INTRODUCTION
The World of Dark Sun
A world sucked dry by vampiric defilers, torn and scarred by power-hungry 
mages, burnt and seared by a sun gone slightly nova; a world known simply 
as Athas. Athas is bad - real bad. You've heard of Death Valley? You've 
heard of the Sahara? They've got nothing on Athas. You see, Death Valley 
and the Sahara end. They stop, eventually. They run into jungles or forests 
or even oceans. But not Athas. Athas never stops. It has no oceans. And 
you're stuck in the middle of it. 
Athas, the world of Dark Sun, has a dark and ominous history. Once a world 
of lush vegetation, thriving with life and prosperous with trade, Athas fell to 
the whims of its mages. In their lust for power, these mages found ways to tap 
the planet's vitality to add to their own, unconcerned that the effects on their 
environment were devastating. As a result, Athas now labors under the 
oppressive heat of a crimson sun, with seabeds full of silt instead of water. 
Almost all mines have tapped out, so metal is extremely rare - and very 
valuable. Scarcer still are any sources of water.
Athas: an ecological nightmare. 
On Athas, there are no rainforests. On Athas, there is no ozone layer. On 
Athas, even the monsters weep. For Athas is a dead planet. This once-vibrant 
ball of water and greenery has been raped by mages careless of their 
surroundings and turned into a dry, desiccated husk, groaning on toward its 
final demise. Welcome, adventurers.
The creatures of Athas, twisted by the free use of magic, were forced to adapt 
to the harsh conditions. New monsters continue to emerge from the deep 
desert to plague those humans who survived. And survive they have, 
though under grim conditions. The only stable communities are rigidly 
controlled city-states. These are ruled without exception by vicious, seldom-
seen sorcerer-kings - the last remnants of the mages who destroyed Athas. 
These kings aspire to godhood, ruling through religious organizations headed 
by their templar minions. Their rule is uniformly harsh and capricious, and 
vast numbers of people are enslaved. Only the strongest, physically or 
magically, 
can feel any measure of safety.
To make matters worse, incredibly powerful mages slowly transform into 
dragons as they increase their strength. These creatures are often solitary, 
venturing into inhabited areas only rarely. Yet when they do they often have 
a reason, for advances through the stages of transformation are often 
accompanied by mass destruction. One such transformation was recently 
attempted in Tyr by the former king, Kalak.
Wake of the Ravager takes place in and around the city-state of Tyr, ruled by 
Kalak's successor, the mysteriously absent King Tithian.

What Comes with This Game?
In addition to this rule book, your game box should contain the game disks 
(or a CD-ROM) and a data card. This rule book explains how to play the game 
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.

Floppy Disk Copy Protection
There is no physical copy protection on your Wake of the Ravager floppy 
disks, so please make copies and put the originals away for safekeeping.
To assure that you have a legitimate copy, there are copy protection questions 
during the game. Find the indicated word in this rule book, type the correct 
answer, and press Enter/
Return. Do not count headings.
There are no copy protection questions on the CD-ROM version.

Using the Mouse
A mouse is required to play 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 even when using the mouse you can hit Esc to exit any menu.

Using the Keyboard
Operations in this game are designed for the mouse, but certain functions do 
have keyboard commands. See page 77 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 automatically loads the pre-built party, and you 
immediately enter the game.



INTRODUCTORY JOURNAL

HOW TO PLAY 
Wake Of The Ravager
To start the game with a pregenerated party from the main menu, select 
START GAME. Otherwise, create a party by selecting CREATE 
CHARACTERS. See "Creating Your Party" on page 7 for more information.
By default, only the leader of your party appears on the map. The other three 
characters appear whenever combat is initiated. However, you can select the 
Collapse Party icon from the Game Menu to have all four characters appear at 
all times. See "Game Menu" on page 14 for more details.
At the start of the game, your characters find themselves entering Tyr. 
Rumors abound, including some that say the king is dead and the council 
rules the city.
Mouse Modes
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 the 
screen to move. 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 something, aim with the upper-left 
corner of the icon.

Walk
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 try to walk somewhere that is 
impossible to get to or would cause certain death, the icon changes to the 
Can't Walk icon, and the party waits until you make a different 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 opponent by clicking on the target. The character 
walks to the target and automatically attacks it.

Attack
There are two ways to attack enemies in Wake of the Ravager. They are 
Hand-to-Hand and Ranged. 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.
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 attacks 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.
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
You can examine objects by left-clicking on them when you are in Look 
mode. If 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 happens automatically instead of 
displaying this box.
When you are in combat with a monster, you can use the Look icon to see 
basic information about your opponent. This information includes: the type 
of monster it is, and its current state (casting, charmed, held, petrified, etc.).
You can also use the Look icon on a party member to bring up whichever 
option screen was last up.

Talk
When you click the Look icon on someone or something you can talk to, the 
Talk button appears. Left-click on it to begin a conversation. 

Use
To use an object, click on the Use button. Some objects may be used on other 
objects. For example, clicking on a pickax and then "using" it on a pile of rock 
may break the rock apart and reveal other objects.

Pick Up
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.

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 on 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 the NPC's 
portrait and what that character is saying. The lower window lists the 
responses you may make. To select 
a response, choose the response you wish to make and left-click.
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 join your 
party, though they may follow it or lead it somewhere.

Camping
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 the 
spellcasters can cast.

Training
When your characters go up in levels, they may be eligible to learn a new 
spell, more psionic skills, or increase already known psi-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 disciplines, click the icon on the lower-left corner of the box. To pick a 
new psionic or spell, click on its icon. Select 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 discipline is to select it in the 
Cast Spells/Use PSI screen. After you select, the cursor becomes the icon 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 PSI" on page 13 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 spells or psionics icons used. This 
provides quick access to the most frequently used spells.

CREATING YOUR PARTY
To play the game, 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 17 and "Character Classes" on page 19.

Creating Characters
To create your own characters, select CREATE CHARACTERS from the main 
menu. The main menu 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 four empty character slots. It has six icons along the bottom of 
the screen: View Character, View Inventory, Cast Spells/Use PSI, 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.
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.
Creating New Characters
Select NEW. You see a screen like 
the one on the following page.
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 what you want.

Character Icon
This box displays what your character 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 deselects "fighterO, and allows you to choose a 
new class. Try deselecting "fighter" on a human character. Notice that all the 
class options are 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, some other races are eligible for 
more than one class. When a character has two or three classes, he or she is 
referred to as multi-classed. For example, dwarves can have one, two, or three 
classes.
When multi-classing, keep in mind that some classes are unavailable 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 19.
Psionic Disciplines and/or Clerical Spheres
This lists the various psionic disciplines 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 between the list of psionic disciplines 
and the list of clerical spheres. 
Psionicists 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 22. The default for non-psionicists is psychokinesis.
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 20. The 
default sphere is air.

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's 
statistics with those of a favorite role-playing character.
Similarly, you can alter 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 Characteristics" 
on page 22.
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 characters until you have a complete party of four.

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 generation 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 "Character Classes" section on page 19 for more 
information on dual-class characters.

CHARACTER OPTIONS
The first time you select this Dark Sun icon, the Cast Spells/Use PSI character 
option screen appears. At the bottom left are the four character option 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 cast or 
psionics used. Click on one of these spell icons to cast the spell or use the 
psionic power.

