
computer fantasy role-playing game and must be described in greater detail.
They appear in the next section, Detailed Descriptions of New Monsters.


Bulette

<<G:dsm029a.pcx:"[GRAPHIC : Bulette]">>

Aptly called landsharks, bulettes are terrifying predators
that live only on meat. When attacking, they employ
their large jaws and front feet.


Daggoran

Please refer to page 36 in the next section, Detailed Descriptions of New
Monsters, for a complete profile of daggorans.


Dagolar Slime

Please refer to page 37 in the next section, Detailed Descriptions of New
Monsters, for a complete profile of Dagolar slimes.


Dark Spider

Please refer to page 38 in the next section, Detailed Descriptions of New
Monsters, for a complete profile of dark spiders.


Dune Reaper

Please refer to page 39 in the next section, Detailed Descriptions of New
Monsters, for a complete profile of dune reapers.

--Page 29--
--Page 30--

Elemental


Air

<<G:dsm030a.pcx:"[GRAPHIC : Air Elemental]">>

Lesser Air Elemental

Lesser air elementals are virtually indistinguishable from
the harmless dust devils and sirocco winds that
frequently blow across the Athasian desert. They use
their near invisibility to their advantage. They are
the fastest of the lesser elementals and use their speed
when attacking.


Air Elemental

Common air elementals appear as amorphous, shifting
clouds when they answer summons to the Prime
Material Plane. They strike their opponents with strong,
focused blasts of air that, like giant, invisible fists, do
moderate amounts of damage.


Earth

<<G:dsm030b.pcx:"[GRAPHIC : Earth Elemental]">>

Lesser Earth Elemental

Made from coalesced sand, silt, or rock, lesser earth
elementals are the mightiest elementals that low-level
conjurers can summon. The lesser earth elementals
don't do as much damage as common earth elementals,
but are still formidable foes.


Earth Elemental

Common earth elementals appear on the Prime Material
Plane as very large humanoids made of dirt, stones,
precious metals, and gems. They pound their victims
with their huge fists, inflicting significant amounts of
damage in the process.

--Page 30--
--Page 31--


Fire

<<G:dsm031a.pcx:"[GRAPHIC : Fire Elemental]">>

Lesser Fire Elemental

These creatures from the elemental plane of fire are the
most spirited and mischievous of all the lesser elementals.
In combat, lesser fire elementals move up against targets
to burn them, or use their flame tongues to sear them.


Fire Elemental

On the Prime Material Plane, common fire elementals
appear as tall sheets of flame. Fire elementals have two
arm-like appendages, one on each side of their bodies.
In combat, they lash out with their ever-moving limbs,
searing their opponents with tongues of flame.


Water

<<G:dsm031b.pcx:"[GRAPHIC : Water Elemental]">>

Lesser Water Elemental

All water elementals, including the lesser ones, are looked
upon with awe and respect on Athas because of their link
with the life-giving fluid. Lesser water elementals use their
flowing motion as a basic form of attack. Gathering speed
as they go, they use their entire bodies to ram and inflict
large amounts of damage on their victims.


Water Elemental

Common water elementals appear on the Prime Material
Plane as high-crested waves. Their arms appear as waves,
one thrust out on each side of the body. When water ele-
mentals strike, they lash out with these wave-like arms.


Fire Eel

Please refer to page 40 in the next section, Detailed Descriptions of New
Monsters, for a complete profile of fire eels.


Genie

<<G:dsm031c.pcx:"[GRAPHIC : Genie]">>

Genies have the upper torso of humans, and the lower
bodies of whirlwinds. They pummel their victims with
a powerful tornado-like force. Their ability to use
illusions and become invisible makes them virtually
impossible to capture.

--Page 31--
--Page 32--

Greater Shadow

Please refer to page 41 in the next section, Detailed Descriptions of New
Monsters, for a complete profile of greater shadows.


Magera

Please refer to page 42 in the next section, Detailed Descriptions of New
Monsters, for a complete profile of magera.


Mastyrial

Please refer to page 43 in the next section, Detailed Descriptions of New
Monsters, for a complete profile of mastyrials.


Mountain Stalker

Please refer to page 44 in the next section, Detailed Descriptions of New
Monsters, for a complete profile of mountain stalkers.


Otyugh

<<G:dsm032a.pcx:"[GRAPHIC : Otyugh]">>

Otyughs, also known as gulguthra, are terrifying crea-
tures that lurk in heaps of dung and decay, waiting
for something to disturb them. They attack with two
ridged tentacles which can smash opponents or grapple
them to death.


Psurlon

Please refer to page 45 in the next section, Detailed Descriptions of New
Monsters, for a complete profile of psurlons.


Sand Howler

Please refer to page 47 in the next section, Detailed Descriptions of New
Monsters, for a complete profile of sand howlers.


Screamer Beetle

Please refer to page 48 in the next section, Detailed Descriptions of New
Monsters, for a complete profile of screamer beetles.


Shadow

<<G:dsm032b.pcx:"[GRAPHIC : Shadow]">>

Shadows are undead creatures that drain strength
from their victims with their touch. Their chilling
grasp does light damage to their victims, in addition
to weakening them.

--Page 32--
--Page 33--

So-ut (Rampager)

<<G:dsm033a.pcx:"[GRAPHIC : So-ut]">>

The so-ut, or rampagers, are fierce creatures that live
only for the sake of destruction. They know no fear and
hate anything associated with man. They are huge, six-
legged creatures with gray scales covering their whole
bodies. In melee, so-uts are terrible foes; they are able
to attack with both foreclaws, and each claw secretes an
acidic poison. This corrosive poison destroys both
armor and weapons.


Red Slaad

<<G:dsm033b.pcx:"[GRAPHIC : Red Slaad]">>

These large, red frog-like beings are vicious combatants
that are quick to attack all other creatures. Red slaads
attack with two claws and a furious bite. They some-
times resist magic and have been known to heal damage
they have acquired in combat.


Blue Slaad

<<G:dsm033b.pcx:"[GRAPHIC : Blue Slaad]">>

Blue slaads are ruthless warriors that specialize in mass
combat. Blue slaads have two razor-sharp bone rakes
sticking out from the backs of their hands, and they are
immune to normal weapons, making them very
dangerous opponents. Beware of their deadly poison.


Slig

<<G:dsm033b.pcx:"[GRAPHIC : Slig]">>

Sligs are distant cousins of goblins and hobgoblins;
though somewhat larger, they are just as ferocious. Sligs
love combat and delight in devising inventive methods to
destroy their opponents. Sligs prefer to use hand weapons
but can bite when necessary. They bear a striking
resemblance to slaads, though no one can explain why.

--Page 33--
--Page 34--

Ssurran

Please refer to page 49 in the next section, Detailed Descriptions of New
Monsters, for a complete profile of ssurrans.


Strine

Please refer to page 50 in the next section, Detailed Descriptions of New
Monsters, for a complete profile of strines.


Styr

Please refer to page 51 in the next section, Detailed Descriptions of New
Monsters, for a complete profile of styrs.


Tanar'ri, Greater -- Babau

<<G:dsm034a.pcx:"[GRAPHIC : Tanar'ri, Greater]">>

Greater tanar'ris are commonly known as babaus. They
are horrid creatures that look much like huge skeletons
covered with dark, form-fitting leather. They also have
large, ugly horns protruding from the backs of their
skulls, and long, wicked claws covered with dirt, blood,
and decaying flesh. Their movements are very quick,
sharp, and mechanical, emphasizing their cold,
inhuman nature. Beware of their deadly poison.


Tanar'ri, True -- Vrock

<<G:dsm034b.pcx:"[GRAPHIC : Tanar'ri, True]">>

True tanar'ris are commonly known as vrocks. Vrocks
look like crosses between large humans and vultures.
These creatures have strong, sinewy limbs covered
with fine, gray feathers; long, unseemly necks; and
repulsive vulture heads. Vicious fighters, vrocks attack
multiple times in a single melee round with
their wicked claws and beaks.


Tari (Ratman)
Please refer to page 52 in the next section, Detailed Descriptions of New
Monsters, for a complete profile of Taris.

--Page 34--
--Page 35--

Thri-kreen (Mantis Warrior)

<<G:dsm035a.pcx:"[GRAPHIC : Thri-Kreen]">>

The thri-kreen are carnivorous insect-men that roam
deserts and dry lands. Thri-kreen are extremely agile,
and can dodge most any missile attack. Even unarmed,
thri-kreen are dangerous in combat because they attack
with all four of their insectile claws. Thri-kreen have a par-
alyzing bite that can stop unwary victims in their tracks.


Tyrian Slime

Please refer to page 53 in the next section, Detailed Descriptions of New
Monsters, for a complete profile of Tyrian slimes.


Undermountain Folk (Mindhome)

Please refer to page 54 in the next section, Detailed Descriptions of New
Monsters, for a complete profile of Undermountain folk.


Wyvern

<<G:dsm035b.pcx:"[GRAPHIC : Wyvern]">>

Distant cousins to dragons, wyverns are huge flying
lizards with poisonous stingers in their tails. In combat,
wyverns prefer to be in the air and seize any
opportunity to take flight.


Xorn

<<G:dsm035c.pcx:"[GRAPHIC : Xorn]">>

Xorns, natives of the elemental plane of earth, feed on
precious metals deep underground. In combat they can
fight two different ways. Against a single opponent, they
bend the two nearest legs deeply, angling their bodies
45 degrees toward the enemy. In this way all four arms
can reach the victim. Against several opponents they
can attack with their arms in all directions, each at a
different target.


Zombie

<<G:dsm035d.pcx:"[GRAPHIC : Zombie]">>

Zombies are mindless, animated corpses controlled by
their creator, usually an evil wizard or priest. They
always move in a straight line toward their opponents,
with arms outstretched, seeking to claw or pummel their
victims to death.

--Page 35--
--Page 36--

<<G:dsm036a.pcx:"[GRAPHIC : Daggoran]">>
<<G:dsm036b.pcx:"[GRAPHIC : Daggoran]">>
<<G:dsm036c.pcx:"[GRAPHIC : Daggoran Psionic]">>

Psychokinesis -- Sciences: detonate;
Devotions: ballistic attack, control body,
inertial barrier.

Appearance: Daggorans are large frog-like
creatures with gold-colored skin. Their eyes
are green with yellow pupils. Located
between the daggorans' shoulders is a green
crystalline growth. Daggorans are creatures of
thedeserts near Draj. They are often trained
and used as trackers by Drajian guards
because of the daggorans' innate ability to
pick up and track the psionic signature of
most intelligent and psionic creatures.

Combat: Daggorans can opt to jump up to
their movement distance. This hop will
clear any object up to one-third as high as
the length of the leap and requires only a
single round to accomplish. A jumping
daggoran can attack in midair or at the end
of its leap.

Daggorans frequently hunt in packs during
times when food is scarce -- generally the
way of life in the desert. These packs are
likely (60% chance) to follow and attack prey.

In the wild, when a daggoran comes upon a
potential meal it usually launches an attack
with its detonate psionic ability (which orig-
inates from the crystalline growth on
its back) at the ground near a victim, some-
times killing it with the shrapnel created
from the explosion. If the victim survives the
initial attack, the daggoran rushes in to
attack with its mouth, causing 2-12 (2d6)
points of damage per hit.

Habitat/Society: Daggorans are social
creatures, living and hunting in packs, much
like wolves of other worlds. The hierarchy
within a pack is strict with only the strongest
daggoran as the leader. Whenever a
daggoran wishes to vie for the position of
pack leader, a battle to the death ensues.
The victor quite obviously becomes the pack
leader, while the loser becomes a meal for
the rest of the pack.

Ecology: Daggorans have proven to be
valuable hunters of the Athasian deserts
as they help keep the population of rodents
and other small animals down to a tolerable
level. Unfortunately, thri-kreen consider
daggorans a delicacy and as such, the
daggoran population has been hunted to
near extinction.

--Page 36--
--Page 37--

<<G:dsm037a.pcx:"[GRAPHIC : Dagolar Slimes]">>
<<G:dsm037b.pcx:"[GRAPHIC : Dagolar Slimes]">>
<<G:dsm037c.pcx:"[GRAPHIC : Dagolar Slimes Psionic]">>

Telepathy -- Sciences: psionic blast;
Devotions: mind blank, ego whip,
psychic crush.

Appearance: Dagolar slimes are Tyrian
slimes genetically altered by the evil
psionicist, Dagolar. These slimes are
hideous, amorphous creatures that are the
bane of intelligent beings. Dagolar slimes
have greenish-colored bodieswith red
highlights. In the middle of a Dagolar slime
rests a human-like brain covered with slime.
Like most slimes, these creatures have
the ability to move along walls and ceilings.

Combat: When a Dagolar slime attacks, it
envelops the head of its prey and dissolves
away the skull to get at the brain. A Dagolar
slime has two types of secretions. The first is
a fast-drying, sticky substance that entangles
its prey into motionlessness. This secretion
is the slimes' usual first attack. The spraying
of this secretion acts like a web spell but
affects one target rather than an area. The
victim must make a saving throw versus
breath weapon.A successful save indicates
that the victim has dodged the spray, while
failure indicates that the victim is entangled
and cannot move.

The second secretion is a highly corrosive
acid. This acidic secretion dissolves metal at
a surprising rate. The acid is also caustic to
flesh and bone. Bone is dissolved on contact
and exposed flesh suffers 2-12 (2d6) points
of damage per hit.

As if the secretions weren't enough, a Dagolar
slime also has limited psionic attack abilities.

Habitat/Society: Dagolar slimes are
solitary, asexual creatures. Reproduction
happens when a Dagolar slime encounters a
victim with an especially active brain pattern
(i.e., a psionicist). Once the victim is
incapacitated, the slime does not consume
the brain but rather removes it from the
victim. At this point the Dagolar divides its
slime body and through some unknown
process transplants the new brain into its
new offspring.

Ecology: Dagolar slimes pose a threat to
all intelligent creatures and, as such, are
usually killed when encountered.

--Page 37--
--Page 38--

<<G:dsm038a.pcx:"[GRAPHIC : Dark Spider]">>
<<G:dsm038b.pcx:"[GRAPHIC : Dark Spider]">>

Appearance: Dark spiders are intelligent,
subterranean arachnids. A portion of the
dark spider population has a wide range of
psionic abilities, and some have even
mastered defiler magic. They form small
tribes ruled by the psionic elite (queen).
Magically, their powers can rival that of a
sixth-level defiler.Dark spiders often lay
snares made from their webs. In rare
instances, the spiders have been known to
trade silk for live food. A number of mer-
chant houses are rumored to trade slaves for
the valuable silk.

Combat: In melee, dark spiders attack with
two forelegs and a poison bite. The forelegs
do 1d10 points of damage and the bite does
1d6 points of damage, plus poison. Their
poison (type F) is deadly if a save versus
poison is not made.