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 
other vital information appear on the right side of the screen.
Alongside each character box are 
two small buttons, one for selecting 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 edits the character's name in the name box on the View 
Character 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 "Character Classes" section on 
page 19 for more information on 
dual-class characters.
If you right-click on an empty character box, you see the following menu:
NEW
ADD 
CANCEL
NEW allows you to generate a new character. See the "Creating Your Party" 
section on page 7 for more information.
ADD allows you to add a previously created character.
CANCEL closes this menu.



View Inventory
To use, ready, drop, or transfer items, select the View Inventory icon. The 
inventory screen appears with a large portrait of the active character in the 
center. To see the inventory screen for a different 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 item to 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 as more storage within the backpack. Pouches 
and chests hold six items, and both can be placed in your character's backpack. 
Pouches and chests can only hold items. They cannot hold other pouches or 
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 (the mouse pointer changes to the item selected) and 
click DROP. The item is then dropped to the ground and the mouse pointer 
reappears. 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 character, 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. If you 
simply wish to transfer items to another character, go to the inventory screen, 
pick an item, and right-click over the character box of the character you wish 
to transfer the item to. If you left-click instead, the inventory screen of the 
character chosen appears.
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 of the screen, a bar shows how much money your 
whole party has. To the left of the character boxes are buttons that allow you 
to toggle computer-controlled combat on or off, and to select which character 
is the leader.
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 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 at the top right of the box. Select 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. You can also bring up a spell 
summary by right-clicking on the spell icon.
Some items are inherently magical. 
A magical sword, for example, may cast spells against your opponent 
whenever you hit him or her 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, the spell 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 and click on SELL.
To leave the store, select the Return to Game button.

Cast Spells/Use PSI
To select a spell or prepare a psionic, select the Cast Spells/
Use PSI icon. To cycle between spell types and levels, click the appropriate 
buttons in the bottom row. Pointing with the cursor to a spell or psionic 
displays its name at the bottom of the window. Select a spell or psionic 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. Other spells 
automatically return you to the regular game screen.

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 Spell/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 Wake of the Ravager. 
The only exceptions are "wall" spells (i.e., a wall of "somethingO). 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. The wall now appears in the indicated area.
The maximum number of spells the player character can cast before resting is 
determined by his or her level. Refer to page 76 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.

Current Spell/Effects
To see if any good or evil effects are influencing a character, select the Current 
Spell/Effects icon. Any effects your character is operating under appear in a 
row next to his or her icon. To eliminate a good effect, right-click on it and it 
disappears.
Evil effects are harder to get rid of. If a member of the party has a counter-spell 
or psionic power that can void the effect, it appears in a row at the bottom of 
the window. Click on the spell icon, then on the effect you want to delete.

GAME MENU
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 10.
View Inventory
See "View Inventory" on page 11.
Cast Spells/Use PSI
See "Cast Spells/Use PSI" on page 13.
Current Spell/Effects
See "Current Spell/Effects" on page 13.
Exit to DOS
If you want to quit playing, select the Exit to DOS icon. You'll see the 
following menu:
SAVE
QUIT
CANCEL
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
LOAD brings you to the Load Game screen. Click on the name of the saved 
game you want to load, then select the OKAY button.
SAVE brings you to the Save Game screen. Click on any save game slot that 
says "<available>O, then type in a description of your saved game. Select the 
OKAY button when you're ready to save.

Set Preferences
This brings up the Set Preferences 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 toggle the music on or 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 toggle the sound effects on or off.
Voice effects on/off allows you to toggle the voice effects on or off if you have 
the CD version.

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. The default is Average. 
About gives you version information, copyright information, the technical 
support phone number, the hint line phone number, and SSI's address.

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. 

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 
depicted walking around 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.

Walk
Selecting this icon changes your cursor to the Walk icon and returns you to 
the game. See page 4 for more information on the Walk icon.
Attack
Selecting this icon changes your cursor to the Attack icon and returns you to 
the game. See page 4 for more information on the Attack icon.
Look
Selecting this icon changes your cursor to the Look icon and returns you to 
the game. See page 5 for more information on the Look 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 character 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 resistance. Clerics with 
Wisdom 13 or greater receive extra spells (see the "Cleric Wisdom Spell 
Bonus Table" on page 76).

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

CHARACTER RACES
Your characters can be any of eight races: human, dwarf, elf, half-elf, half-
giant, halfling, 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 their generated 
ability scores. See the "Racial Ability Adjustments Table" on page 77 for 
specific adjustments.

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

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 
neighborhood of 200 pounds. Dwarves can live up to 250 years.
By nature, dwarves are nonmagical and never cast 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, sometimes for days 
at a time - such a warrior can cross better than 50 miles per day.
Elves use no beasts of burden for personal transportation. It is dishonorable 
among elves to ride on an animal 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-classed.

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.
Half-giants stand between 10 and 12 feet tall, and weigh in the neighborhood 
of 1,600 pounds. Their features are human, but exaggerated.
Half-giants can be fighters, gladiators, rangers, clerics, psionicists, and multi-
classed.

Halflings
Halflings are very short humanoids, standing no more than 3 1/2 feet tall. 
They are muscled and proportioned 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-classed.

Muls
Muls are an incredibly tough crossbreed 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.

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 (male and female) 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.
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 it hits, 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-kreen can be fighters, gladiators, rangers, clerics, psionicists, and multi-
class characters.

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 limitations. 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 or 
she exceeds the level of the first class in the 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 
particular 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 warriors, soldiers trained in both individual 
combat and mass warfare. This training includes use and maintenance 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.

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, consequently 
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.

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.
Armor is restrictive and interferes with spellcasting so preservers cannot 
where any type. Preservers also lack martial instruction, so they 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 have minor access 
to the Sphere of the Cosmos. They can cast any spell within their own sphere, 
and Cosmos spells of third level or less. 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 (see page 77). 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 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 13 or 
higher gain extra spells as they advance levels (see the "Cleric Wisdom Spell 
Bonus Table" on page 76).

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 what weapons 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 13 or higher 
gain extra spells as they advance levels (see the "Cleric Wisdom Spell Bonus 
Table" on page 76).

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. A psionicist begins 
with all three disciplines.
Psychokinesis concerns physical manipulation of objects, often for destructive 
purposes. Psychometabolism involves manipulating the character's own body 
to enhance it. Telepathy deals with the defenses and attacks of mental 
warfare.

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 THAC_.

Alignment
Alignment is the philosophy a character 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 characters 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 might 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 distribution 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't 
necessarily 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.
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 incapacitate 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 _, 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 
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 cast 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 75.

THAC_
The ability to hit enemies in melee 
or with missile fire is represented by THAC_, which stands for "To Hit 
Armor Class _O. This is the number 
a character must "roll" equal to or greater than to do damage on a target with 
an AC of _. The lower the THAC_, 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 THAC_ minus the target's AC. THAC_ may be modified by range, 
attacking from the rear, magic weapons, and magic spells.


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


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 Wake of the Ravager
Several of the monsters in Wake of the Ravager 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.O

Aurumvorax
Despite being only the size of a large badger, the aurumvorax, or "golden 
gorgerO, is an incredibly dangerous creature. The aurumvorax charges its foe 
and clamps massive jaws onto its victim. Once its jaws lock, the golden gorger 
also rakes its victim with 2D8 of its legs.

Drake
Drakes are gargantuan, reptilian monsters that use Athas as their personal 
hunting grounds. Drakes comprise a very powerful, nonintelligent group of 
creatures on Athas. However, they are not stupid. If natural instinct, cunning, 
and ferocity were measurable, drakes would surpass many other creatures. 
They are feared for their size, speed, and devastating abilities in combat.

Air Drake
Air drakes are the most flighty and unpredictable of the species, making them 
dangerous adversaries. They spend most of their time soaring the Athasian 
skies. Air drakes have four vicious attacks, one of which is an engulfing 
attack. Once per day, they can also make an elemental attack which summons 
a tornado that does 2-8 points of damage.

Earth Drake
Often mistaken for outcroppings of rock, earth drakes are by far the physically 
strongest of the drakes. Like the air drake, the earth drake has four attacks, 
one of which is a swallow attack. The elemental attack of the earth drake is to 
summon a large area of rock around a victim. The creature caught soon 
suffocates if it does not escape.

Fire Drake
Fire drakes are the most evil and malicious of the drakes. They enjoy 
inflicting pain for the pleasure of watching their victims writhe in agony. The 
fire drake has four attacks, one of which is a swallow attack. The elemental 
attack for the fire drake is to summon a sphere of fire, doing damage to those 
within the effected area.



Elder-Brain
The elder-brain is the center of each community of mind flayers. It is a pool of 
briny fluid that contains the brains of the community's dead mind flayers. 
Due to the powerful mental force of illithids, the elder-brain remains sentient 
even after their bodies have been destroyed, and the telepathic union of these 
brains rules the community.

Elemental
Worshipped and revered by clerics across Athas, elementals represent the 
quintessential aspect of the known elements: air, earth, fire, and water. The 
four elementals embody the forces that shape the everyday lives of the 
inhabitants of the beleaguered planet.

Air Elementals
  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.

  Greater Air Elemental
These appear as large amorphous columns of air. They are able to attack with 
a powerful concentrated blast of air. They also possess a unique ability which 
allows them to turn into gigantic whirlwinds upon command.

Earth Elemental
  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.

  Greater Earth Elemental
These appear as large humanoids made entirely of the material from which 
they were conjured, be it earth, stone, metal, or gems. Greater earth 
elementals attack with their fists for a large amount of damage. Perhaps the 
most devastating ability of greater earth elementals is their ability to create 
earthquakes in an immediate area around them.

Fire Elemental
  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.

  Greater Fire Elemental
These appear as large sheets of flame, roughly humanoid in shape, bearing 
two arm-like appendages. The greater fire elemental attacks with its arm for a 
large amount of damage and can also engulf its victim, doing fire damage 
each round until freed.

Water Elemental
  Water Elemental
The 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 elementals strike, they lash out with these wave-like arms.

  Greater Water Elemental
On Athas, a greater water elemental appears as a large, high-crested wave. The 
greater water elemental attacks with one of its large, wave-like arms, doing a 
large amount of damage. The greater water elemental can engulf its victim 
and try to drown him or her.

Feyr, Greater
Feyrs (pronounced "fearsO) are created from the remnants of ordinary 
nightmares mixed with residual magical energies. They are unknowingly 
brought back to life by strong emotions of a large group of people. The greater 
feyr is the joining of two feyrs.



Giants
The giants of Athas are huge, lumbering creatures who commonly inhabit 
the islands of the Sea of Silt. The most common varieties are the desert 
giants, the plains giants, and the psionics-wielding beasthead giants. All the 
giants of Athas share one characteristic - savagery. Though humanoid giants 
can be congenial and friendly when properly approached, they have short 
tempers and are very easily agitated.

Beasthead Giant
Beasthead giants are smaller and lighter than the desert giants, averaging 15D
20 feet tall and weighing from three to six tons. Beasthead giants, as their 
name implies, have a human-looking body and the head of a beast.





Cyclops Giant
A diminutive relative of true giants, cyclops are single-eyed giants that live 
alone or in small bands. Cyclops can hurl boulders up to 150 yards away.




Golem
Magma Golem
Magma golems are powerful magical automatons created from the raw 
material of the Ring of Fire. A magma golem is a roughly man-shaped 
creature of red glowing magma 8 feet tall and weighing a ton. They can only 
be affected by magical weapons.

Obsidian Golem
Obsidian golems are massive statues, measuring 12 feet tall, and weighing up 
to 900 pounds. Their shape is humanoid. The hands of an obsidian golem are 
formed into huge fists, but they are incapable of opening. Obsidians are 
immune to low-level spellcasters and are totally immune to preserver spells.


Intellect Devourer
The intellect devourer resembles a brain on four legs. The body of the 
intellect devourer has a crusty protective covering, and its legs are bestial, 
jointed, and clawed. The intellect devourer attacks using psionics, and is only 
harmed by magical weapons of +3 or greater. Even weapons that harm the 
intellect devourer only do 1 point of damage.

Jann
The jann is the weakest of the elemental humanoids known collectively as 
genies. Jann are formed out of all four elements and must therefore spend 
most of their time on the Prime Material Plane. The jann tend to resist magic 
used against them.


Kaisharga
The kaisharga are a class of Athasian undead similar to the liches of other 
worlds. They have sought undeath, unnaturally extending their lives past the 
endurance of their mortal frames. Unlife gives them many terrible powers. A 
kaisharga appears as a gaunt, wasted human with grayish, thinly stretched 
skin. They can only be harmed by magic weapons and are resistant to spells. 
Their eyes burn with a green fire.

Kartang
Please refer to page 33 in the next section, "Detailed Descriptions of New 
Monsters," for a complete profile of kartang.

Illithid (Mind Flayer)
Mind flayers are among the most feared of the inhuman dwellers. Mind 
flayers feed on the very minds of sentient beings. Mind flayers are a slimy 
mauve color, stand about 6 feet tall, and adorn themselves with flowing 
robes. Their heads resemble octopi with two large, white, pupilless eyes.


Poisonous Snake, Giant
Giant poisonous snakes cause death in one round if their victims fail a saving 
throw vs. poison. Some varieties inflict 3D18 points of damage even if the 
saving throw is made.



Psurlon
The psurlon were a highly intelligent and technically advanced race. Their 
earthworm-like bodies have humanoid legs and arms that end in cloven-
hoofed feet and black, talon-like claws. The psurlon are very dangerous foes 
in combat, with many options at their disposal.


Pyreen
Pyreens are mysterious beings that roam the world of Athas. They are 
powerful psionicists and very powerful druids. They travel about Athas 
attempting to set things right, although it looks like a hopeless battle. They 
are sworn enemies of defilers, and their actions indicate they are bent on the 
destruction of the sorcerer-kings.

Shambling Mound
Shambling mounds, or shamblers, appear to be heaps of rotting vegetation. 
They are actually an intelligent form of plant life, with a roughly humanoid 
shape, and a brain-like control center in their "chest" area. They are immune 
to blunt weapons and grow large when struck by lightning.


Skeleton Warrior
These magically animated bodies, created and controlled by evil wizards or 
clerics, have been created from the corpses of powerful warriors.




Skeleton, Giant
Giant skeletons are similar to the more common undead skeletons, but they 
have been created with a combination of spells and are, thus, far more deadly 
than their lesser counterparts. Once per hour, a skeleton may reach into its 
chest and draw forth a sphere of fire from the flames that burn within its rib 
cage. This flaming sphere can be hurled as if it were a fireball that delivers 8D
48 points of damage.

Snapper-Saw
This plant, also called foresters' bane, has a central bush with several 
greenish-white berries that are plump, aromatic, edible, nutritious, and rich 
in protein. Several broad, dark green, ribbed leaves radiate out 5D7 feet from 
the bushy center, which hides 3D6 tough, purple, saw-like stalks with thorny 
projections.