Habitat/Society: There seem to be three
types of spiders in a tribe. The first, and
most common, is the warrior spider. The
warrior spider has limited psionic abilities,
relying on its melee attacks to defeat its
victims. The second type of dark spider is
the mage spider. The mage spider is known
to use up to sixth level defiler magic and
some psionics. The last and most feared
dark spider isthe queen spider. The queen
spider is an extremely powerful and skilled
psionicist/defiler.

Ecology: The dark spiders have no natural
enemies, but many acquired ones. Their
young are born in web sacks, located in the
lair's hatchery. The poison is highly prized
by assassins and alchemists.

--Page 38--
--Page 39--

<<G:dsm039a.pcx:"[GRAPHIC : Dune Reaper]">>
<<G:dsm039b.pcx:"[GRAPHIC : Dune Reaper]">>

Appearance: These dune denizens prowl
the sandy wastes. They like to leap from the
sand to ambush and impale victims on their
scythe-like limbs. Common to the desert
near the city-state of Draj, dune reapers
are often captured for fighting in the
gladiatorial arena.

Combat: The dune reaper attacks with two
scythe-like limbs doing 3d6 points of
damage (+7 for exceptional strength). It
also has a bite attack for 2d6 points of
damage. They are known to be resistant to
magic attacks.

Habitat/Society: Dune reapers roam the
wastes in small packs, searching for food.
They often lie in wait near a caravan route
for days, and then ambush the caravan
when it wanders within range. They have no
permanent lairs and they mate twice a year.

Ecology: Dune reapers eat anything --
plant or animal. The pack will fight to the
death when food is the issue. This tenacity
also makes them prized in the arena.

--Page 39--
--Page 40--

<<G:dsm040a.pcx:"[GRAPHIC : Fire Eel]">>
<<G:dsm040b.pcx:"[GRAPHIC : Fire Eel]">>

Appearance: The fire eel is a six-foot-long,
fish-like snake that is very aggressive.

Combat: Fire eels can breathe a stream of
fire 10' long. Their favorite mode of attack is
to burrow near a target, expose their heads
and breathe upon the intended victim. If
the victim survives, the eels plunge back
into the sand and attack from a different
location. The breath from a fire eel does 6d6
points of damage. The fire eel bites for 3d8
points of damage.

Habitat/Society: Nil

Ecology: Fire eels roam the sandy wastes
searching for food. Not a social animal,
the fire eel lives a solitary life when it is
not breeding.

--Page 40--
--Page 41--

<<G:dsm041a.pcx:"[GRAPHIC : Greater Shadow]">>
<<G:dsm041b.pcx:"[GRAPHIC : Greater Shadow]">>

Appearance: Greater shadows are more
powerful versions of shadows. Greater
shadows are undetectable in all but the
brightest of surroundings, as they appear to
be nothing more than shadows. In bright
light they can be clearly seen.

Combat: The greater shadow is primarily
from the Negative Material Plane. This gives
it the ability to drain the life force from its
victim. The chilling touch of a greater
shadow inflicts 2d6 points of damage and
drains 1 strength point from its victim. The
greater shadow is immune to sleep, charm, and
hold spells, and it is unaffected by cold-based
attacks. They can be turned by clerics.

Habitat/Society: Greater shadows travel
in loosely organized packs that freely
roam ancient ruins, caverns, graveyards,
and dungeons.

Ecology: Greater shadows were once
powerful humanoids exposed to the
Negative Material Plane. It has been
rumored that greater shadows are really
muls who have been cursed by the touch
of a shadow.

--Page 41--
--Page 42--

<<G:dsm042a.pcx:"[GRAPHIC : Magera]">>
<<G:dsm042b.pcx:"[GRAPHIC : Magera]">>

Appearance: The magera are a tribal race
that typically live in caves. They frequently
raid caravans and poorly defended villages.
Those with higher intelligence have been
known to master defiler magic, up to fifth
level. Those with the greatest psionic ability
often become leaders.

Combat: Magera attack with their fists
doing 1d8+8 points of damage.

Habitat/Society: Magera tribes are found
anywhere from caverns to mountaintops.
The tribes have 10-20 males, 12-18 females,
and 2-8 children. The tribe leader is usually
a defiler of up to 5th level. Magera live
by raiding and scavenging,and eat just
about anything.

Ecology: The magera plague mankind,
lusting for gold, gems, and jewelry as well
as human flesh. They are evil-natured
creatures that join other monsters
to prey on the weak.

--Page 42--
--Page 43--

<<G:dsm043a.pcx:"[GRAPHIC : Mastyrial]">>
<<G:dsm043b.pcx:"[GRAPHIC : Mastyrial]">>

Appearance: Similar to their smaller
cousins, the scorpions, the mastyrials are
some of the deadliest beasts in the desert.

Combat: For the most part they lie buried in
the sand, hibernating. However, when a
victim is within range, the mastyrial bursts
out and attacks, attempting to impale the
target with its poisonous tail. The poison
inflicts 30 points of damage, 15 points of
damage if a saving throw is made. The
mastyrial also attacks with its two claws
doing 1-10 points of damage and a bite
doing 2-12 points of damage. The mastyrial
regenerates 3 hit points per round.

Habitat/Society: Mastyrials live in under-
ground burrows or ruins. Each lair may
(20% chance) have 4-20 mastyrial eggs.
These beasts eat any living creature that is
unfortunate enough to stray too close to
their lair.

Ecology: These creatures contribute to the
ecosystem by feeding on giant versions of
insects such as spiders and ants. Alchemists
and assassins prize the mastyrial's venom
because of its potency.

--Page 43--
--Page 44--

<<G:dsm044a.pcx:"[GRAPHIC : Mountain Stalker]">>
<<G:dsm044b.pcx:"[GRAPHIC : Mountain Stalker]">>

Appearance: Mountain stalkers are weird
variants of beasthead giants; stalkers have
a group of tentacles instead of forearms.
Skilled climbers, they populate the
mountains west of Draj.

Combat: Mountain stalkers attack with
their tentacles doing 3d6+7 points of
damage per attack. This attack makes
them deadly in combat.

Habitat/Society: The mountain stalkers
shy away from any organized settlement.
However, they are not above attacking a
much weaker force if stumbled upon.
Mountain stalkers have no regard for any
form of life, except other mountain stalkers.

Ecology: Mountain stalkers can survive on
almost any type of animal or plant diet.
They prefer meat to vegetation. The lives of
mountain stalkers are very hazardous, thus
they have a short life expectancy.

--Page 44--
--Page 45--

<<G:dsm045a.pcx:"[GRAPHIC : Psurlon]">>
<<G:dsm045b.pcx:"[GRAPHIC : Psurlon]">>
<<G:dsm045c.pcx:"[GRAPHIC : Psurlon Psionic]">>

Telepathy -- Sciences: mass domination,
superior invisibility; Devotions: id insin-
uation, mental barrier, contact, psychic
crush, life detection, conceal houghts.

Psychoportation -- Sciences: banishment;
Devotions: astral projection, time/space
anchor.

Psychometabolism -- Sciences: life
draining; Devotions: body control, mind over
body, enhanced strength, flesh armor.

Psychokinesis -- Sciences: disintegrate;
Devotions: levitation, animate shadow,
inertial barrier.


Psurlon adepts also have:

Clairsentience -- Sciences: clairaudience,
clairvoyance; Devotions: combat mind,
danger sense, poison sense, spirit sense.

Metapsionics -- Sciences: psychic clone,
ultrablast; Devotions: convergence, psionic
inflation, splice, wrench.

--Page 45--
--Page 46--

Appearance: The psurlons were a highly
intelligent and technologically advanced race.
Their earthworm-like bodies have humanoid
legs and arms that end in cloven-hoofed feet
and black, talon-like claws (respectively). The
head of a psurlon appears much like that of
an earthworm with a large gaping maw,
ringed with teeth-like projections. Like
earthworms, psurlons have no eyes but use
some other sense to see. Psurlons are
usually garbed in richly colored robes.
Currently, these creatures are trapped on the
astral plane. Evil psionicists seeking greater
knowledge usually summon a psurlon (with
the use of the summon planar creature
psychoportive science). The price for psurlon
knowledge is often quite high, and in many
cases results in the death of the psionicist.
Many times after summoning a psurlon and
gaining its knowledge, the summoner
attempts to slay it and send it back to the
astral plane. However,psurlons never forget a
broken deal and often track down the original
summoner and extract their due payment.

Combat: Through centuries of magical
experimentation, the rugged hide the
psurlons have developed provides the
creatures with a natural Armor Class of 0.
The use of armor is disdained as it interferes
with their psurlon abilities.

Psurlons are very dangerous foes in combat
with many options at their disposal.They
disdain the use of weapons, preferring to
rend their victims apart using their claws
and teeth. When engaged in melee combat,
psurlons attack with each claw, causing 3-
12 (d10+2) points of damage, and a vicious
bite for 2-16 (2d8)points of damage. The
most dangerous ability of the psurlons,
however, is theirmassive psionic ability.

Habitat/Society: Psurlons existed on Athas
many thousands of years ago. At the height
of their evolution, psurlons, in their eternal
quest for knowledge and power, devised a
means to psychically link up with all psurlons
throughout Athas. With this ability, the
psurlons planned to attempt a worldwide
conquest of Athas. The night was chosen
carefully. When the moon was full and at its
zenith, all psurlons across Athas linked up
and sent forth their psychic energy. What the
psurlons did not realize was that the fabric of
the prime material plane could not contain
such a psychic force. A rift in the planes was
ripped open and all psurlons were sucked
into the astral plane. The force that pulled
them into the astral plane was so great that
each of the psurlons was knocked into a
catatonic state for a period of 100 years.
When the psurlons awoke from this state, the
rift had long since repaired itself. The
psurlons were trapped with no way back to
Athas or any other place on the prime materi-
al plane. The fabric of the astral plane seems
to be much strongerthan that of the prime,
for the psurlons cannot conjure up the mas-
sive convergence like that which caused their
entrapment. Over the centuries, the psurlons
have lost the ability to conjure up the massive
convergence but their determination to return
to Athas has only grown. When a psurlon is
summoned, it will almost always attempt to
find a way to stay on the prime material
plane so that it can try to bring its people back.

A psurlons' community consists of 10-100
males with a like number of females. Young
number half of the female population.
Psurlon communities are led by a psurlon
adept who has 18 hit dice and a much
stronger psionic ability. Psurlon females
fight as psurlon males.

Psurlons normally feed on the flesh of other
creatures, preferably that of other sentient
races. They especially like the flesh of
halflings and humans.

Ecology: Psurlons have an average life span
of 5000 years. Like most intelligent preda-
tors, psurlons are usually at the top of the
food chain. However, psurlons seem to be
something of a delicacy to Athasian rocs.
This of course causes psurlons to react
poorly whenever one of these great birds of
prey is in the area.

--Page 46--
--Page 47--

<<G:dsm047a.pcx:"[GRAPHIC : Sand Howler]">>
<<G:dsm047b.pcx:"[GRAPHIC : Sand Howler]">>

Appearance: Travelling as packs of desert-
dwelling animals, howlers are known for the
chilling screams they unleash while
pursuing prey. A number of mercenaries
have managed to domesticate young
howlers and use them to capture runaway
slaves.

Combat: The howlers roam the desert in
packs and are rarely seen alone. Howler
attack with two foreclaws doing 1d3 points
of damage and with a bite for 1d6 points of
damage. The most feared attack form of the
howler is its ability to paralyze victims with
its many eyes.

Habitat/Society: Howlers live and hunt in
packs. Each pack is led by a single, large,
male howler. In the lair of a pack of howlers
there is a 20% chance thatany given pair of
howlers will have 1-2 young howlers.
Although at this pointthe young howlers
will not fight, they can be trained to serve as
war beasts or hunting animals.

Ecology: Howlers are valuable hunters in
Athas. During the last few years, they
have been hunted almost to extinction in
the tablelands.

--Page 47--
--Page 48--

<<G:dsm048a.pcx:"[GRAPHIC : Screamer Beetle]">>
<<G:dsm048b.pcx:"[GRAPHIC : Screamer Beetle]">>
<<G:dsm048c.pcx:"[GRAPHIC : Screamer Beetle Psionic]">>

Telepathy -- Sciences: psionic blast.

Appearance: Screamer beetles are very
deceptive in their beauty. The multi-colored
chitinous shells are prized by art collectors
and alchemists.

Combat: Screamer beetles hunt in small
packs and generate psionic blasts from their
abdomen that can harm, or even kill, targets.
In melee, they attack with their two
mandibles, doing 1d8 points of damage.

Habitat/Society: Nil

Ecology: The screamer beetles form small
packs to overcome their victims. The main
concern of the pack is food, thus they have
been known to attack caravans.

--Page 48--
--Page 49--

<<G:dsm049a.pcx:"[GRAPHIC : Ssurran]">>
<<G:dsm049b.pcx:"[GRAPHIC : Ssurran]">>

Appearance: Ssurrans are a reptilian race of
nomads. Some are simple hunters, while
others have taken up raiding. Ssurran
shamans can advance to be sixth level
clerics, typically of earth or fire. They have
adapted to the heat of the Athasian day and
are active even during the blazing mid-day
heat.

Combat: Ssurrans attack with their claws
doing 1d8+4 points of damage, or with any
weapons available.

Habitat/Society: Ssurrans roam Athas,
seeking shelter and food for the tribe. There
have been cases when multiple tribes have
joined together against a common threat.
The ssurrans are led by a council of elders,
who commonly are the priests of the tribe.

Ecology: The ssurrans have few natural
enemies. They prey on human, demihuman,
or humanoid settlements if nearby. The
ssurran eggs are inedible, as is their flesh,
but their skin is sometimes worked as scale
armor (AC 6) that is resistant to heat.

--Page 49--
--Page 50--

<<G:dsm050a.pcx:"[GRAPHIC : Strine]">>
<<G:dsm050b.pcx:"[GRAPHIC : Strine]">>

Appearance: The strine looks like a large,
armored porcupine. A lone hunter of the
foothills, the strine depends on its thick
covering of spines for protection.

Combat: When hunting, this slow creature
launches four spines doing 1-6 points of
damage each, as well as attacking with a
vicious bite for 2-12 points of damage.

Habitat/Society: Strines live in sandy,
rocky areas. Strines mate once a year and
the males leave before the young are born.

Ecology: Strines feed on insects and small
animals. They also feed on vegetation, and
are very fond of cactus.

--Page 50--
--Page 51--

<<G:dsm051a.pcx:"[GRAPHIC : Styr]">>
<<G:dsm051b.pcx:"[GRAPHIC : Styr]">>

Appearance: The styr is a summoned
creature from the elemental plane of earth.
The styr resembles a four-faced statue, with
four arms and legs.

Combat: Having four heads makes it impos-
sible to be surprised and allows the styr to
attack four times for 2d10 points of damage
each. The styr can also breathe fire inflicting
3d6 points of damage.

Habitat/Society: The styr is usually
summoned to guard treasure chambers.
Manyadventurers seeking treasure in
ruins have fallen before the relentless
attacks of the styr.

Ecology: Styr are not natural creatures and
play no part in the world's ecology. They
neither eat nor sleep, and live until their
bodies are destroyed or banished.

--Page 51--
--Page 52--

<<G:dsm051a.pcx:"[GRAPHIC : Tari (Ratman)]">>
<<G:dsm051b.pcx:"[GRAPHIC : Tari (Ratman)]">>

Appearance: Commonly referred to as
ratmen by humans, the Tari are small, furry,
humanoid scavengers. They are capable of
thriving on food and water too polluted for
humans to drink.

Combat: While Tari will normally flee from
anything bigger than themselves, if forced to
fight they will use any weapon available or
bite for 1d3 points of damage. The Tari tend
to carry diseases, so a Tari bite has a 5%
chance of infecting its intended victim with a
serious disease, unless a save versus poison
is made.

Habitat/Society: The Tari gather in small
tribes, living in sewers and garbage heaps.
They move among these areas looking for
food and items to protect the tribe.

Ecology: Fearful and suspicious, the Tari
avoid contact with others. They are only
hostile if they greatly outnumber a victim.
Tari mate once a year.

--Page 52--
--Page 53--

<<G:dsm051a.pcx:"[GRAPHIC : Tyrian Slime]">>
<<G:dsm051b.pcx:"[GRAPHIC : Tyrian Slime]">>

Appearance: This monster resembles any
number of other slimes. It is largely
composed of bluish green amoeba-like cells
that allow it to seep through dark, damp
subterranean areas beneath Athas. These
creatures, like most others of their kind, can
ooze beneath door cracks and move about
the ceilings and walls.This allows them to
drop on unsuspecting prey.

Combat: When Tyrian slimes attack, they
envelop their prey and dissolve it. A Tyrian
slime has two types of secretions. The first is
a fast-drying, sticky substance that entangles
its prey into motionlessness. This secretion
is the slime's usual first attack. The spraying
of this secretion acts like a web spell but
affects one target rather than an area. The
victim must make a saving throw versus
breath weapon. A successful save indicates
that the victim has dodged the spray, while
failure indicates that the victim is entangled
andcannot move.

The second secretion is a highly corrosive
acid. This acidic secretion dissolves metal at
a surprising rate (chain mail in two rounds,
plate mail in three; and magical armor adds
one additional round per each plusto Armor
Class). The acid is also caustic to flesh and
bone. Bone is dissolvedon contact and
exposed flesh suffers 2-12 (2d6) points of
damage per hit.

Habitat/Society: The Tyrian slime is a
solitary, asexual creature. It reproduces by
dividing itself and is occasionally
encountered with its own divided offspring.
The Tyrian slime lives to eat and reproduce.

Ecology: Dissolving all types of carrion
and refuse, the Tyrian slime is sometimes
tolerated as a sort of groundskeeper.
However, because of its instinctual
reactions, the Tyrian slime occasionally
manages to catch neighboring creatures
and would-be feeders off-guard, and
attacks them.

--Page 53--
--Page 54--

<<G:dsm054a.pcx:"[GRAPHIC : Undermountain Folk (Mindhome)]">>
<<G:dsm054b.pcx:"[GRAPHIC : Undermountain Folk (Mindhome)]">>
<<G:dsm054c.pcx:"[GRAPHIC : Undermountain Folk Psionic]">>

Telepathy -- Sciences: tower of iron will;
Devotions: ego whip, contact, ESP, send
thoughts, sound link, taste link.

Clairsentience -- Sciences: clairvoyance;
Devotions: danger sense, know location,
spirit sense.

Appearance: These small humanoids are
known as the Undermountain folk by the
surface dwellers. They are a reclusive, shy
breed that dwell in the caverns beneath
Undermountain. Undermountain folk
belong to Mindhomes. Their complexion is
light blue, with no body hair. They have
infravision with a range of 120 feet.

Combat: When trapped and forced to fight,
Undermountain folk will use psionics to
defend themselves, as well as anything
within reach. The Mindhomes are in
constant telepathic link with each other.
Mind-affecting spells do not work against
them since they are telepathically linked.

Habitat/Society: Mindhomes are com-
munal groups, telepathically linked to each
other. Those with similar views support one
another, creating a unified mind. Those who
find independent thought are outcasts from
the communal group.

Ecology: If taken from the communal
groups, individuals usually go into a cata-
tonic state and therefore are rarely sought
after. The Undermountain folk eat fungus
and other subterranean plant life found
beneath Undermountain.

--Page 54--
--Page 55--

MAGIC

For instructions on how to cast spells and use psionics, refer to the
Spellcasting/Psionics section on page 17.


Preserver Spells

Characteristics

Note: The game automatically calculates and displays the range and the area of
effect. However, for those interested, statistics appear in the spell/psionics
data.


Range

Range is the distance from the caster at which the spell effect
occurs or begins. Some possibilities are:

        * 0: Can only be used on the spellcaster.
        * Touch: Must physically touch the target.


Duration

This lists how long the magical energy of the spell lasts. Some
possibilities are:

        * Combat: Spell's effects last for one combat.
        * Instantaneous: Spell's effects occur instantly.
        * Special: Duration depends on spell's use.


Area of Effect

This lists the creatures, volume, dimensions, weight, etc., that
can be affected by the spell.


Saving Throw

This lists whether the spell allows the target a saving throw and
explains theeffect of a successful save. (A saving throw is a chance
to avoid some or all of a spell's effects.) Some possibilities are:

        * Neg: Spell has no effect if save is successful.
        * 1/2: Character suffers half the normal amount
           of damage.
        * None: No saving throw is allowed.
        * Special: See the spell description for details.

--Page 55--
--Page 56--

First-Level Preserver Spells

<<G:dsm056a.pcx:"[GRAPHIC : First-Level Preserver Spells]">>

Armor
-------------------------------------------------------
Range: Touch                    Duration: Special
Area of Effect: 1 creature      Saving Throw: None
-------------------------------------------------------
Armor creates a magical field of force that serves as if it were scale mail
armor (AC 6). This spell is not affected by class limitations -- i.e. a mage,
cleric, or druid can be affected by this spell. The spell is not cumulative
with the shield spell. Armor lasts until dispelled or the recipient takes
sufficient damage to remove it.


Burning Hands
-------------------------------------------------------
Range: 0                                              Duration: Instantaneous
Area of Effect: 120 degree cone adjacent to caster    Saving Throw: 1/2
-------------------------------------------------------
Burning hands inflicts 1 to 3 hit points of fire damage plus 2 per level of
the preserver on targeted creatures.


Charm Person
-------------------------------------------------------
Range: 120 yards                Duration: Combat
Area of Effect: 1 person        Saving Throw: Neg.
-------------------------------------------------------
Charm person changes the target's allegiance in combat so that an opponent
fights for the preserver's side. It only affects character types (human, dwarf,
etc.). Note: This spell is not effective outside combat.


Chill Touch
-------------------------------------------------------
Range: Touch                            Duration: Special
Area of Effect: Creature touched        Saving Throw: Neg.
-------------------------------------------------------
Chill touch attacks the life force of any living creature. The target suffers
1 to 4 points of damage and loses 1 point of Strength per successful attack.
Undead touched by the preserver suffer no damage or Strength loss, but may
flee for several rounds.


Color Spray
-------------------------------------------------------
Range: 0                                        Duration: Instantaneous
Area of Effect: 5' x 20' x 20' wedge            Saving Throw: Special
-------------------------------------------------------
Color spray causes a vivid, fan-shaped spray of clashing colors to leap from
the preserver's hand. Up to 6 creatures may be stunned by this overwhelming
cascade of light. Higher level creatures may save and avoid the spell's
effects.


Enlarge
-------------------------------------------------------
Range: 5 yards/level                    Duration: 5 rounds/level
Area of Effect: 1 creature or object    Saving Throw: Neg.
-------------------------------------------------------
Enlarge makes the recipient larger and stronger, allowing it to do more damage
in melee combat. The higher the preserver's level, the greater the spell's
effect.

--Page 56--
--Page 57--

<<G:dsm057a.pcx:"[GRAPHIC : More First-Level Preserver Spells]">>

Gaze Reflection
-------------------------------------------------------
Range: 0                  Duration: 2 rounds + 1 round/level
Area of Effect: Special   Saving Throw: None
-------------------------------------------------------
Gaze reflection creates a shimmering, mirror-like area of air before the
preserver. Any gaze attack is reflected back upon the gazer, with potentially
harmful effects.


Grease
-------------------------------------------------------
Range: 10 yards                           Duration: 3 rounds + 1 round/level
Area of Effect: 10' x 10' square area     Saving Throw: Neg.
-------------------------------------------------------
Grease covers a surface with a slippery layer of a fatty, greasy nature. Any
creature entering its area slips and slides, and cannot move for the round.


Magic Missile
-------------------------------------------------------
Range: 60 yards + 10 yards/level        Duration: Instantaneous
Area of Effect: 1 creature              Saving Throw: None
-------------------------------------------------------
Magic missile does 2 to 5 hit points of damage per missile with no saving
throw. A preserver throws 1 missile for every 2 levels (1 at levels 1 to 2,
2 at levels 3 to 4, etc.) This spell damages any single target within its
range unless the target is magic resistant or has magical protection such as a
shield spell.


Shield
-------------------------------------------------------
Range: 0                        Duration: 5 rounds/level
Area of Effect: Caster          Saving Throw: None
-------------------------------------------------------
Shield negates enemy magic missile spells, improves the preserver's saving
throw versus missiles, and may improve his or her AC.


Shocking Grasp
-------------------------------------------------------
Range: Touch                            Duration: Instantaneous
Area of Effect: Creature touched        Saving Throw: None
-------------------------------------------------------
Shocking grasp does 1 to 8 hit points of electrical damage +1 hit point
per level of the preserver.


Wall of Fog
-------------------------------------------------------
Range: 30 yards                         Duration: 2-8 rounds + 1 round/level
Area of Effect: 30-yard long wall       Saving Throw: None
-------------------------------------------------------
Wall of fog creates a billowing wall of misty vapors. The fog blocks everyone's
line of sight so neither side can see the other.

--Page 57--
--Page 58--

Second-Level Preserver Spells

<<G:dsm058a.pcx:"[GRAPHIC : Second-Level Preserver Spells]">>

Blur
-------------------------------------------------------
Range: 0                        Duration: 3 rounds + 1 round/level
Area of Effect:Caster           Saving Throw: None
-------------------------------------------------------
Blur causes the preserver's form to become blurred, shifting, and wavering. A
preserver affected with this spell becomes more difficult to hit, and gains a
+1 bonus on saving throws versus magical attacks.


Detect Invisibility
-------------------------------------------------------
Range: 0                        Duration: 5 rounds/level
Area of Effect: Caster          Saving Throw: None
-------------------------------------------------------
Detect invisibility allows the target to spot invisible creatures and objects.


Flaming Sphere
-------------------------------------------------------
Range: 10 yards                         Duration: 1 round
Area of Effect: 3' radius sphere        Saving Throw: Neg.
-------------------------------------------------------
Flaming sphere creates a burning globe of fire that rolls in whatever direction
the preserver wishes. Creatures must save versus spell, or suffer 2 to 8 points
of damage from this veritable inferno.


Fog Cloud
-------------------------------------------------------
Range: 20 yards                 Duration: 4 rounds + 1 round/level
Area of Effect: 40' cube        Saving Throw: None
-------------------------------------------------------
Fog cloud creates a large magical cloud of opaque fog. The fog blocks
everyone's line of sight. Neither side can see the other.


Glitterdust
-------------------------------------------------------
Range: 10 yards/level           Duration: 1-4 rounds + 1/level of caster
Area of Effect: 20' cube        Saving Throw: Special
-------------------------------------------------------
Glitterdust creates a cloud of glittering particles which covers creatures
within the area of effect. Creatures failing their saves are blinded, with the
additional side effect that invisible creatures become visible.


Invisibility
-------------------------------------------------------
Range: Touch                            Duration: Special
Area of Effect: Creature touched        Saving Throw: None
-------------------------------------------------------
Invisibility makes the target invisible. The THAC0 of melee attacks against
invisible recipients is reduced (improved) by 4, and it is impossible to aim
ranged attacks at them. Invisibility is dispelled when the recipient attacks
or casts a spell. Note: This spell is not effective outside combat.

--Page 58--
--Page 59--

<<G:dsm059a.pcx:"[GRAPHIC : More Second-Level Preserver Spells]">>

Melf's Acid Arrow
-------------------------------------------------------
Range: 180 yards                Duration: Special
Area of Effect: 1 target        Saving Throw: None
-------------------------------------------------------
Melf's acid arrow creates a magical arrow that speeds to its target as if
fired from the bow of a fighter the same level as the preserver. This arrow
strikes for 2 to 8 points of acid damage. As the preserver rises in level,
the acid burns for longer periods of time, causing additional damage.


Mirror Image
-------------------------------------------------------
Range: 0                        Duration: 3 rounds/level
Area of Effect: 6' radius       Saving Throw: None
-------------------------------------------------------
Mirror image creates 1 to 4 illusionary duplicates of the preserver to draw
off attacks. A duplicate disappears when it is attacked. Additional images
are created at higher levels.


Protection from Paralysis
-------------------------------------------------------
Range: Touch                    Duration: 1 turn/level
Area of Effect: 1 creature      Saving Throw: None
-------------------------------------------------------
Protection from paralysis gives the recipient immunity from all forms of
paralysis, be they magical (as in a hold person spell), or natural (as in the
paralyzing gaze of a sand howler).


Scare
-------------------------------------------------------
Range: 30 yards + 10 yards/level        Duration: 1-4 rounds + 1 round/level
Area of Effect: 15' radius              Saving Throw: Neg.
-------------------------------------------------------
Scare causes creatures with fewer than six Hit Dice or six levels of
experience to fall into fits of trembling and shaking. A creature under the
effects of scare finds it difficult to fight, and may often flee in combat.
Note: this spell has no effect on undead creatures.


Stinking Cloud
-------------------------------------------------------
Range: 30 yards                 Duration: 1 round/level
Area of Effect: 20' cube        Saving Throw: Neg.
-------------------------------------------------------

Stinking cloud renders those in its area of effect unable to attack for 2 to
5 rounds. If the target saves, it is not affected.


Strength
-------------------------------------------------------
Range: Touch                    Duration: 1 hour/level
Area of Effect: Person touched  Saving Throw: None
-------------------------------------------------------
Strength raises the target's Strength by 1 to 8 points depending on the class
of the target. The target's Strength can only be raised to a maximum of 24.


Web
-------------------------------------------------------
Range: 5 yards/level            Duration: 2 turns/level
Area of Effect: 30' radius      Saving Throw: Neg. or 1/2
-------------------------------------------------------
Web creates a many-layered mass of strong, sticky strands similar to spider
webs but far larger and tougher. The webs prevent movement, and can only be
removed by fire.