Soul Shards
Please refer to page 34 in the next section, "Detailed Descriptions of New 
Monsters," for a complete profile of soul shards.

Sundew, Giant
A giant sundew appears to be a 3D4 foot mound of grayish green, tar-covered 
ropes or rags. The air around one is fly- infested and holds a thick odor like 
sweet syrup. Due to the plant's sticky exterior, missiles and fire-based attacks 
inflict only half damage.


Umber Hulk
Umber hulks are powerful subterranean predators whose iron-like claws 
allow them to burrow through solid stone in search of prey. Umber hulks are 
tremendously strong, standing nearly 8 feet tall and over 5 feet wide. Muscles 
bulge beneath their thick, scaly hides and their powerful arms and legs all 
carry great claws. Most peculiar of all are the four round eyes, spaced evenly 
across each umber hulk's forehead. Looking into the umber hulk's eyes causes 
confusion, as per the spell.

Verini
Please refer to page 35 in the next section, "Detailed Descriptions of New 
Monsters," for a complete profile of verini.

Yuan-ti
Descendants of humans whose blood has been fouled, yuan-ti have varying 
degrees of snakelike body parts. They are highly intelligent and evil, always 
plotting to advance their causes.



Zombie Plant
The zombie plant is a semi-intelligent shrub that produces highly nutritious 
berries. Anyone who partakes of the berries has a chance to become a slave of 
the zombie plant, existing only to serve and protect it.


Kartang
CLIMATE/TERRAIN:	Subterranean or Jungle
FREQUENCY:	Uncommon
ORGANIZATION:	Tribal
ACTIVITY CYCLE:	Any
DIET:	Carnivorous
INTELLIGENCE:	Low to Exceptional (5D16)
TREASURE:	D
ALIGNMENT:	Chaotic Evil
NO. APPEARING:	4D20
ARMOR CLASS:	-6
MOVEMENT:	12
HIT DICE:	14, 16, or 18
THAC_:	14 Hit Dice: 9
	16 Hit Dice: 7
	18 Hit Dice: 5
NO. OF ATTACKS:	1
DAMAGE/ATTACK:	2D16, swallow/engulf
SPECIAL ATTACKS:	Swallow, engulf
SPECIAL DEFENSES:	See below
MAGIC RESISTANCE:	Nil
SIZE:	L
MORALE:	Fanatic (17)
XP VALUE:	9,000
Appearance: Most who are born of kartang look and act like typical giant 
constrictors. Occasionally, however, a young snake will show signs that it is 
sentient. These kartang are often mistaken for elder serpents.
Combat: Since the kartang look identical to giant constrictors, in combat they 
attack with their brethren and hide themselves in the masses so that 
opponents do not single them out. They bite for 2D16 points of damage and 
grab their victims in their coils, like constrictors. Full kartang have ironlike 
skin. All take half damage from fire, cold, and electricity due to their magical 
nature. The dual sentient-animal nature of the kartang makes it resistant to 
charm, sleep, and hold spells.

Habitat/Society: The kartang are interested in increasing the number of 
sentient kartang on Athas. They are very protective of their eggs and their 
young. Kartang do not value treasure, but horde it to tempt other beings who 
might be edible. The kartang believe that the young who are fed sentient 
beings will have a better chance of becoming sentient themselves.
Often times a kartang who is the sole sentient being in its community will 
talk to adventurers out of unimaginable boredom. It may offer riches or 
power to lure players into negotiating with it. The kartang's final goal, 
however, is always to kill the adventurers.
Ecology: The kartang are a race of giant snakes which arose from the magical 
disaster that swept Athas. They are carnivorous, preferring young birds and 
human flesh. Some larger groups have been known to herd and raise 
wingless birds or other warm-blooded creatures.

Soul Shards
CLIMATE/TERRAIN:	Only in the presence of the broken
	Chandelier of Ancestry
FREQUENCY:	Unique
ORGANIZATION:	Solitary
ACTIVITY CYCLE:	Any
DIET:	Any sentient
INTELLIGENCE:	That of the victim
TREASURE:	Nil
ALIGNMENT:	Chaotic Evil
NO. APPEARING:	6
ARMOR CLASS:	That of the victim
MOVEMENT:	12
HIT DICE:	Victim's maximum hit points, 
	doubles with every death
THAC_:	Same as victim
NO. OF ATTACKS:	2
DAMAGE/ATTACK:	1D8
SPECIAL ATTACKS:	See below
SPECIAL DEFENSES:	Cannot be killed permanently 
	while victim is conscious
MAGIC RESISTANCE:	Nil
SIZE:	M
MORALE:	Fanatic (17)
XP VALUE:	30,000
Combat: When the broken Chandelier activates, it takes a living victim 
(chosen randomly) and splits his or her consciousness into 6 shards. The 
victim is paralyzed while the shards attack the party. Every shard that dies 
adds the victim's hit points to each of its remaining friends.
When all the shards are destroyed, the victim loses a permanent attribute 
point and the shards reform at full strength. This continues until either 
the Chandelier is repaired or the victim dies. The shards are immune to sleep 
and charm spells.