--Page 59--
--Page 60--


Third-Level Preserver Spells

<<G:dsm060a.pcx:"[GRAPHIC : Third-Level Preserver Spells]">>


Blink
-------------------------------------------------------
Range: 0                        Duration: 1 round/level
Area of Effect: Caster          Saving Throw: None
-------------------------------------------------------
Blink allows a preserver to blink out after acting each round. Although
the preserver may be physically attacked before acting each round, he or she
may not be attacked after because the opponent cannot see the preserver
clearly.


Dispel Magic
-------------------------------------------------------
Range: 120 yards                Duration: Instantaneous
Area of Effect: 30' cube        Saving Throw: None
-------------------------------------------------------
Dispel magic removes the effects of spells that do not have specific counter
spells. This is a recuperation spell for any characters that have been held,
slowed, made nauseous, etc.


Fireball
-------------------------------------------------------
Range: 10 yards + 10 yards/level        Duration: Instantaneous
Area of Effect: 20' radius              Saving Throw: 1/2
-------------------------------------------------------
Fireball is a magical explosion that does 1 to 6 hit points of damage per
level of the caster to all targets within its area. If the target makes its
saving throw, damage is halved. The spell's power demands that you target
carefully.


Flame Arrow
-------------------------------------------------------
Range: 30 yards + 10 yards/level        Duration: 1 round
Area of Effect: Special                 Saving Throw: None
-------------------------------------------------------
Flame arrow enables the preserver to hurl fiery bolts at opponents within
range. Each arrow inflicts 1 to 6 points of damage, plus an additional 4 to 24
points of fire damage.


Haste
-------------------------------------------------------
Range: 60 yards                                  Duration: 3 rounds + 1 round/level
Area of Effect: 40' cube, 1 creature/level    Saving Throw: None
-------------------------------------------------------
Haste doubles the recipient's movement and number of melee attacks per round.
Haste has a short duration, so you should wait until a fight is imminent to
cast it.


Hold Person
-------------------------------------------------------
Range: 120 yards                                Duration: 2 rounds/level
Area of Effect: 1 to 4 persons in a 20' cube    Saving Throw: Neg.
-------------------------------------------------------

Hold person may paralyze targets of character types (human, dwarf, etc.). You
can aim a hold person spell at up to 4 targets.  Note: This spell is not
effective outside combat.


Hold Undead
-------------------------------------------------------
Range: 60 feet                          Duration: 1-4 rounds +1 round/level
Area of Effect: 1-3 undead              Saving Throw: Neg.
-------------------------------------------------------
Hold undead paralyzes up to 3 undead creatures whose Hit Dice are less than
or equal to the preserver. Note: This spell is not effective outside combat.

--Page 60--
--Page 61--

<<G:dsm061a.pcx:"[GRAPHIC : More Third-Level Preserver Spells]">>


Lightning Bolt
-------------------------------------------------------
Range: 40 yards + 10 yards/level        Duration: Instantaneous
Area of Effect: Special                 Saving Throw: 1/2
-------------------------------------------------------
Lightning bolt is a magical electrical attack that does 1 to 6 hit points
of damage per level of the caster to each target along its path. For best
results, send the bolt down a row of opponents.


Melf's Minute Meteors
-------------------------------------------------------
Range: 70 yards + 10 yards/level        Duration: Instantaneous
Area of Effect: 1 target                Saving Throw: None
-------------------------------------------------------
Melf's minute meteors enables the preserver to cast (with a +2 bonus to hit)
five small globes of fire, each of which bursts into a one-foot-diameter
sphere upon impact, inflicting 1 to 4 points of damage.


Minor Malison
-------------------------------------------------------
Range: 60 feet                          Duration: 2 rounds/level
Area of Effect: 30' radius sphere       Saving Throw: None
-------------------------------------------------------
Minor malison causes the preserver's opponents to make all saving throws at a
-1 penalty.


Monster Summoning I
-------------------------------------------------------
Range: 30 yards                         Duration: 2 rounds + 1 round/level
Area of Effect: Adjacent to caster      Saving Throw: None
-------------------------------------------------------
Monster summoning I allows the preserver to magically conjure first-level
monsters, who fight on the preserver's side in combat.


Protection from Normal Missiles
-------------------------------------------------------
Range: Touch                            Duration: 1 turn/level
Area of Effect: Creature touched        Saving Throw: None
-------------------------------------------------------
Protection from normal missiles makes the target impervious to non-magical
missiles.


Slow
-------------------------------------------------------
Range: 90 yards + 10 yards/level        Duration: 3 rounds + 1 round/level
Area of Effect: 40' cube                Saving Throw: Neg.
-------------------------------------------------------
Slow affects all foes within the area of effect and halves the target's
movement and number of melee attacks per round. Slow can be used to negate an
opponent's haste spell.


Spirit Armor
-------------------------------------------------------
Range: 0                                Duration: 2 rounds/level
Area of Effect: Caster                  Saving Throw: Special
-------------------------------------------------------
Spirit armor surrounds the preserver with an aura composed of his or her life
essence. This aura acts as splint mail of AC 4 and grants a +3 bonus to saving
throws versus magical attacks.


Vampiric Touch
-------------------------------------------------------
Range: 0                                Duration: One touch
Area of Effect: Caster                  Saving Throw: None
-------------------------------------------------------
Vampiric touch allows a preserver to temporarily raise his or her hit points,
possibly above the normal level. A successful attack causes the opponent to
lose 1 to 6 hit points for every two caster levels, to a maximum drain of 6 to
36 hit points. The hit points are added to the total, with any hit points over
the normal total treated as temporary. These additional points are lost at the
rate of one hit point per turn.

--Page 61--
--Page 62--

Fourth-Level Preserver Spells

<<G:dsm062a.pcx:"[GRAPHIC : Fourth-Level Preserver Spells]">>


Charm Monster
-------------------------------------------------------
Range: 60 yards                                         Duration: Special
Area of Effect: 1 or more creatures in a 20' radius     Saving Throw: Neg.
-------------------------------------------------------
Charm monster changes a target's allegiance in combat so it fights on the
side of the preserver. The spell works on most living creatures. Note: This
spell is not effective outside combat.


Confusion
-------------------------------------------------------
Range: 120 yards                        Duration: 2 rounds + 1 round/level
Area of Effect: Up to a 60' cube        Saving Throw: Special
-------------------------------------------------------
Targeted creatures must make their saving throw each round or face confusion
effects; these include standing confused, becoming enraged, fleeing in terror,
or going berserk. This spell is most effective when used against a large number
of enemies.


Evard's Black Tentacles
-------------------------------------------------------
Range: 30 yards                          Duration: 1 hour/level
Area of Effect: 30 sq. ft./level         Saving Throw: None
-------------------------------------------------------
Evard's black tentacles causes a black, rubbery tentacle to spring forth
from the ground. The tentacle inflicts 3 to 12 points of damage per round
until destroyed.


Fear
-------------------------------------------------------
Range: 0                                               Duration: Instantaneous
Area of Effect: 60' cone, 30' end diameter, 5' at base Saving Throw: Neg.
-------------------------------------------------------
Fear causes all targets within its area of effect to flee in terror.


Fire Shield
-------------------------------------------------------
Range: 0                        Duration: 2 rounds + 1 round/level
Area of Effect: Caster          Saving Throw: None
-------------------------------------------------------
Fire shield protects the preserver so that any creature who hits the
preserver in melee does damage, but takes the same amount of damage in return.
The preserver takes half damage and has the saving throw from the attack
improved by 2.


Ice Storm
-------------------------------------------------------
Range: 10 yards/level                   Duration: Instantaneous
Area of Effect: 20' square              Saving Throw: None
-------------------------------------------------------
Ice storm does 3 to 30 hit points of damage to all targets within its area.
This spell even inflicts full damage on opponents protected by resist cold.


Improved Invisibility
-------------------------------------------------------
Range: Touch                            Duration: 4 rounds + 1 round/level
Area of Effect: Creature touched        Saving Throw: None
-------------------------------------------------------
Improved invisibility is similar to the invisibility spell, but the recipient
is able to attack (either by missile discharge, melee combat, or spellcasting)
and remain unseen. Note: This spell is not effective outside combat.

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Minor Globe of Invulnerability
-------------------------------------------------------
Range: 0                                Duration: 1 round/level
Area of Effect: 5' radius sphere        Saving Throw: None
-------------------------------------------------------
Minor globe of invulnerability creates a small sphere which protects those
within from incoming first, second, or third-level spells.


Minor Spell Turning
-------------------------------------------------------
Range: 0                                              Duration: 3 rounds/level
Area of Effect: Caster (and casting opponent)         Saving Throw: None
-------------------------------------------------------
Minor spell turning causes the effects of first, second, and third-level
spells directed at the protected preserver to reflect back and affect the
casting opponent.


Monster Summoning II
-------------------------------------------------------
Range: 40                              Duration: 3 rounds + 1 round/level
Area of Effect: Adjacent to caster     Saving Throw: None
-------------------------------------------------------
Monster summoning II allows the preserver to magically conjure second-
level monsters, who fight on the preserver's side in combat.


Rainbow Pattern
-------------------------------------------------------
Range: 10 yards                         Duration: Special
Area of Effect: 30' cube                Saving Throw: Neg.
-------------------------------------------------------
With rainbow pattern, the preserver creates a flashing, interweaving band of
rainbow-colored lights which absorb the full attention of affected creatures.
Direct attacks on the creatures break the spell. Note: This spell is not
effective outside combat.


Solid Fog
-------------------------------------------------------
Range: 30 yards                         Duration: 2-4 rounds + 1 round/level
Area of Effect: 20' x 10' x 10' volume/level of caster    Saving Throw: None
-------------------------------------------------------
Solid fog creates a billowing mass of misty vapor similar to a wall of fog
spell. Movement through the fog is slowed to 1/10 of normal. Solid fog may be
dispelled with fire-based spells such as fireball.


Stoneskin
-------------------------------------------------------
Range: Touch                            Duration: Special
Area of Effect: 1 creature              Saving Throw: None
-------------------------------------------------------
The recipient of a stoneskin spell gains virtual immunity to any attack by
cut, blow, projectile, or other physical attack. The spell blocks 1 to 4
attacks, plus 1 attack per 2 levels of experience.


Turn Pebble to Boulder
-------------------------------------------------------
Range: Touch                            Duration: Special
Area of Effect: Special                 Saving Throw: None
-------------------------------------------------------
Turn pebble to boulder causes a hurled pebble to grow into a boulder as it
flies, inflicting 11 to 26 hit points of damage if it strikes the target.

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Wall of Fire
-------------------------------------------------------
Range: 60 yards                         Duration: Special
Area of Effect: Special                 Saving Throw: None
-------------------------------------------------------
The wall of fire spell brings forth an immobile, 20-foot tall curtain of
magical fire. Creatures passing through the wall take damage from the flames.


Wall of Ice
-------------------------------------------------------
Range: 10 yards/level                           Duration: Instantaneous
Area of Effect: Special                         Saving Throw: None
-------------------------------------------------------
Wall of ice creates a sheet of ice that makes movement impossible. It
blocks the line of sight between enemies and your party.

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--Page 65--

Fifth-Level Preserver Spells

<<G:dsm065a.pcx:"[GRAPHIC : Fifth-Level Preserver Spells]">>


Chaos
-------------------------------------------------------
Range: 5 yards/level            Duration: 1 round/level
Area of Effect: Up to 40' cube  Saving Throw: Special
-------------------------------------------------------
Chaos affects 1 to 4 targets, plus 1 creature per caster level. Targeted
creatures must make their saving throw each round or face the spell's
effects; these include standing confused, becoming enraged, fleeing in terror,
or going berserk. This spell is most effective when used against a large number
of enemies. Highly intelligent creatures (Intelligence of 21 or greater), or
simple creatures (Intelligence of 4 or less) may save to avoid the spell's
effects. Only fighters gain a save versus this spell.


Cloudkill
-------------------------------------------------------
Range: 10 yards                                      Duration: 1 round/level
Area of Effect:40' wide, 20' high, 20' deep cloud    Saving Throw: None
-------------------------------------------------------
Cloudkill kills weak monsters in its area of effect. More powerful monsters
may merely take damage.


Cone of Cold
-------------------------------------------------------
Range: 0                        Duration: Instantaneous
Area of Effect: Special         Saving Throw: 1/2
-------------------------------------------------------
Cone of cold unleashes a withering cone-shaped blast of cold. The spell's range
and damage increases with the preserver's level.


Conjure Elemental
-------------------------------------------------------
Range: 60 yards                 Duration: 1 turn/level
Area of Effect: Special         Saving Throw: None
-------------------------------------------------------
Conjure elemental allows the preserver to conjure an air, earth, fire, or
water elemental to fight for the preserver in battle. The elemental disappears
after the battle.


Dismissal
-------------------------------------------------------
Range: 10 yards                         Duration: Permanent
Area of Effect: 1 creature              Saving Throw: Neg.
-------------------------------------------------------
Dismissal attempts to force a creature from another plane of existence to
return to its proper plane. These extra-planar creatures must save or be
forcefully expelled from the current plane of existence.


Domination
-------------------------------------------------------
Range: 10 yards/level                   Duration: Special
Area of Effect: 1 person                Saving Throw: Neg.
-------------------------------------------------------
Domination allows a preserver to dominate another person. Targets fight
on the preserver's side in combat. Due to the spell's power, targeted
creatures must save at a -2 penalty or be dominated. Note: This spell is not
effective outside combat.

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Feeblemind
-------------------------------------------------------
Range: 10 yards/level                   Duration: Permanent
Area of Effect: 1 creature              Saving Throw: Neg.
-------------------------------------------------------
Feeblemind causes targets to drop dramatically in Intelligence and Wisdom,
and lose their ability to cast spells or psionics. A heal spell counters the
effect of feeblemind.


Hold Monster
-------------------------------------------------------
Range: 5 yards/level                    Duration:1 round/level
Area of Effect: 1-4 creatures           Saving Throw: Neg.
-------------------------------------------------------

Hold monster is similar to hold person, except that it affects a wider variety
of creatures. Note: This spell is not effective outside combat.


Lower Resistance
-------------------------------------------------------
Range: 60 yards                         Duration: 1 turn + 1 round/level
Area of Effect: One creature            Saving Throw: None
-------------------------------------------------------
Lower resistance causes the magical resistance of the recipient to drop
30% plus 1% per level of the caster.


Monster Summoning III
-------------------------------------------------------
Range: 50 yards                 Duration: 4 rounds + 1 round/level
Area of Effect: 10' cube     Saving Throw: None
-------------------------------------------------------
Monster summoning III allows the preserver to magically conjure third-level
monsters, who fight on the preserver's side in combat.


Summon Shadow
-------------------------------------------------------
Range: 10 yards                 Duration: 1 round + 1 round/level
Area of Effect: 10' cube        Saving Throw: None
-------------------------------------------------------
Summon shadow summons 1 shadow. This shadow fights for the preserver until
slain or dispelled.


Wall of Force
-------------------------------------------------------
Range: 30 yards                               Duration: 1 turn + 1 round/level
Area of Effect: Up to 10' square/level        Saving Throw: None
-------------------------------------------------------
A wall of force creates an invisible barrier in the location desired by the
preserver, up to the spell's range.The wall blocks all attacks, and can only
be dispelled with disintegrate.


Wall of Stone
-------------------------------------------------------
Range: 5 yards/level                    Duration: 1 day
Area of Effect: Special                 Saving Throw: None
-------------------------------------------------------
Wall of stone creates a wall of granite rock that can be used to block
passages, walkways, etc.

--Page 66--
--Page 67--

Cleric Spells


Cleric Spell Characteristics

Note: The game automatically calculates and displays the range and the area of
effect. However, for those interested, statistics apprear in the spell/psionics
data.


Sphere

This identifies the sphere or spheres into which each spell falls.


Range

Range is the distance from the caster at which the spell effect occurs or
begins. Some possibilities are:

        * 0: Can only be used on the spellcaster.
        * Touch: Must physically touch the target.


Duration

This lists how long the magical energy of the spell lasts. Some possibilities
are:

        * Combat: Spell's effects last for one combat.
        * Instantaneous: Spell's effects occur instantly.
        * Special: Duration depends on spell's use.


Area of Effect

This lists the creatures, volume, dimensions, weight, etc., that can be
affected by the spell.


Saving Throw

This lists whether the spell allows the target a saving throw and explains the
effect of a successful save. (A saving throw is a chance to avoid some or all
of a spell's effects.) Some possibilities are:

        * Neg: Spell has no effect if save is successful.
        * 1/2: Character suffers half the normal amount of damage.
        * None: No saving throw is allowed.
        * Special: See the spell description for details.

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First-Level Cleric Spells

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Bless
-------------------------------------------------------
Sphere: Cosmos                  Range: 60 yards         Duration: 6 rounds
Area of Effect: 50' cube        Saving Throw: None
-------------------------------------------------------
Bless improves the THAC0 of friendly characters by 1. Bless cannot affect
characters who are adjacent to monsters when the spell is cast, and the spell
is not cumulative. This is a good spell to cast before going into combat.


Cause Fear
-------------------------------------------------------
Sphere: Cosmos                  Range: 10 yards         Duration: Special
Area of Effect: 1 creature/4 levels                     Saving Throw: Special
-------------------------------------------------------
Cause fear strikes terror in the hearts of hostile monsters. Creatures must
save or flee in panic for 1 to 4 rounds.


Cause Light Wounds
-------------------------------------------------------
Sphere: Cosmos                  Range: Touch            Duration: Permanent
Area of Effect: Creature touched                        Saving Throw: None
-------------------------------------------------------
Cause light wounds inflicts 1 to 8 hit points of damage on a target.


Cure Light Wounds
-------------------------------------------------------
Sphere: Cosmos                  Range: Touch            Duration: Permanent
Area of Effect: Creature touched                        Saving Throw: None
-------------------------------------------------------
Cure light wounds heals 1 to 8 hit points, up to the recipient's normal
maximum hit points.


Curse
-------------------------------------------------------
Sphere: Cosmos                  Range: 60 yards         Duration: 6 rounds
Area of Effect: 50' cube        Saving Throw: None
-------------------------------------------------------
Curse increases (weakens) the THAC0 of targets by 1. The target cannot be
adjacent to a party character or NPC, and the spell's effects are not
cumulative.


Entangle
-------------------------------------------------------
Sphere: Cosmos                  Range: 80 yards         Duration: 1 turn/level
Area of Effect: 40' cube        Saving Throw: 1/2
-------------------------------------------------------
Entangle causes the plants in the ground to sprout up and entangle or capture
creatures. Victims who fail their save become tangled and move very slowly.


Invisibility to Undead
-------------------------------------------------------
Sphere: Cosmos                  Range: Touch            Duration: 6 rounds
Area of Effect: Creature touched                        Saving Throw: Special
-------------------------------------------------------
Invisibility to undead causes affected undead to lose track of and ignore
the warded creature for the duration of the spell. The recipient thus
effectively becomes invisible to undead creatures. Note: This spell is not
effective outside combat.

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<<G:dsm069a.pcx:"[GRAPHIC : First-Level Cleric Spells]">>

Magical Stone
-------------------------------------------------------
Sphere: Earth                   Range: 0        Duration: Instantaneous
Area of Effect: Special         Saving Throw: None
-------------------------------------------------------
Magical stone allows the cleric to temporarily enchant three small pebbles.
These magical stones can then be hurled at an opponent, causing 1 to 4 points
of damage per stone, or 2 to 8 points if the target is undead.


Protection From Evil
-------------------------------------------------------
Sphere: Cosmos                  Range: Touch      Duration: 3 rounds/level
Area of Effect: Creature touched                  Saving Throw: None
-------------------------------------------------------
Protection from evil improves the AC and saving throws of the recipient by
2 against attackers of evil alignment.


Remove Fear
-------------------------------------------------------
Sphere: Cosmos                        Range: 10 yards       Duration: Permanent
Area of Effect: 1 creature/4 levels   Saving Throw: Special
-------------------------------------------------------
Remove fear instills courage in the spell's recipient, removing the effects of
a cause fear spell.


Shillelagh
-------------------------------------------------------
Sphere: Cosmos             Range: Touch    Duration: 4 rounds + 1 round/level
Area of Effect: Caster     Saving Throw: None
-------------------------------------------------------
This spell enables the cleric to temporarily create a magical club that
appears in his or her hand.

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--Page 70--

Second-Level Cleric Spells

<<G:dsm070a.pcx:"[GRAPHIC : Second-Level Cleric Spells]">>

Aid
-------------------------------------------------------
Sphere: Cosmos          Range: Touch        Duration: 1 round + 1 round/level
Area of Effect: Creature touched            Saving Throw: None
-------------------------------------------------------
Aid is much like the bless spell, except the recipient also gains the benefit
of 1 to 8 additional hit points for the duration of the spell. The temporary
hit points are subtracted before the character's own if injured in combat.
This spell may be used in conjunction with the bless spell, but is not
cumulative with it.


Barkskin
-------------------------------------------------------
Sphere: Cosmos          Range: Touch        Duration: 4 rounds + 1 round/level
Area of Effect: Creature touched            Saving Throw: None
-------------------------------------------------------
When a cleric casts the barkskin spell, the recipient's skin becomes as tough
as bark, improving (lowering) its base Armor Class to AC 6, plus 1 AC for
every four levels of the caster. In addition, the affected creature gains +1
to all saving throws.


Charm Person or Mammal
-------------------------------------------------------
Sphere: Cosmos                  Range: 80 yards         Duration: Combat
Area of Effect: 1 person or mammal                      Saving Throw: Neg.
-------------------------------------------------------
Charm person or mammal allows the cleric to charm any single person or
mammal, causing it to fight on the side of the cleric in battle. The targeted
creaturemay save to avoid the spell's effects. Note: This spell is not
effective outside combat.


Dust Devil
-------------------------------------------------------
Sphere: Earth, Air      Range: 30 yards         Duration: 2 rounds/level
Area of Effect: Adjacent to caster              Saving Throw: None
-------------------------------------------------------
Dust devil enables the cleric to conjure up a dust devil, who fights on the
side of the cleric in battle.


Find Traps
-------------------------------------------------------
Sphere: Cosmos          Range: 0                Duration: 3 turns
Area of Effect: Caster  Saving Throw: None
-------------------------------------------------------
Find traps reveals the location of all traps, whether magical or mechanical,
to the cleric. Thus, when a character comes upon a trap, he or she is aware
of it and can retreat, or have someone disarm it.


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Flame Blade
-------------------------------------------------------
Sphere: Fire            Range: 0          Duration: 4 rounds + 1 round/2 levels
Area of Effect: 3' long, sword-like blade    Saving Throw: None
-------------------------------------------------------
When this spell is cast a burning sword appears in the cleric's hand --
attack with this as one would with any other melee weapon. The blade attacks
like a normal sword and does 7 to 10 points of damage. The spell does slightly
less damage against targets protected from fire.


Hold Person
-------------------------------------------------------
Sphere: Cosmos            Range: 120 yards        Duration: 2 rounds/level
Area of Effect: 1 to 4 persons                    Saving Throw: Neg.
-------------------------------------------------------
This spell can affect human, demi-human, or humanoid creatures. Creatures
that are affected become rigid and unable to move or speak. Spell duration
increases with the level of the cleric. Note: This spell is not effective
outside combat.


Resist Cold
-------------------------------------------------------
Sphere: Fire            Range: Touch            Duration: 1 round/level
Area of Effect: Creature touched                Saving Throw: None
-------------------------------------------------------
Resist cold halves damage from cold attacks and improves saving throws versus
cold attacks by 3.


Resist Fire
-------------------------------------------------------
Sphere: Fire              Range: Touch       Duration: 1 round/level
Area of Effect: Creature touched             Saving Throw: None
-------------------------------------------------------
Resist fire halves damage from fire attacks and improves saving throws versus
fire attacks by 3.


Spiritual Hammer
-------------------------------------------------------
Sphere: Cosmos      Range: 10 yards/level   Duration: 3 rounds + 1 round/level
Area of Effect: Caster                      Saving Throw: None
-------------------------------------------------------
Spiritual hammer creates a temporary magic hammer that is automatically
readied. Spiritual hammers can hit monsters that may only be struck by +1
weapons.

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Third-Level Cleric Spells

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Bestow Curse
-------------------------------------------------------
Sphere: Cosmos                  Range: Touch            Duration: Permanent
Area of Effect: 1 target        Saving Throw: Neg.
-------------------------------------------------------
This spell allows the cleric to curse a creature, giving it a -4 penalty to
attacks and saves. The spell's effects can be reversed with dispel magic or
remove curse.


Cause Blindness or Deafness
-------------------------------------------------------
Sphere: Cosmos          Range: Touch                    Duration: Permanent
Area of Effect: Creature touched                        Saving Throw: Neg.
-------------------------------------------------------
Cause blindness or deafness blinds or deafens one target. This can only be
cured by a cure blindness or deafness spell.


Cause Disease
-------------------------------------------------------
Sphere: Cosmos          Range: Touch                    Duration: Permanent
Area of Effect: Creature touched                        Saving Throw: Neg.
-------------------------------------------------------
Cause disease infects the target with a debilitating ailment that saps
strength and hit points.


Conjure Lesser Elemental
-------------------------------------------------------
Sphere: Earth, Air, Fire, Water      Range: 30 yards
Duration: 1 turn + 1 round/level     Area of Effect: Special
Saving Throw: None
-------------------------------------------------------
Conjure lesser elemental allows the cleric to open a gate to its elemental
plane and summon a lesser elemental to fight for the cleric in battle. The
lesser elemental disappears when the spell wears off.


Cure Blindness or Deafness
-------------------------------------------------------
Sphere: Cosmos                  Range: Touch            Duration: Permanent
Area of Effect: Creature touched                        Saving Throw: Neg.
-------------------------------------------------------
Cure blindness or deafness counters the effects of cause blindness or deafness.


Cure Disease
-------------------------------------------------------
Sphere: Cosmos                  Range: Touch            Duration: Permanent
Area of Effect: Creature touched                        Saving Throw: None
-------------------------------------------------------
Cure disease removes the effects of disease caused by some monsters or cause
disease spells.


Dispel Magic
-------------------------------------------------------
Sphere: Cosmos                  Range: 60 yards         Duration: Permanent
Area of Effect: 30' cube or 1 item                      Saving Throw: None
-------------------------------------------------------
Dispel magic removes the effects of spells that do not have specific counter
spells. This is the cure spell for any characters that have been held, slowed,
or made nauseous.

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Magical Vestment
-------------------------------------------------------
Sphere: Cosmos                  Range: Touch        Duration: 5 rounds/level
Area of Effect: Caster          Saving Throw: None
-------------------------------------------------------
This spell enchants the cleric's own robes, providing protection at least
equivalent to chain mail (AC 5). The vestment gains a +1 enchantment for
every three levels the cleric earns above 5th level. For example, an 11th-level
cleric would have AC 3 protection. This spell is not cumulative with itself or
any other spells or armor. The spell's duration increases with the level of
the cleric.


Negative Plane Protection
-------------------------------------------------------
Sphere: Cosmos                  Range: Touch            Duration: Special
Area of Effect: 1 creature      Saving Throw: None
-------------------------------------------------------
Negative plane protection affords the recipient protection from one draining
attack from undead monsters. Note that the spell affords protection against
the first attack, but no protection against subsequent attacks (unless cast
again).


Prayer
-------------------------------------------------------
Sphere: Cosmos          Range: 0            Duration: 1 round/level
Area of Effect: 60' radius                  Saving Throw: None
-------------------------------------------------------
Prayer improves the THAC0 and saving throws of friendly characters by 1 and
increases (weakens) the THAC0 and saving throws of monsters by 1. This is a
good spell to cast before going into combat, but it is not cumulative.


Protection from Fire
-------------------------------------------------------
Sphere: Fire            Range: Touch                    Duration: Special
Area of Effect: Creature touched                        Saving Throw: None
-------------------------------------------------------
Protection from fire gives limited protection against fire. The recipient of
the spell gets a +3 bonus to their save and takes half damage from flames.


Remove Curse
-------------------------------------------------------
Sphere: Cosmos          Range: Touch                    Duration: Permanent
Area of Effect: 1 target                                Saving Throw: None
-------------------------------------------------------
Remove curse removes effects of a bestow curse spell. It also allows the
recipient to unready cursed magic items.


Remove Paralysis
-------------------------------------------------------
Sphere: Cosmos          Range: 10 yards/level           Duration: Permanent
Area of Effect: 1 to 4 creatures                        Saving Throw: None
-------------------------------------------------------
This spell negates the effects of any type of paralyzation or related magic.
For example, the spell counters hold or slow spells.


Summon Insects
-------------------------------------------------------
Sphere: Cosmos          Range: 30 yards         Duration: 1 round/level
Area of Effect: 1 creature                      Saving Throw: None
-------------------------------------------------------
Summon insects attracts a cloud of insects to attack the foes of the cleric.
Anyone in the cloud takes 4 points of damage per round, has a +2 AC penalty,
and receives a -2 penalty to hit.

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Fourth-Level Cleric Spells


<<G:dsm074a.pcx:"[GRAPHIC : Fourth-Level Cleric Spells]">>

Abjure
-------------------------------------------------------
Sphere: Cosmos          Range: 10 yards         Duration: Instantaneous
Area of Effect: 1 creature                      Saving Throw: Neg.
-------------------------------------------------------
Abjure allows the cleric to dispel extraplanar creatures back to their own
plane of existence. Creatures such as tanar'ri, elementals, and slaads fall
into this category.