Verini
CLIMATE/TERRAIN:	Mountains / Warm caves
FREQUENCY:	Uncommon
ORGANIZATION:	Tribal
ACTIVITY CYCLE:	Any
DIET:	Carnivorous
INTELLIGENCE:	High to Supra (14D20)
TREASURE:	Nil
ALIGNMENT:	Neutral Good
NO. APPEARING:	1D50
ARMOR CLASS:	5
MOVEMENT:	15
HIT DICE:	5D20
THAC_:	12
NO. OF ATTACKS:	2 or 1 by weapon
DAMAGE/ATTACK:	1D6 (claws), or as per weapon
SPECIAL ATTACKS:	Spit paralysis poison 30'
SPECIAL DEFENSES:	See below
MAGIC RESISTANCE:	Nil
SIZE:	M (6D7' tall)
MORALE:	Steady to Elite (10D14+)
XP VALUE:	1,000 to 4,000
Appearance: Verini are large upright newts, distant cousins of Firenewts. 
Their evolution took them on a more stable and less hostile path of 
development, and thus they have distanced themselves from their cousins 
and sought peaceful existence in the heat of Athas' volcanic regions.
Verini stand 6D7 feet tall, and are colored from bright reds and yellows, to 
dark grays and black, their coloring darkening as they age. Their large eyes are 
yellow in color, and occupy most of their head. Although the size of their eyes 
may suggest excellent vision, the verini's vision is in no way better than that 
of a human's. However, their cave-dwelling nature has given them 
infravision, good up to 40 feet.
Verini speak their own language, consisting of hisses and clicks, as well as 
common. There is a 30% chance that a given verini preserver or cleric will 
know 1 or 2 more additional languages.
Combat: Living in the rocky mountains, the verini have developed thick 
hides that give them a natural armor class of 5. This offers protection from 
the jagged surfaces that they commonly travel over. Because of their fire-
based nature, the verini are resistant to fire-based attacks, with a +2 bonus to 
save. Conversely, they are susceptible to cold-based attacks, saving at -2. 
Although the verini could make armor if they so desired, most prefer to wear 
simple jewelry and bracers than cover themselves with heavy armor that 
conceals their colors, a source of pride among many young verini.
Verini usually hunt in packs, and would rather exist peacefully with other 
intelligent races, but such is not always the case. If they are pressed to fight, a 
verini can attack with its long claws 
for 1D6 each, or use one of the many weapons at its disposal. Common 
weapons include quarterstaffs, long swords, spears, and short swords. 
Verini never use ranged weapons.
The main reason that the verini avoid ranged weapons is that they can spit a 
special toxin every other round. The poison is a contact paralysis, similar to 
the thri-kreen poison, but taking effect in a matter of seconds. If a save vs. 
poison is not made, the victim is paralyzed for 2D8 rounds. If the victim 
saves, he or she is only paralyzed for one round. It is not uncommon for 
travellers to come across a band of paralyzed bandits, only to see verini in the 
distance, leaving the scene.
Of course, because the verini have a natural poison going through their 
bodies, they are also resistant to poisons, getting a +2 to their save vs. poisons 
and paralysis. Generally, this poison is used to hunt, with one verini luring a 
creature into range of the others, who then spring on it, hitting it with their 
poison and tracking it as the poison takes effect and paralyzes the creature. It 
is then easily killed and taken back to be eaten. However, if under attack, a 
verini will not hesitate to paralyze its aggressors so that it can flee.
Verini are fast. When running, they sometimes go down on all fours and are 
able to cover terrain very quickly. They have a knack of knowing where to go 
to find the easiest ground, so they suffer no penalties for moving over rough 
terrain. In actuality, they take pride in how quickly they can move. It is 
somewhat of a contest for the younger verini to see who can cover a given 
amount of rocky terrain the fastest.
Because of their disposition, verini are free to pursue all disciplines of magic. 
There is a 20% change that any verini encounter will contain from 1D4 verini 
preservers or clerics. These are of 4thD19th level, with spells equivalent to a 
human preserver or cleric of similar level.
Verini openly hate defilers. Since they take such care in protecting not only 
themselves, but the ecology of the areas they live in, a defiler is seen as a 
tremendous threat. Verini preservers and psionicists will be dispatched with 
a well-armed war party to destroy the offending mage. Rarely is such effort 
put toward waging war, and many visitors to a verini tribe have marveled at 
their tactical ability - the verini play to win, and do not throw forces against 
an enemy they cannot hope to defeat.
Habitat/Society: Verini prefer to live in caverns, preferably near volcanic 
activity, for it keeps the caves warm during the 
harsh, cold Athas nights. They live in tribes of 10D50, but larger caves could 
support tribes of up to 300 members.
Verini honor their elders, and many of the tribes are not led by the greatest 
warriors, but by their eldest member. The verini put more value on wisdom 
than on the ability to rend a foe. Usually, the verini tribe also holds 
gatherings where all of the members gather to discuss anything they feel is 
important. Everyone is given a chance to speak, and everyone is free to talk as 
long as they feel is necessary, so some of these meetings can last for days. 
However, most verini would look down on a member that could not get his 
point across within an hour or so. Interrupting a speaking member is 
considered a horrendous faux pas, an unspoken rule that few break.
The verini are family-oriented, with the parent verini raising their 
younglings in a structured environment. Most verini younglings are 
encouraged to begin along a path at an early age, whether it is a magical 
discipline or the pursuit of another career. Many verini are artistically 
oriented, and spend much of their time making jewelry, tapestries, and other 
beautiful works of art.
Twice a year, two verini tribes come together to talk about everything that has 
happened since they last met. They trade goods, have long discussions, and 
the younger verini look for prospective mates. They listen to wondrous 
stories, told by the tribe's storyteller, and join in large efforts to further their 
arts.
Ecology: An average verini lives for 150 years. They are warm-blooded 
amphibians, spending their first year in an egg. After it hatches, the verini 
grow in size rapidly, reaching full size in under 5 years. They walk upright 
about a year after hatching. They are carnivores, but prefer substances that do 
not deplete the local ecology to the point that they threaten another species.




MAGIC
For instructions on how to cast spells and use psionics, refer to "Cast 
Spells/Use PSI" on page 13.
Preserver Spell Summary
Detailed preserver spell descriptions start on page 39.

Preserver Spells

 1st Level
Armor
Burning Hands
Charm Person (c)
Chill Touch
Color Spray
Enlarge
Gaze Reflection
Grease
Magic Missile
Shield
Shocking Grasp
Wall of Fog


2nd Level
Blur
Detect Invisibility
Flaming Sphere
Fog Cloud
Glitterdust
Invisibility (c)
Melf's Acid Arrow
Mirror Image
Protection From Paralysis
Scare
Stinking Cloud
Strength
Web

3rd Level
Blink
Dispel Magic
Fireball
Flame Arrow
Haste
Hold Person (c)
Hold Undead (c)
Lightning Bolt
Melf's Minute Meteors
Minor Malison
Protection From Normal Missiles
Slow
Spirit Armor
Vampire Touch


4th Level
Charm Monster (c)
Confusion
Fear
Fire Shield
Ice Storm
Improved Invisibility
Minor Globe of Invulnerability
Minor Spell Turning
Otiluke's Resilient Sphere
Psionic Damper
Rainbow Pattern
Solid Fog
Spider Strand
Stoneskin
Turn Pebble to Boulder
Wall of Fire
Wall of Ice

Preserver Spells

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

_: 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




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: _	Duration: Instantaneous	Area of Effect: 120' cone adjacent to 
caster	Saving Throw: 1/2
Burning hands inflicts 1D3 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.).
 Chill Touch
Range: Touch	Duration: 3 rounds + 1 round/level	Area of Effect: 
Creature touched	Saving Throw: Neg.
Chill touch attacks the life force of any living creature. The target suffers 1D4 
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: _	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. 
 Gaze Reflection
Range: _	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 this area slips and slides, and is helpless for the round.
 Magic Missile
Range: 60 yards + 10 yards/level	Duration: Instantaneous	Area of 
Effect: 1 creature	Saving Throw: None
Magic missile does 2D5 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: _	Duration: 5 rounds/level	Area of Effect: Caster
	Saving Throw: None
Shield automatically negates enemy magic missile spells, improves the 
preserver's saving throw against frontal attacks, and may improve his or her 
AC.
 Shocking Grasp
Range: Touch	Duration: Instantaneous	Area of Effect: Creature touched
	Saving Throw: None
Shocking grasp does 1D8 hit points of electrical damage +1 hit point per level 
of the preserver.
 Wall of Fog
Range: 30 yards	Duration: 2D8 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 cast spells against the other.

Second-Level Preserver Spells
 Blur
Range: _	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: _	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 2D8 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 so neither side can cast spells against the other.
 Glitterdust
Range: 10 yards/level	Duration: 1D4 rounds + 1 round/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 THAC_ 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.
 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 2D8 points of acid damage. As the preserver rises in level, the acid burns 
for longer periods of time, causing additional damage.
 Mirror Image
Range: _	Duration: 3 rounds/level	Area of Effect: 6' radius
	Saving Throw: None
Mirror image creates 1D4 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: One 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: 1D4 rounds + 1 round/level
	Area of Effect: 15' radius	Saving Throw: Neg.
Scare causes creatures with fewer than 6 Hit Dice or 6 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 2D5 
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 1D8 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.