Blood Flow
-------------------------------------------------------
Sphere: Water                   Range: Touch          Duration: Instantaneous
Area of Effect: 1 target        Saving Throw: Neg.
-------------------------------------------------------
Blood flow allows the manipulation of the circulatory system, and can thus
be used to heal or injure. When healing, 2 to 12 points of damage are cured.
If the spell is used to injure, the target is stunned for up to 4 rounds.


Cause Serious Wounds
-------------------------------------------------------
Sphere: Cosmos                  Range: Touch            Duration: Permanent
Area of Effect: Creature touched                        Saving Throw: None
-------------------------------------------------------
Cause serious wounds inflicts 3 to 17 hit points of damage on a target.


Cloak of Bravery
-------------------------------------------------------
Sphere: Cosmos                  Range: Touch            Duration: Special
Area of Effect: Creature touched                        Saving Throw: Neg.
-------------------------------------------------------
The cloak of bravery spell can be cast upon any willing creature. An individual
thus protected gains a +4 bonus to saves versus fear. Note: the spell only
protects the recipient from the first fear effect -- it is then dispelled and
does not provide any further protection (unless cast again).


Cloak of Fear
-------------------------------------------------------
Sphere: Cosmos                  Range: Touch            Duration: Special
Area of Effect: Creature touched                        Saving Throw: Neg.
-------------------------------------------------------
The recipient of this spell receives an aura of fear. The first opponent who
strikes the affected character must save versus fear or run away in panic.
Note: the spell only affects the recipient once (unless cast again).


Condense
-------------------------------------------------------
Sphere: Earth                   Range: 100 yards        Duration: Permanent
Area of Effect: 1 target        Saving Throw: None
-------------------------------------------------------
Condense causes a small pebble, hurled by the cleric, to attract dust and
debris. This condensed matter makes the pebble the size of a large rock,
causing 3 to 18 hit points of damage if it hits its target.

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--Page 75--

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Cure Serious Wounds
-------------------------------------------------------
Sphere: Cosmos                  Range: Touch            Duration: Permanent
Area of Effect: Creature touched                        Saving Throw: None
-------------------------------------------------------
Cure serious wounds heals 3 to 17 hit points, up to the recipient's normal
maximum hit points.


Dehydrate
-------------------------------------------------------
Sphere: Water                   Range: Touch          Duration: Instantaneous
Area of Effect: 1 target        Saving Throw: None
-------------------------------------------------------
Dehydrate only affects creatures with a circulatory system. The target is
dehydrated for 2 to 12 hit points of damage plus 1 per level of the cleric.


Dust Cloud
-------------------------------------------------------
Sphere: Earth, Air      Range: 60 yards       Duration: 1 turn + 1 round/level
Area of Effect: 30' radius                    Saving Throw: None
-------------------------------------------------------
When a cleric creates a dust cloud, a swirling cloud of sand and dust obscures
enemies' vision and prevents missile weapons from passing through.


Focus Heat
-------------------------------------------------------
Sphere: Fire            Range: 60 yards         Duration: Instantaneous
Area of Effect: 1 target                        Saving Throw: 1/2
-------------------------------------------------------
The cleric focuses the rays of the sun onto a single point, causing 2 to 12
hit points of damage plus 1 per level of the cleric on the target.


Free Action
-------------------------------------------------------
Sphere: Cosmos          Range: Touch            Duration: 1 turn/level
Area of Effect: Creature touched                Saving Throw: None
-------------------------------------------------------
Free action allows the recipient to break the effects of spells such as slow,
hold person, and web.


Neutralize Poison
-------------------------------------------------------
Sphere: Cosmos                  Range: Touch            Duration: Permanent
Area of Effect: Creature touched                        Saving Throw: None
-------------------------------------------------------
This spell detoxifies any sort of poison or venom. However, the spell cannot
return characters to life if they have already died from poisoning.


Poison
-------------------------------------------------------
Sphere: Cosmos          Range: Touch                    Duration: Permanent
Area of Effect: Creature touched                        Saving Throw: Neg.
-------------------------------------------------------
Poison causes the target to save versus poison or die.

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Produce Fire
-------------------------------------------------------
Sphere: Fire            Range: 40 yards                 Duration: 1 round
Area of Effect: 12' square                              Saving Throw: None
-------------------------------------------------------
With produce fire, the cleric calls forth a sudden blaze that inflicts 2 to 5
hit points of damage on creatures within its area.


Protection from Evil, 10' Radius
-------------------------------------------------------
Sphere: Cosmos                  Range: Touch          Duration: 1 turn/level
Area of Effect: 10' radius sphere                     Saving Throw: None
-------------------------------------------------------
Protection from evil, 10' radius can be cast on a character or monster and
improves the AC and saving throws of the target and all adjacent friendly characters by 2 against
evil attackers. The effects of this spell are not cumulative.


Protection from Lightning
-------------------------------------------------------
Sphere: Air                     Range: Touch            Duration: 1 turn/level
Area of Effect: Creature touched                        Saving Throw: None
-------------------------------------------------------

Protection from lightning creates a protective aura which protects the
                                                 recipient from the effects of
lightning. The recipient gains a +4 bonus to saves, and takes half damage from
                                                                    lightning.

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--Page 77--

Fifth-Level Cleric Spells

<<G:dsm077a.pcx:"[GRAPHIC : Fifth-Level Cleric Spells]">>


Cause Critical Wounds
-------------------------------------------------------
Sphere: Cosmos          Range: Touch            Duration: Permanent
Area of Effect: Creature touched                Saving Throw: None
-------------------------------------------------------
Cause critical wounds inflicts 6 to 27 hit points of damage on a target.


Conjure Elemental
-------------------------------------------------------
Sphere: Earth, Air, Fire, Water      Range: 80 yards     Duration: 1 turn/level
Area of Effect: Adjacent to caster   Saving Throw: None
-------------------------------------------------------
Conjure elemental allows the cleric to open a gate to its elemental plane and
summon an elemental to fight for the cleric in battle. The elemental
disappears at the end of the spell's duration.


Cure Critical Wounds
-------------------------------------------------------
Sphere: Cosmos                  Range: Touch             Duration: Permanent
Area of Effect: Creature touched                         Saving Throw: None
-------------------------------------------------------
Cure critical wounds heals 6 to 27 hit points of damage, up to a target's
normal maximum hit points.


Deflection
-------------------------------------------------------
Sphere: Air             Range: 0        Duration: 1 turn + 1 round/level
Area of Effect: Caster                  Saving Throw: None
-------------------------------------------------------
Deflection creates a gust of wind that settles around the cleric, causing all
smaller projectile weapons to miss. Boulders and other large projectiles
remain unaffected by the spell. The cleric may still fire missiles while the
spell is in effect.


Dispel Evil
-------------------------------------------------------
Sphere: Cosmos          Range: Touch            Duration: 1 round/level
Area of Effect: Creature touched                Saving Throw: Neg.
-------------------------------------------------------
Dispel evil improves the target's AC by 7 against summoned evil creatures for
the duration of the spell, or until the target hits a summoned creature. The
creature must make a saving throw when it is hit or be dispelled.


Flame Strike
-------------------------------------------------------
Sphere: Fire            Range: 60 yards              Duration: Instantaneous
Area of Effect: 5' radius by 30' high column         Saving Throw: 1/2
-------------------------------------------------------
Flame strike allows the cleric to call a column of fire down from the heavens
onto a target. Any creature within the area of effect must save versus spell.
Failure means the creature sustains 6 to 48 points of damage; otherwise, the
damage is halved.

--Page 77--
--Page 78--

<<G:dsm078a.pcx:"[GRAPHIC : More Fifth-Level Cleric Spells]">>

Insect Plague
-------------------------------------------------------
Sphere: Air             Range: 120 yards          Duration: 2 rounds/level
Area of Effect: 180' diameter, 60' high cloud     Saving Throw: None
-------------------------------------------------------
Insect plague summons a swarming horde of insects that obscure vision,
prevent spellcasting, and inflict 1 hit point of damage per round to creatures
within the cloud.


Ironskin
-------------------------------------------------------
Sphere: Earth                   Range: Touch            Duration: Special
Area of Effect: 1 creature      Saving Throw: None
-------------------------------------------------------
Ironskin gives the recipient immunity to physical attacks by weapons (even
enchanted ones), natural animal weapons (such as fangs or claws), and hurled
projectiles. Magical attacks still have their normal effect.


Quicksand
-------------------------------------------------------
Sphere: Water/Earth     Range: 60 yards       Duration: 1 turn + 1 round/level
Area of Effect: 30' radius                    Saving Throw: None
-------------------------------------------------------
Quicksand causes all unpaved surfaces within the area of effect to become soft
and clingy. Anyone passing through the affected area sinks into the quicksand
and is held there.


Raise Dead
-------------------------------------------------------
Sphere: Cosmos          Range: 30 yards                 Duration: Permanent
Area of Effect: 1 person                                Saving Throw: None
-------------------------------------------------------
Raise dead can bring one non-elf (Elves are the only race that cannot be
resurrected) character back to life. The chances for success are based on the
character's Constitution and how long the character has been dead. The raised
character loses 1 point of Constitution (permanently), and is resurrected with
only 1 hit point out of his or her total points.


Slay Living
-------------------------------------------------------
Sphere: Cosmos          Range: 30 yards                 Duration: Permanent
Area of Effect: 1 person                                Saving Throw: Special
-------------------------------------------------------
Slay living is the opposite of the raise dead spell; it kills one target.
If the target makes its saving throw, it suffers 3 to 17 hit points of damage.


Wall of Fire
-------------------------------------------------------
Sphere: Fire              Range: 80 yards       Duration: 1 round/level
Area of Effect: 10' + 5'/2 levels               Saving Throw: None
-------------------------------------------------------
The wall of fire spell brings forth an immobile, 20-foot tall curtain of
magical fire. Creatures passing through the wall take damage from the flames.

--Page 78--
--Page 79--


PSIONICS


Psionic Characteristics

Note: The game automatically calculates and displays the range and area of
effect. However, for those interested, statistics appear in the spell/psionics
data.


Power Score

Every psionic power is associated with one of the character's basic attributes
(Strength, Wisdom, etc.). The psionic power score equals the charatcter's
score for that attibute, plus or minus a specific amount. In mathematical
terms, the power score x 5% = the percent chance of successfully activating
a power. A character always makes a power check when activating a power. You
can check your character's power score for a particular psionic power by
pointing at the icon. The number next to the checkmark is your power score.
Note that even with a power score of 20 it is possible to occasionally fail
your power check.


Initial Cost

The number of PSPs (Psionic Strength Points) expended when the power is first
used. A character failing a power check must expend half this many PSPs. PSPs
are recovered at a rate of 3 per hour of walking. Resting, however, restores
all expended PSPs. You can check a psionic power's Psionic Point cost by
pointing at the power's icon. The number next to the Pp is the power's cost.


Maintenance Cost

The number of PSPs expended to keep a power operating from the previous round.
Maintaining a power does not require a new power check. If no maintenance cost
is listed, the power cannot be maintained. The maintenance cost is canceled
after combat on all maintainable psionic powers.


Range

The maximum distance from the psionicist (or psionics user) at which the power
can have an effect.  Some possibilities are:

        * 0: Can only be used on the psionicist.
        * Touch: Must physically touch the target.


Area of Effect

The physical area or number of beings which the power affects. Personal means
the power only affects the psionicist.

--Page 79--
--Page 80--

Psychokinesis


Psychokinetic Sciences

Elves are the only race that cannot be
resurrected) character back to life. The chances for success are based on the
character's Constitution and how long the character has been dead. The raised
character loses 1 point of Constitution (permanently), and is resurrected with
only 1 hit point out of his or her total points.


Slay Living
-------------------------------------------------------
Sphere: Cosmos          Range: 30 yards                 Duration: Permanent
Area of Effect: 1 person                                Saving Throw: Special
-------------------------------------------------------

Slay living is the opposite of the raise dead spell; it kills one target. If
the target makes its saving throw, it suffers 3 to 17 hit points of damage.


Wall of Fire
-------------------------------------------------------
Sphere: Fire              Range: 80 yards       Duration: 1 round/level
Area of Effect: 10' + 5'/2 levels               Saving Throw: None
-------------------------------------------------------
The wall of fire spell brings forth an immobile, 20-foot tall curtain of
magical fire. Creatures passing through the wall take damage from the flames.

--Page 78--
--Page 79--


PSIONICS


Psionic Characteristics


Note: The game automatically calculates and displays the range and area of
effect. However, for those interested, statistics appear in the spell/psionics
data.


Power Score

Every psionic power is associated with one of the character's basic attributes
(Strength, Wisdom, etc.). The psionic power score equals the charatcter's
score for that attibute, plus or minus a specific amount. In mathematical
terms, the power score x 5% = the percent chance of successfully activating
a power. A character always makes a power check when activating a power. You
can check your character's power score for a particular psionic power by
pointing at the icon. The number next to the checkmark is your power score.
Note that even with a power score of 20 it is possible to occasionally fail
your power check.


Initial Cost

The number of PSPs (Psionic Strength Points) expended when the power is first
used. A character failing a power check must expend half this many PSPs. PSPs
are recovered at a rate of 3 per hour of walking. Resting, however, restores
all expended PSPs. You can check a psionic power's Psionic Point cost by
pointing at the power's icon. The number next to the Pp is the power's cost.


Maintenance Cost

The number of PSPs expended to keep a power operating from the previous round.
Maintaining a power does not require a new power check. If no maintenance cost
is listed, the power cannot be maintained. The maintenance cost is canceled
after combat on all maintainable psionic powers.


Range

The maximum distance from the psionicist (or psionics user) at which the power
can have an effect.  Some possibilities are:

        * 0: Can only be used on the psionicist.
        * Touch: Must physically touch the target.


Area of Effect

The physical area or number of beings which the power affects. Personal means
the power only affects the psionicist.

--Page 79--
--Page 80--

Psychokinesis


Psychokinetic Sciences


<<G:dsm080a.pcx:"[GRAPHIC : Psychokinetic Sciences]">>

Detonate
-------------------------------------------------------
Power Score: Con -3             Initial Cost: 18          Maintenance Cost: na
Range: 60 yards                 Area of Effect: 1 item, 8 cu. ft.
-------------------------------------------------------
Detonate allows a psionicist to harness the latent energy inside plants or
inanimate objects, focus it, and release it explosively. This explosion
inflicts 1 to 10 points of damage to any creature within a 10' radius of the
blast, and may disintegrate (turn to ashes) an item on the creature.


Disintegrate
-------------------------------------------------------
Power Score: Wis -4             Initial Cost: 40        Maintenance Cost: na
Range: 50 yards                 Area of Effect: 1 item, 8 cu. ft.
-------------------------------------------------------
The disintegrate science reduces a creature to microscopic pieces and scatters
them. The target must save versus death magic or be turned to ash.


Project Force
-------------------------------------------------------
Power Score: Con -2             Initial Cost: 10        Maintenance Cost: na
Range: 200 yards                Area of Effect: na
-------------------------------------------------------
Project force allows a psionicist to focus a psychokinetic punch against a
target up to 200 yards away. This attack does 1 to 6 points of damage, plus
the AC of the targeted creature.


Psychokinetic Devotions

<<G:dsm080b.pcx:"[GRAPHIC : Psychokinetic Devotions]">>


Ballistic Attack
-------------------------------------------------------
Power Score: Con -2     Initial Cost: 5         Maintenance Cost: na
Range: 30 yards         Area of Effect: 1 item, 1 lb.
-------------------------------------------------------
Ballistic attack allows a character to throw a small object at extremely high
(and deadly) speeds. A successful hit inflicts 1 to 6 points of damage.


Control Body
-------------------------------------------------------
Power Score: Con -2     Initial Cost: 8         Maintenance Cost: 8/round
Range: 80 yards         Area of Effect: Individual
-------------------------------------------------------
Control body allows psychokinetic control of another person's body. In effect,
the victim becomes a marionette. The psionicist can force the body to fight on
his or her behalf, but with a -6 penalty on attack rolls (using the victim's
own THAC0). Note: This is not effective outside combat.


Inertial Barrier
-------------------------------------------------------
Power Score: Con -3     Initial Cost: 7         Maintenance Cost: 5/round
Range: 0                Area of Effect: 3-yard diam.
-------------------------------------------------------
The inertial barrier is a defense. The psionicist creates a barrier of
elastic air around him or herself and anyone else within 3 yards. This barrier
halves damage from breath weapons, missiles, gas, acid, and ice storms.

--Page 80--
--Page 81--

Psychometabolism


Psychometabolic Sciences

<<G:dsm081a.pcx:"[GRAPHIC : Psychometabolic Sciences]">>


Animal Affinity
-------------------------------------------------------
Power Score: Con -4        Initial Cost: 15        Maintenance Cost: 4/round
Range: 0                   Area of Effect: Personal
-------------------------------------------------------
Animal affinity allows the psionicist to briefly grow claws that inflict 1 to
10 hit points of damage.


Energy Containment
-------------------------------------------------------
Power Score: Con -2          Initial Cost: 10        Maintenance Cost: na
Range: 0                     Area of Effect: Personal
-------------------------------------------------------
When a psionicist is protected by energy containment, energy attacks such as
electricity, cold, fire, heat, and sound have no effect.


Life Draining
-------------------------------------------------------
Power Score: Con -3             Initial Cost: 11        Maintenance Cost: na
Range: Touch    Area of Effect: Individual
-------------------------------------------------------
Psionicists using the life draining science can drain up to 6 hit points
from another creature. These hit points are temporarily added onto the
psionicist's total. The bonus points disappear after an hour, if they haven't
already been used.


Psychometabolic Devotions

<<G:dsm081a.pcx:"[GRAPHIC : Psychometabolic Devotions]">>

Absorb Disease
-------------------------------------------------------
Power Score: Con -3             Initial Cost: 12        Maintenance Cost: na
Range: Touch                    Area of Effect: Individual
-------------------------------------------------------
The power of absorbing disease allows the psionicist to transfer a disease
(either natural or magical) from one creature to the psionicist, who can then
cure it. The power cannot absorb curses.


Adrenalin Control
-------------------------------------------------------
Power Score: Con -3     Initial Cost: 8         Maintenance Cost: 4/round
Range: 0                Area of Effect: Personal
-------------------------------------------------------
With adrenalin control, the psionicist temporarily boosts his or her Strength
from 1 to 6 points. All bonuses for extra Strength apply while the power is in
effect.

--Page 81--
--Page 82--

<<G:dsm082a.pcx:"[GRAPHIC : More Psychometabolic Devotions]">>

Biofeedback
-------------------------------------------------------
Power Score: Con -2     Initial Cost: 6         Maintenance Cost: 3/round
Range: 0                Area of Effect: Personal
-------------------------------------------------------
With biofeedback, the psionicist can control the flow of blood through the
body. This is used to reduce damage from attacks by 2, and the psionicist also
improves (reduces) his or her AC by 1.


Body Weaponry
-------------------------------------------------------
Power Score: Con -3     Initial Cost: 9         Maintenance Cost: 4/round
Range: 0                Area of Effect: Personal
-------------------------------------------------------
Body weaponry allows the psionicist to temporarily use one arm as if it were
a weapon. The arm becomes as strong as wood or steel. However, the arm cannot
imitate bows of any sort, nor can it become a weapon that the psionicist
cannot normally use.


Cell Adjustment
-------------------------------------------------------
Power Score: Con -3     Initial Cost: 5         Maintenance Cost: 0
Range: Touch            Area of Effect: Individual
-------------------------------------------------------
Cell adjustment allows the psionicist to heal wounds and cure diseases. Cell
adjustment cannot remove curses.


Displacement
-------------------------------------------------------
Power Score: Con -3     Initial Cost: 6         Maintenance Cost: 3/round
Range: 0                Area of Effect: Personal
-------------------------------------------------------
Displacement mimics the power of a displacer beast to project an image of
itself up to three feet away. The image draws attacks that would otherwise be
directed at the psionicist. The psionicist improves (reduces) his or her AC by
2 when displaced.


Enhanced Strength
-------------------------------------------------------
Power Score: Wis -3     Initial Cost: Varies      Maintenance Cost: Varies
Range: 0                Area of Effect: Personal
-------------------------------------------------------
Enhanced Strength allows the psionicist to increase his or her Strength to 24.
The initial PSP cost is twice the number of added points; the cost to maintain
the extra points per round equals the number of new points.


Flesh Armor
-------------------------------------------------------
Power Score: Con -3     Initial Cost: 8         Maintenance Cost: 4/round
Range: 0                Area of Effect: Personal
-------------------------------------------------------
With flesh armor, the psionicist temporarily transforms his or her own flesh
into a type of armor based on his or her level. Because the armor becomes part
of the body, the psionicist suffers no penalties for its use.

--Page 82--
--Page 83--

<<G:dsm083a.pcx:"[GRAPHIC : Even More Psychometabolic Devotions]">>

Graft Weapon
-------------------------------------------------------
Power Score: Con -5     Initial Cost: 10        Maintenance Cost: 1/round
Range: Touch            Area of Effect: Personal
-------------------------------------------------------
Graft weapon allows the psionicist to take a weapon and make it part of the
body. Attacks with this weapon are at a +1 bonus to hit. The weapon, once
grafted, cannot be switched with another.


Lend Health
-------------------------------------------------------
Power Score: Con -1     Initial Cost: 4         Maintenance Cost: na
Range: Touch            Area of Effect: Individual
-------------------------------------------------------
Lend health allows the psionicist to transfer hit points to another character.
The psionicist can transfer as many hit points as he or she wants, as long as
the target's maximum or his or her own minimum hit point level is not exceeded.


Share Strength
-------------------------------------------------------
Power Score: Con -4     Initial Cost: 6         Maintenance Cost: 2/round
Range: Touch            Area of Effect: Individual
-------------------------------------------------------
With share Strength, the psionicist transfers his or her own Strength points
to another. Two points are taken from the psionicist for every one received.

--Page 83--
--Page 84--


Telepathy

A number of psychic defenses are available as telepathic sciences or devotions.
When characters are attacked, the game automatically activates whichever
defense it deems appropriate for the situation. Defenses such as mind blank
and tower of iron will be controlled by the game.


Telepathic Sciences

<<G:dsm084a.pcx:"[GRAPHIC : Telepathic Sciences]">>

Domination
-------------------------------------------------------
Power Score: Wis -4     Initial Cost: Varies       Maintenance Cost: Varies
Range: 30 yards         Area of Effect: Individual
-------------------------------------------------------
Domination allows a psionicist to take control of another's mind, forcing the
victim to do as the psionicist wishes. The psionicist can then make use of the
subject's abilities and powers. The PSP cost to establish and maintain
domination depends on the subject. Note: This is not effective outside combat.


Mass Domination
-------------------------------------------------------
Power Score: Wis -6     Initial Cost: Varies       Maintenance Cost: Varies
Range: 40 yards         Area of Effect: Up to 5 creatures
-------------------------------------------------------
Mass domination is identical to domination except that up to 5 creatures can
be controlled at once. The PSP cost to establish and maintain mass domination
depends on the subjects. Note: This is not effective outside combat.


Psychic Crush
-------------------------------------------------------
Power Score: Wis -4     Initial Cost: 7         Maintenance Cost: na
Range: 50 yards         Area of Effect: Individual
-------------------------------------------------------
A psychic crush is an attack on another psionicist's mind. The attack can
inflict up to 6 hit points of damage.


Superior Invisibility
-------------------------------------------------------
Power Score: Int -5     Initial Cost: Varies    Maintenance Cost: 5/round
Range: 100 yards        Area of Effect: Personal
-------------------------------------------------------
Superior invisibility makes the psionicist nearly undetectable. The user cannot
be seen, makes no sound, and has no scent. Superior invisibility is dispelled
if the psionicist attacks. The initial PSP cost varies depending on the number
of creatures the psionicist is protecting against. Note: This is not effective
outside combat.


Tower of Iron Will
-------------------------------------------------------
Power Score: Wis -2     Initial Cost: 6         Maintenance Cost: na
Range: 0                Area of Effect: 1 yard
-------------------------------------------------------
Tower of iron will wards the psionicist against unwanted contact by other
psionicists. A psionicist can initiate one other psionic power while thus
warded.

--Page 84--
--Page 85--


Telepathic Devotions

<<G:dsm085a.pcx:"[GRAPHIC : Telepathic Devotions]">>

Ego Whip
-------------------------------------------------------
Power Score: Wis -3     Initial Cost: 4         Maintenance Cost: na
Range: 40/80/120 yards                          Area of Effect: Individual
-------------------------------------------------------
Ego whip is another psionic mind attack. The psionicist attacks the target's
ego, leaving it with feelings of inferiority. The target is stunned for 1 to 4
rounds.


Id Insinuation
-------------------------------------------------------
Power Score: Wis -4     Initial Cost: 5         Maintenance Cost: na
Range: 60/120/180 yards                         Area of Effect: Individual
-------------------------------------------------------
Id insinuation is another psionic mind attack. The psionicist unleashes the
target's id, pitting it in a moral struggle against the target's superego. The
resulting moral dilemma paralyzes the target for 1 to 4 rounds. Note: This is
not effective outside combat.


Intellect Fortress
-------------------------------------------------------
Power Score: Wis -3     Initial Cost: 4                 Maintenance Cost: na
Range: ¯             Area of Effect: 3-yd. radius
-------------------------------------------------------
Intellect fortress is a telepathic defense against psionic attacks. All minds
within the area of effect are also protected.


Mental Barrier
-------------------------------------------------------
Power Score: Wis -2     Initial Cost: 3         Maintenance Cost: na
Range: 0                Area of Effect: Personal
-------------------------------------------------------
Mental barrier is another telepathic defense against psionic attacks, though
it only protects the psionicist. Psionicists can use other psionic powers
while protected by a  mental barrier.


Mind Bar
-------------------------------------------------------
Power Score: Int -2     Initial Cost: 6         Maintenance Cost: 4/round
Range: 0                Area of Effect: Personal
-------------------------------------------------------
Mind bar gives the psionicist 75% magic resistance to mind-affecting spells
such as charm and feeblemind.


Mind Blank
-------------------------------------------------------
Power Score: Wis -7     Initial Cost: 0      Maintenance Cost: 0
Range: 0     Area of Effect: Personal
-------------------------------------------------------
Mind blank is another telepathic defense against psionic attacks. The
psionicist can initiate other psionic powers while protected by mind blank.
Unlike the other defensive modes, mind blank costs nothing to maintain, so it
is always on.

--Page 85--
--Page 86--

<<G:dsm086a.pcx:"[GRAPHIC : More Telepathic Devotions]">>

Psionic Blast
-------------------------------------------------------
Power Score: Wis -5     Initial Cost: 10        Maintenance Cost: na
Range: 20/40/60 yards   Area of Effect: Individual
-------------------------------------------------------
A psionic blast tricks an opponent into believing that it has lost 80% of its
hit points. When it loses 20% of its hit points, the creature falls
unconscious.


Synaptic Static
-------------------------------------------------------
Power Score: Int -4     Initial Cost: 15        Maintenance Cost: 10/round
Range: 0                Area of Effect: 20/50/90 yards
-------------------------------------------------------
Synaptic static interferes with psionic abilities, preventing all
(including the psionicist who initiated the power) from using psionics until
the effect ends.


Thought Shield
-------------------------------------------------------
Power Score: Wis -3     Initial Cost: 1         Maintenance Cost: na
Range: 0                Area of Effect: Personal
-------------------------------------------------------
A thought shield protects the psionicist's mind from psionic attacks. The
psionicist may initiate another psionic power while protected by a thought
shield.