Third-Level Preserver Spells
 Blink
Range: _	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 1D6 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 1D6 points of damage, plus an additional 4D24 
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. Warning: characters age one year each time a haste spell 
is cast on them.
 Hold Person
Range: 120 yards	Duration: 2 rounds/level	Area of Effect: 1D4 
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.
 Hold Undead
Range: 60'	Duration: 1D4 rounds + 1 round/level	Area of Effect: 1D3 
undead	Saving Throw: Neg.
Hold undead paralyzes up to 3 undead whose Hit Dice are less than or equal 
to the preserver.
 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 1D6 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. Lightning bolts also reflect off walls. Targets 
adjacent or close to a wall may be hit twice by the same bolt.
 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 1-foot-diameter sphere 
upon impact, inflicting 1D4 points of damage.
 Minor Malison
Range: 60'	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.
 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 a haste spell and only affects the side opposing the preserver.
 Spirit Armor
Range: _	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: _	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. When the preserver touches an opponent in 
combat with a successful attack, the opponent loses 1D6 hit points for every 
two caster levels, to a maximum drain of 6D36 hit points. The hit points are 
added to the preserver's total, with any hit points over the preserver's normal 
total treated as temporary. These additional points are lost at the rate of one 
hit point per turn.

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.
 Confusion
Range: 120 yards	Duration: 2 rounds + 1 round/level	Area of Effect: Up 
to 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.
 Fear
Range: _	Duration: Instantaneous	Area of Effect: 60' cone, 5'D30' wide 
(base to end)	Saving Throw: Neg.
Fear causes all targets within its area of effect to flee in terror.

 Fire Shield
Range: _	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 
shield is attuned to heat and cold attacks. 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 3D30 hit points of damage to all targets within its area. This 
spell inflicts full damage even 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. The THAC_ of melee attacks against invisible recipients is 
improved (reduced) by 4, so it is impossible to aim ranged attacks at them.
 Minor Globe of Invulnerability
Range: _	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. The globe is very 
effective when used in combination with fire shield.
 Minor Spell Turning
Range: _	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.
 Otiluke's Resilient Sphere
Range: 20 yards	Duration: 1 round/level	Area of Effect: 1' diameter/level
	Saving Throw: Neg.
When this spell is cast, the result is a globe of shimmering force that encloses 
the target creature. The resilient sphere contains its target for the spell's 
duration, and it is not subject to damage of any sort.
 Psionic Dampener
Range: 5 yards/level	Duration: Special	Area of Effect: One individual
	Saving Throw: Neg.
Use of this spell allows the caster to disrupt the psionic activities of one 
individual. If the target fails a saving throw vs. spells, it is unable to expend 
PSPs for the spell's duration.
 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 entranced creatures breaks the spell.
 Solid Fog
Range: 30 yards	Duration: 2D4 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.
 Spider Strand
Range: 30 yards	Duration: 1 round/level	Area of Effect: Special
	Saving Throw: Special
With this spell, the caster causes a single strand of strong spider web to shoot 
forth from his or her hand. The target creature is immobilized until it can 
break free from the strand.
 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 1D4 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 11D26 hit points of damage if it strikes the target.
 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'-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.


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 1D4 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' x 20' x 20' 
cloud	Saving Throw: None
Cloudkill is similar to the stinking cloud spell, except that its area of effect is 
larger and it kills weaker monsters. More powerful monsters may merely take 
damage.
 Cone of Cold
Range: _	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 increase 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 control the actions of any 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.
 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. A heal spell counters the effect of 
feeblemind.
 Hold Monster
Range: 5 yards/level	Duration: 1 round/level	Area of Effect: 1D4 
creatures	Saving Throw: Neg.
Hold monster is similar to hold person, except that it affects a wider variety of 
creatures.
 Lower Resistance
Range: 60 yards	Duration: 1 turn + 1 round/level	Area of Effect: 1 
creature	Saving Throw: None
Lower resistance causes the magical resistance of targets to drop 30% plus 1% 
per level of the caster.
 Summon Shadow
Range: 10 yards	Duration: 1 round + 1 round/level	Area of Effect: 10' 
cube	Saving Throw: None
Summon shadow summons one shadow, which 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: Permanent	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. A wall of stone is permanent unless destroyed by a dispel 
magic or disintegrate spell.

Sixth-Level Preserver Spells
 Anti-Magic Shell
Range: _	Duration: 1 turn/level	Area of Effect: 1' diameter/level 
sphere	Saving Throw: None
With this, a wizard surrounds himself with an invisible barrier that moves 
with him and is impervious to all magic. The barrier also prevents the 
functioning of any magical items or spells within its confines.
 Chain Lightning
Range: 40 yards + 5 yards/level	Duration: Instantaneous	Area of Effect: 
Special	Saving Throw: 1/2
This spell creates an electrical discharge that begins as a single stroke of 
lightning, 2 1/2 feet wide, commencing from the fingertips of the caster. 
Unlike a lightning bolt spell, chain lightning strikes one object or creature 
initially, then arcs to a series of other objects or creatures within range.
 Death Fog
Range: 30 yards	Duration: 1D4 rounds + 1 round/level	Area of Effect: Two 
10' cubes/level	Saving Throw: None
Death fog creates an area of solid fog that has the additional property of being 
highly acidic. Those within the cloud take damage each round; this damage 
progressively worsens the longer the creature stays in the cloud. The cloud 
also slows the creature's movement and blocks line of sight.
 Death Spell
Range: 10 yards/level	Duration: Instantaneous	Area of Effect: One 30' 
cube/level	Saving Throw: None
When a death spell is cast, it snuffs out the life force of creatures in the area of 
effect instantly and irrevocably. Such creatures cannot be raised or resurrected. 
This spell will not work on some of the more powerful creatures found in 
Wake of The Ravager.
 Disintegrate
Range: 5 yards/level	Duration: Instantaneous	Area of Effect: Special
	Saving Throw: Neg.
This spell causes matter to vanish. It affects even matter (or energy) of a 
magical nature, but not 
a globe of invulnerability or an anti-magic shell. Disintegration is 
instantaneous and permanent.
 Flesh to Stone
Range: 10 yards/level	Duration: Permanent	Area of Effect: 1 creature
	Saving Throw: Special
Flesh to stone turns one living creature into stone if the target fails a saving 
throw vs. spell.
 Globe of Invulnerability
Range: _	Duration: 1 round/level	Area of Effect: 5'-radius sphere
	Saving Throw: None
This spell creates an immobile, faintly shimmering, magical sphere around 
the caster that prevents any 1st-, 2nd-, 3rd- or 4th-level spell effects from 
penetrating. However, any type of spell can be cast out of the magical sphere, 
and these pass from the caster of the globe to the subject without effect upon 
the globe.
 Improved Haste
Range: Touch	Duration: 1 round/level	Area of Effect: Creature touched
	Saving Throw: None
This spell lets the wizard bestow tremendous speed on any one creature. The 
quickened creature functions at double its normal movement and attack 
rates. Unlike the normal haste spell, this spell has no effect on the recipient's 
age.
 Improved Slow
Range: 90 yards + 10 yards/level	Duration: 1 round/level	Area of 
Effect: Thirty 10' cubes	Saving Throw: Neg.
The spell causes the affected creatures to move and attack at 1/9 their normal 
rate. This spell also negates haste and improved haste.
 Monster Summoning IV
Range: 60 yards	Duration: 5 rounds + 1 round/level	Area of Effect: 
Special	Saving Throw: None
This spell summons 1D3 4th-level monsters to do the bidding of the caster. 
These appear within spell range and attack the caster's opponents until 
combat ends or they are killed.

 Reincarnation
Range: Touch	Duration: Permanent	Area of Effect: Person touched
	Saving Throw: None
With this spell, the wizard can bring back to life a person who has died. The 
essence of the dead person is transferred to another body, possibly one very 
different from the original.
 Stone to Flesh
Range: 10 yards/level	Duration: Permanent	Area of Effect: 1 creature
	Saving Throw: Special
The stone to flesh spell turns any sort of stone to flesh. If the recipient stone 
object was formerly living, this spell restores life (and goods), although the 
survival of the creature is subject to the usual system shock survival roll. 
This cancels the effects of flesh to stone.
 Tenser's Transformation
Range: _	Duration: 1 round/level	Area of Effect: Caster	Saving 
Throw: None
When this spell is cast, the wizard undergoes a startling transformation. His 
or her size and Strength increase to heroic proportions, so he or she becomes 
a formidable fighting machine. The wizard's hit points are doubled, and all 
damage sustained comes first from the magical points gained; once these 
points are eliminated, all subsequent damage to the wizard is doubled.


Seventh-Level Preserver Spells
    Conjure Greater Elemental
Range: 30 yards	Duration: 1 turn/level	Area of Effect: Special
	Saving Throw: None
This spell allows a wizard to summon a single greater elemental to assist his 
or her in combat.
 Control Undead
Range: 60 feet	Duration: 3D12 rounds + 1 round/level	Area of 
Effect: 1D6 undead	Saving Throw: Special
This spell enables the wizard to command 1D6 undead creatures for a short 
period of time. The more powerful undead creatures get a saving throw to 
resist the affects of the spell.
 Delayed Blast Fireball
Range: 100 yards + 10 yards/level	Duration: Special	Area of Effect: 20'-
radius globe	Saving Throws: 1/2
This spell creates a fireball, with a +1 bonus to each of its dice of damage, 
which releases its blast anywhere from instantly to five rounds later.
 Finger of Death
Range: 60 yards	Duration: Permanent	Area of Effect: 1 creature
	Saving Throw: Neg.
The finger of death spell snuffs out one victim's life force. If successful, the 
victim can be neither raised nor resurrected.
 Forcecage
Range: 10 yards/2 levels	Duration: 6 turns + 1/level	Area of Effect: 20' 
cube	Saving Throw: None
This powerful spell enables the caster to bring into being a cube of force. 
Creatures within the area of effect of the spell are caught and contained.
 Mass Invisibility
Range: 10 yards/level	Duration: Special	Area of Effect: Special
	Saving Throw: None
This spell allows the caster to make the whole party invisible during combat. 
The spell is broken when a character attacks.
 Monster Summoning V
Range: 70 yards	Duration: 6 rounds + 1 round/level	Area of Effect: 
Special	Saving Throw: None
This spell is much like the 6th-level monster summoning IV spell, except 
that this spell summons 1D3 5th level monsters. These creatures stay for one 
combat only.
 Mordenkainen's Sword
Range: 30 yards	Duration: 1 round/level	Area of Effect: Special
	Saving Throw: None
Upon casting this spell, the wizard brings into being a shimmering, sword-
like plane of force. The sword fights for the caster for one combat. The sword 
can hit magical creatures.
 Power Word, Stun
Range: 5 yards/level	Duration: Special	Area of Effect: 1 creature
	Saving Throw: None
When a power word, stun spell is uttered, any creature of the mage's choice is 
stunned - reeling and unable to think coherently or to act - for a duration 
dependent on its current hit points.
 Prismatic Spray
Range: _	Duration: Instantaneous	Area of Effect: 70' wedge, 5'D15' wide 
(base to end)	Saving Throw: Special
When this spell is cast, the wizard causes seven shimmering, multi-colored 
rays of light to flash from his or her hand. These include all colors of the 
visible spectrum; each ray has a different power and purpose. Any creature 
with fewer than 8 Hit Dice struck by a ray is blinded for 2D8 rounds, regardless 
of any other effect.
 Spell Turning
Range: _	Duration: Up to 3 rounds/level	Area of Effect: Caster
	Saving Throw: None
This powerful adjuration causes spells cast against the wizard to rebound 
onto the original caster. This includes spells cast from scrolls and innate spell-
like abilities. High-level spells may not be turned or may be only partially 
turned.

1st Level
Bless (c)
Cause Fear (c)
Cause Light Wounds (c)
Cure Light Wounds (c)
Curse (c)
Entangle (c)
Invisibility to Undead (c, *)
Magical Stone (e)
Protection from Evil (c)
Remove Fear (c)
Sanctuary (c)
Shillelagh (c)


2nd Level
Aid (c)
Altruism (c)
Barkskin (c)
Channel Stench (a)
Charm Person or Mammal (a, *)
Find Traps (c)
Flame Blade (f)
Hesitation (c)
Hold Person (c, *)
Music of the Spheres (c)
Resist Cold (f)
Resist Fire (f)
Silence, 15' Radius (c, *)
Spiritual Hammer (c)
Steal Breath (a)


3rd Level
Air Lens (a)
Bramblestaff (e, w)
Bestow Curse (c)
Cause Blindness or Deafness (c)
Cause Disease (c)
Create Smoke (a, f)
Cure Blindness or Deafness (c)
Cure Disease (c)
Dispel Magic (c)
Heat Exhaustion (f)
Magical Vestment (c)
Negative Plane Protection (c)
Plant Growth (c)
Prayer (c)
Protection from Fire (f)
Remove Curse (c)
Remove Paralysis (c)
Sand Spray (e)
Spike Growth (c)
Stone Shape (e)
Strength of One (c)
Summon Insects (c)


4th Level
Adjure (c)
Blood Flow (w)
Cause Serious Wounds (c)
Cloak of Bravery (c)
Cloak of Fear (c)
Condense (e)
Cure Serious Wounds (c)
Dehydrate (w)
Dust Cloud (a, e)
Focus Heat (f)
Free Action (c)
Intensification of Weather (a, w)
Lungs of Water (w)
Magma Blade (f)
Neutralize Poison (c)
Poison (c)
Produce Fire (f)
Protect. from Evil, 10' Radius (c)
Protection from Lightning (a)
Protection from Weather (a, w)
Quench Fire (f)
Return to Earth (e)
Soothe (w)
Thorns of Binding (e, w)
Cleric Spells
Cleric Spell Characteristics
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:

_: 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


First-Level Cleric Spells
 Bless
Sphere: Cosmos	Range: 60 yards	Duration: 6 rounds	Area of 
Effect: 50' cube	Saving Throw: None
Bless improves the THAC_ 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 1D4 rounds.
 Cause Light Wounds
Sphere: Cosmos	Range: Touch	Duration: Permanent	Area of 
Effect: Creature touched	Saving Throw: None
Cause light wounds inflicts 1D8 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 1D8 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 THAC_ 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	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 are held helpless 
for the duration of the spell. The spell only works in outdoor combat.
 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.

 Magical Stone
Sphere: Elemental (Earth)	Range: _	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 1D4 points 
of damage per stone, or 2D8 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.
 Sanctuary
Sphere: Cosmos	Range: Touch	Duration: 2 rounds + 1 round/level
	Area of Effect: Creature touched	Saving Throw: None
When the cleric casts a sanctuary spell, any opponent attempting to strike or 
otherwise directly attack the protected creature must roll a saving throw vs. 
spell. If the saving throw is successful, the opponent can attack normally. If 
the saving throw is failed, the opponent loses track of and totally ignores the 
warded creature for the duration of the spell.
 Shillelagh
Sphere: Cosmos	Range: Touch	Duration: 4 rounds + 1 round/level
	Area of Effect: Cleric	Saving Throw: None
This spell enables the cleric to temporarily create a magical club that appears 
in his or her hand.