--Page 86--
--Page 87--


Appendix


Preserver/Cleric Spell Index

Abjure                                                  74
Aid                                                     70
Armor                                                   56
Barkskin                                                70
Bestow Curse                                            72
Bless                                                   68
Blink                                                   60
Blood Flow                                              74
Blur                                                    58
Burning Hands                                           56
Cause Blindness or Deafness                             72
Cause Critical Wounds                                   77
Cause Disease                                           72
Cause Fear                                              68
Cause Light Wounds                                      68
Cause Serious Wounds                                    74
Chaos                                                   65
Charm Monster                                           62
Charm Person                                            56
Charm Person or Mammal                                  70
Chill Touch                                             56
Cloak of Bravery                                        74
Cloak of Fear                                           74
Cloudkill                                               65
Color Spray                                             56
Condense                                                74
Cone of Cold                                            65
Confusion                                               62
Conjure Elemental (Cleric)                              77
Conjure Elemental (Preserver)                           65
Conjure Lesser Elemental                                72
Cure Blindness or Deafness                              72
Cure Critical Wounds                                    77
Cure Disease                                            72
Cure Light Wounds                                       68
Cure Serious Wounds                                     75
Curse                                                   68
Deflection                                              77
Dehydrate                                               75
Detect Invisibility                                     58
Dismissal                                               65
Dispel Evil                                             77
Dispel Magic (Cleric)                                   72
Dispel Magic (Preserver)                                60
Domination                                              65
Dust Cloud                                              75
Dust Devil                                              70
Enlarge                                                 56
Entangle                                                68
Evard's Black Tentacles                                 62
Fear                                                    62
Feeblemind                                              66
Find Traps                                              70
Fire Shield                                             62
Fireball                                                60
Flame Arrow                                             60
Flame Blade                                             71
Flame Strike                                            77
Flaming Sphere                                          58
Focus Heat                                              75
Fog Cloud                                               58
Free Action                                             75

--Page 87--
--Page 88--

Gaze Reflection                                         57
Glitterdust                                             58
Grease                                                  57
Haste                                                   60
Hold Monster                                            66
Hold Person (Cleric)                                    71
Hold Person (Preserver)                                 60
Hold Undead                                             60
Ice Storm                                               62
Improved Invisibility                                   62
Insect Plague                                           78
Invisibility                                            58
Invisibility to Undead                                  68
Ironskin                                                78
Lightning Bolt                                          61
Lower Resistance                                        66
Magic Missile                                           57
Magical Stone                                           69
Magical Vestment                                        73
Melf's Acid Arrow                                       59
Melf's Minute Meteors                                   61
Minor Globe of Invulnerability                          63
Minor Malison                                           61
Minor Spell Turning                                     63
Mirror Image                                            59
Monster Summoning I                                     61
Monster Summoning II                                    63
Monster Summoning III                                   66
Negative Plane Protection                               73
Neutralize Poison                                       75
Poison                                                  75
Prayer                                                  73
Produce Fire                                            76
Protection From Evil                                    69
Protection from Evil, 10' Radius                        76
Protection from Fire                                    73
Protection from Lightning                               76
Protection from Normal Missiles                         61
Protection from Paralysis                               59
Quicksand                                               78
Rainbow Pattern                                         63
Raise Dead                                              78
Remove Curse (Cleric)                                   73
Remove Fear                                             69
Remove Paralysis                                        73
Resist Cold                                             71
Resist Fire                                             71
Scare                                                   59
Shield                                                  57
Shillelagh                                              69
Shocking Grasp                                          57
Slay Living                                             78
Slow                                                    61
Solid Fog                                               63
Spirit Armor                                            61
Spiritual Hammer                                        71
Stinking Cloud                                          59
Stoneskin                                               63
Strength                                                59
Summon Insects                                          73
Summon Shadow                                           66
Turn Pebble to Boulder                                  63
Vampiric Touch                                          61
Wall of Fire (Cleric)                                   78
Wall of Fire (Preserver)                                64
Wall of Fog                                             57
Wall of Force                                           66
Wall of Ice                                             64
Wall of Stone                                           66
Web                                                     59

--Page 88--
--Page 89--

Psionic Power Index

Absorb Disease                                          81
Adrenalin Control                                       81
Animal Affinity                                         81
Ballistic Attack                                        80
Biofeedback                                             82
Body Weaponry                                           82
Cell Adjustment                                         82
Control Body                                            80
Detonate                                                80
Disintegrate                                            80
Displacement                                            82
Domination                                              84
Ego Whip                                                85
Energy Containment                                      81
Enhanced Strength                                       82
Flesh Armor                                             82
Graft Weapon                                            83
Id Insinuation                                          85
Inertial Barrier                                        80
Intellect Fortress                                      85
Lend Health                                             83
Life Draining                                           81
Mass Domination                                         84
Mental Barrier                                          85
Mind Bar                                                85
Mind Blank                                              85
Project Force                                           80
Psionic Blast                                           86
Psychic Crush                                           84
Share Strength                                          83
Superior Invisibility                                   84
Synaptic Static                                         86
Thought Shield                                          86
Tower of Iron Will                                      84

<<G:dsm089a.pcx:"[GRAPHIC : Racial Ability Adjustments Table]">>

--Page 89--
--Page 90--

Level Advancement Tables

Fighter

level   exp             hit points
-------------------------------------------------------
1       0               1-10
2       2,000           +(1-10)
3       4,000           +(1-10)
4       8,000           +(1-10)
5       16,000          +(1-10)
6       32,000          +(1-10)
7       64,000          +(1-10)
8       125,000         +(1-10)
9       250,000         +(1-10)


Gladiator

level   exp             hit points
-------------------------------------------------------
1       0               1-10
2       2,250           +(1-10)
3       4,500           +(1-10)
4       9,000           +(1-10)
5       18,000          +(1-10)
6       36,000          +(1-10)
7       75,000          +(1-10)
8       150,000         +(1-10)
9       300,000         +(1-10)


Ranger

level   exp             hit points
-------------------------------------------------------
1       0               1-10
2       2,250           +(1-10)
3       4,500           +(1-10)
4       9,000           +(1-10)
5       18,000          +(1-10)
6       36,000          +(1-10)
7       75,000          +(1-10)
8       150,000         +(1-10)
9       300,000         +(1-10)


Preserver

level   exp             hit points
-------------------------------------------------------
1       0               1-4
2       2,500           +(1-4)
3       5,000           +(1-4)
4       10,000          +(1-4)
5       20,000          +(1-4)
6       40,000          +(1-4)
7       60,000          +(1-4)
8       90,000          +(1-4)
9       135,000         +(1-4)


Cleric

level   exp             hit points
-------------------------------------------------------
1       0               1-8
2       1,500           +(1-8)
3       3,000           +(1-8)
4       6,000           +(1-8)
5       13,000          +(1-8)
6       27,500          +(1-8)
7       55,000          +(1-8)
8       110,000         +(1-8)
9       225,000         +(1-8)


Druid
level   exp             hit points
-------------------------------------------------------
1       0               1-8
2       1,500           +(1-8)
3       3,000           +(1-8)
4       6,000           +(1-8)
5       13,000          +(1-8)
6       27,500          +(1-8)
7       55,000          +(1-8)
8       110,000         +(1-8)
9       225,000         +(1-8)

--Page 90--
--Page 91--

Thief

level   exp             hit points
-------------------------------------------------------
1       0               1-6
2       1,250           +(1-6)
3       2,500           +(1-6)
4       5,000           +(1-6)
5       10,000          +(1-6)
6       20,000          +(1-6)
7       40,000          +(1-6)
8       70,000          +(1-6)
9       110,000         +(1-6)


Psionicist

level   exp             hit points
-------------------------------------------------------
1       0               1-6
2       2,200           +(1-6)
3       4,400           +(1-6)
4       8,800           +(1-6)
5       16,500          +(1-6)
6       30,000          +(1-6)
7       55,000          +(1-6)
8       100,000         +(1-6)
9       200,000         +(1-6)


Spell Progression & Spell Bonus Tables

Cleric Wisdom Spell Bonus Table

wisdom   spell level
score    1       2       3       4       5
-------------------------------------------------------
15       2       1       -       -
16       2       2       -       -
17       2       2       1       -
18       2       2       1       1
19       3       2       1       2
20       3       3       1       3
21       3       3       2       3       1
22       3       3       2       4       2


Cleric Spell Progression Table

level   1       2       3       4       5
-------------------------------------------------------
1       1       -       -       -       -
2       2       -       -       -       -
3       2       1       -       -       -
4       3       2       -       -       -
5       3       3       1       -       -
6       3       3       2       -       -
7       3       3       2       1       -
8       3       3       3       2       -
9       4       4       3       2       1


Preserver Spell Progression Table

preserver       spell level
level   1       2       3       4       5
-------------------------------------------------------
1       1       -       -       -       -
2       2       -       -       -       -
3       2       1       -       -       -
4       3       2       -       -       -
5       4       2       1       -       -
6       4       2       2       -       -
7       4       3       2       1       -
8       4       3       3       2       -
9       4       3       3       2       1

--Page 91--
--Page 92--

Hotkeys

        A       Toggles animations on/off
        C       Brings up Cast Spells/Use Psionics screen
        E       Brings up Current Spell/Effects screen
        G       Sets character to Guard (in combat)
        H       Centers screen on leader
        I       Brings up View Inventory screen
        N       Targets next opponent (in combat)
        O       Brings up overhead map
        P       Targets previous opponent (in combat)
        Q       Ends character's turn (in combat)
        U       Brings up Cast Spells/Use Psionics screen
        V       Brings up View Character screen
        W       Sets character to Wait (in combat)

        Y/N     Answers Yes/No questions


        Alt-X:  Quits Shattered Lands
        Esc:    Exits all menus; quits Shattered Lands if no menus on screen
        Tab:    Brings up Game Menu
        Space:  Turns off computer control (in combat); from Character
                Options screens, brings up modify character menu

        1-4:    Sets corresponding character as leader
        5:      All character icons shown when moving
        6:      Only leader icon shown when moving
                Note: In conversations with NPCs, numbers 1-5 select
                the associated line from the list of possible responses

        F1:     Saves game
        F2:     Loads game
        F3:     Quits game
        F4:     Toggles music on/off
        F5:     Toggles sound effects on/off
        F6:     Toggles animations on/off

--Page 92--
--Credits--

        Documentation and
        Editing of Game Text    Eileen Matsumi, Andre Vrignaud, Al Brown

        Producer                Bret Berry

        Associate Producers     Rick White, Dave Shelley

        Game Programming        Russ Brown: Lead Programmer
                                Keith Brors, Robert W. Calfee

        Tools Programming       John Miles: Music Engine & Low Level
                                            Graphic Routines
                                Michael Coustier, Kathy Bayless

        Additional Programming  Dan Hewitt, Rob Lamb, Nicholas Newhard,
                                Tomislav Tommy Petrovic,
                                Kerry L. Bonin,
                                Douglas Grounds, Ken Young

        Art                     Maurie Manning: Lead Artist
                                Paul Barton, Laura R. Bowen,
                                Fred Butts, Armand Cabrera,
                                Tamra Dayton, Diane Duffy,
                                Dave Jensen, Steve Kongsle,
                                Greg Lee, Cyrus Lum,
                                Maurine Y. Starkey, Tom Wahl,
                                Donald Wang, John Xu

        Additional Art Support  Joshua Cloud, Cyrus G. Harris,
                                Brian Lowe

        Music & Sound Effects   Cooksey

--Credits--
--Credits 2--

        FM Voice Design         The Fatman

        Story Design &
        Programming             Chris Carr, Caron L. Collver,
                                Adam Isgreen, Don McClure

        Additional Story
        Support                 Ron Bolinger, Glen Cureton,
                                Tom Ono, Rhonda Van

        Product Test            Jeff Shotwell: Lead Product Tester
                                Joel Billings, John Boockholdt,
                                Lee Crawford, Forrest Elam,
                                Sean House, Chris Lanka,
                                Al Marenco, Steven Okano,
                                Jason Ray, Matthew Vella,
                                Christina Watson,
                                Larry Stephen Webber
        Test Support            Kym Elayda, Annette Grove,
                                Renee Steiner
        Compatibility Testing   Top Star Computing Services, Inc.

        Rule Book Graphic Design
        & Desktop Publishing    Louis Saekow Design:
                                David Boudreau, Leedara Sears

        Printing                Banta ISG

        Reprinting              Paul A. Weier: Power Formatting
                                John Barton: Imaging

        Special Thanks To       Jim Ward

        The Actual Special
        Thanks goes to:         Jennifer L. Schulz, thanks for the patience
                                Kendra Barton, who put up with my baldness

        The Bosses              Chuck Kroegel: The Big Boss
                                Dan Cermak: The Short Boss

--Credits 2--
--Warranty--

STRATEGIC SIMULATIONS, INC. LIMITED WARRANTY
Strategic Simulations, Inc. (SSI) warrants that the diskette(s) on which the
enclosed program is recorded will be free from defects in materials and
workmanship for a period of 30 days from the date of purchase. If within 30
days of purchase the diskette(s) prove defective in any way, you may return
the diskette(s) to Strategic Simulations, Inc., 675 Almanor Avenue, Suite 201,
Sunnyvale, CA 94086-2901 and SSI will replace the diskette(s) free of charge.
In addition, if the diskette(s) prove defective at any time after the first 30
days, return the diskette(s) to SSI and SSI will replace the diskette(s) for a
charge of $10.00 (each disk) plus $4.00 for shipping and handling. California
residents, add applicable sales tax.

SSI MAKES NO WARRANTIES, EITHER EXPRESS OR IMPLIED, WITH RESPECT
TO THE SOFTWARE PROGRAM RECORDED ON THE DISKETTE OR THE GAME
DESCRIBED IN THIS RULE BOOK, THEIR QUALITY, PERFORMANCE,
MERCHANTABILITY OR FITNESS FOR ANY PARTICULAR PURPOSE. THE
PROGRAM AND GAME ARE SOLD AS IS. THE ENTIRE RISK AS TO THEIR
QUALITY AND PERFORMANCE IS WITH THE BUYER. IN NO EVENT WILL SSI
BE LIABLE FOR DIRECT, INDIRECT, INCIDENTAL, OR CONSEQUENTIAL
DAMAGES RESULTING FROM ANY DEFECT IN THE PROGRAM OR GAME EVEN
IF SSI HAS BEEN ADVISED OF THE POSSIBILITY OF SUCH DAMAGES. (SOME
STATES DO NOT ALLOW THE EXCLUSION OR LIMITATION OF IMPLIED
WARRANTIES OR LIABILITY FOR INCIDENTAL OR CONSEQUENTIAL
DAMAGES, SO THE ABOVE LIMITATION OR EXCLUSION MAY NOT APPLY TO
YOU.)

The enclosed software program and this rule book are copyrighted. All rights
are reserved. This rule book may not be copied, photographed, reproduced, or
translated or reduced to any electrical medium or machine-readable form, in
whole or in part, without prior written consent from SSI. The program
accompanying this rule book may be copied, by the original purchaser only, as
necessary for use on the computer for which it was purchased. Any persons
reproducing any portion of this book for any reason, in any media, shall be
guilty of copyright violation and subject to the appropriate civil or criminal
action at the discretion of the copyright holder(s).

ADVANCED DUNGEONS & DRAGONS, AD&D and the TSR logo are trademarks
owned by and
used under license from TSR, Inc., Lake Geneva WI, USA. All TSR characters,
character names, and the distinctive likenesses thereof are trademarks owned
by and used under license from TSR, Inc.

Copyright 1993 TSR, Inc. Copyright 1993 Strategic Simulations, Inc. All Rights
Reserved.


WHAT TO DO IF YOU HAVE A DEFECTIVE DISK
Each of our games undergoes extensive playtesting prior to its release.
Through this process we hope to uncover and correct any errors in programming.
However, due to the complex nature of our simulations, some program errors may
go undetected until after publication. In addition to errors in the program,
there are occasionally problems with the disk itself. We experience the
industry standard of approximately a 3 to 5% failure rate of duplicated disks.
Before assuming that a disk is defective, make sure to check your disk drive.
Up to 95% of the disks returned to us as defective will run fine on our
computer systems. Often the problem is with a disk drive that needs servicing
for alignment, speed, or cleaning.

Should you have a defective disk, please return the disk only (keep all other
parts of the game) to our Customer Support Department, along with a note
describing the problem you have encountered. A replacement disk will be
provided upon our receipt of the defective disk.

Should you uncover an error in the program, return both your game disk and any
save game disks to our Customer Support Department. Please enclose a
description of what was taking place in the game when the error occurred. Upon
correction of the program error, we will return an updated disk to you.

--Warranty--