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 
1D8 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.
 Altruism
Sphere: Cosmos	Range: Touch	Duration: Permanent	Area of 
Effect: 1 creature	Saving Throw: None
With this spell, a cleric may transfer hit points to another character or being 
of any alignment. Hit points are exchanged on a one-to-one basis, and may 
not be "taken back" once the spell has been cast. The recipient of the spell 
cannot gain more hit points than he or she normally has, and cannot refuse 
the gift even if he or she wants to.
 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 cleric. In addition, the affected creature gains +1 to all saving 
throws.
 Channel Stench
Sphere: Elemental (Air)	Range: _	Duration: 3 rounds	Area of 
Effect: 20'-long cone	Saving Throw: Neg.
The cleric draws in a deep breath and expels it toward his opponent. All 
noxious odors from up to two miles away are channeled through the cleric's 
breath and ejected in a vile cone of stench. All breathing creatures within the 
cone must make a saving throw vs. poison. Those who fail gag for 1D6 
rounds. While in this state, spell casting and using psionics is impossible. 
Those with more than 5 Hit Dice or higher than 5th level may ignore channel 
stench.
 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 
creature may save to avoid the spell's effects.
 Find Traps
Sphere: Cosmos	Range: _	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.
 Flame Blade
Sphere: Elemental (Fire)	Range: _	Duration: 4 rounds + 1 round/2 levels
	Area of Effect: 3'-long 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 7D10 points of damage. The spell does slightly less 
damage against targets protected from fire.
 Hesitation
Sphere: Cosmos	Range: _	Duration: 1 round/level	Area of Effect: 20'-
radius circle	Saving Throw: Neg.
Creatures affected by this spell hesitate before executing their intended 
actions. The spell affects 2D8 Hit Dice or levels of creatures, although only one 
creature of 4 or more Hit Dice can be affected regardless of the number rolled. 
All possible victims are allowed a saving throw vs. spells.
 Hold Person
Sphere: Cosmos	Range: 120 yards	Duration: 2 rounds/level	Area 
of Effect: 1D4 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.
 Music of the Spheres
Sphere: Cosmos	Range: 50 yards	Duration: 1 turn + 1 round/level
	Area of Effect: 20'-diameter circle	Saving throw: Neg.
With this spell, the cleric creates tones and harmonies of such unearthly 
beauty and complexity that they entrance the listener, making it difficult for 
the listener to attack or otherwise harm the cleric. The listener receives a 
normal saving throw against this effect. Failure means that the listener is 
entranced and is unable to attack the cleric for the duration of the spell.
 Resist Cold
Sphere: Elemental (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: Elemental (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.
 Silence, 15' Radius
Sphere: Cosmos	Range: 120 yards	Duration: 2 rounds/level	Area 
of Effect: 15'-radius sphere	Saving Throw: None
Silence, 15' radius magically dampens all sound in the area around the target. 
The target characters or monsters cannot cast spells for the duration of the 
spell.
 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 throwing hammer that is 
automatically readied. Spiritual hammers can hit monsters that may only be 
struck by magic weapons.
 Steal Breath
Sphere: Elemental (Air)	Range: 120 yards	Duration: 3 rounds	Area 
of Effect: 1 creature	Saving Throw: None
This spell forces the air out of an opponent's lungs. The opponent cannot cast 
spells for three rounds.

Third-Level Cleric Spells
 Air Lens
Sphere: Elemental (Air)	Range: 90 yards	Duration: 3 rounds + 1 
round/level	Area of Effect: Special	Saving Throw: None
By means of this spell, the cleric creates a magical lens, with which he or she 
can direct intensified rays of the sun against his or her enemies. Once cast, the 
cleric can attack twice per round doing 2D6 points of damage per hit.

 Bramblestaff
Sphere: Elemental (Earth, Water)	Range: _	Duration: 1 turn	Area 
of Effect: Special	Saving Throw: None
This spell causes an ordinary wooden staff or club to sprout thick, extremely 
hard spikes on one end, just like a staff made from bramblewood. The staff 
does double damage for the duration of the spell, and adds +2 to the cleric's 
attack roll. 
 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.
 Create Smoke
Sphere: Elemental (Air, Fire)	Range: 10 yds + 10 yds/level	Duration: 4 
rounds	Area of Effect: 30-yd radius	Saving Throw: Spec
By igniting even a tiny spark of flame, the cleric can create a dense plume of 
smoke that obscures vision for 30 yards. Those within the cloud that fail a 
saving throw vs. death spell find it difficult to attack. All attacks in the cloud 
are made at -4 for four rounds.
 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.
 Heat Exhaustion
Sphere: Elemental (Fire)	Range: 50 yards	Duration: Special	Area of 
Effect: 1 creature	Saving Throw: None
A beam of light streaks from the cleric's finger and slams into the target's 
forehead, causing the brain to overheat as if struck by sunstroke or fever. This 
causes momentary confusion and delirium, so all attack rolls and saving 
throws are made at -2.
 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).
 Plant Growth
Sphere: Cosmos	Range: 160 yards	Duration: Permanent	Area of 
Effect: Special	Saving Throw: Special
Plant growth causes normal vegetation to grow, entwine, and entangle to 
form a thicket that creatures must hack or force a way through at a 
movement rate of 10 feet per round.
 Prayer
Sphere: Cosmos	Range: _	Duration: 1 round/level	Area of Effect: 60' 
radius	Saving Throw: None
Prayer improves the THAC_ and saving throws of friendly characters by 1 
and increases (weakens) the THAC_ 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: Elemental (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 his or her 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: 1D4 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.
 Sand Spray
Sphere: Elemental (Earth)	Range: _	Duration: Instant	Area of 
Effect: 20' beam, 10' wide	Saving Throw: Special
This malicious evocation causes small glassy particles of sand or silt to spray 
into an opponent's eyes. Anything sprayed by the slivers must make a saving 
throw vs. breath weapons. Failure indicates that they are blinded for 1D6 
rounds, and lose 1D10 hit points.
 Spike Growth
Sphere: Cosmos	Range: 60 yards	Duration: 3D12 turns + 1 turn/level
	Area of Effect: 10'/level	Saving Throw: None
Spike growth causes the ground-covering vegetation or roots in the area to 
become very hard and sharply pointed. When a creature moves through the 
area, it takes 2D8 points of damage. Each time the victim begins to move it 
must make a saving throw vs. spell or have its movement rate reduced by 
1/3.
 Stone Shape
Sphere: Elemental (Earth)	Range: Touch	Duration: Permanent
	Area of Effect: 1 weapon	Saving Throw: None
By means of this spell the cleric can form an existing piece of stone into a 
weapon.
 Strength of One
Sphere: Cosmos	Range: 10 yards	Duration: 2D6 rounds	Area of 
Effect: 1 creature + 1 creature/2 levels	Saving Throw: None
By casting this spell on a group of creatures, the cleric imbues each creature 
with a Strength bonus equal to that of the strongest creature of the group.
 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.


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 elemental creatures back to their own plane 
of existence.

 Blood Flow
Sphere: Elemental (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, 2D12 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 3D17 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 save vs. 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 vs. fear or run away in panic. Note: 
the spell only affects the recipient once (unless cast again).
 Condense
Sphere: Elemental (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 3D18 
hit points of damage if it hits its target.
 Cure Serious Wounds
Sphere: Cosmos	Range: Touch	Duration: Permanent	Area of 
Effect: Creature touched	Saving Throw: None
Cure serious wounds heals 3D17 hit points, up to the recipient's normal 
maximum hit points.
 Dehydrate
Sphere: Elemental (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 2D12 hit points of damage plus 1 per level of the cleric.
 Dust Cloud
Sphere: Elemental (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: Elemental (Fire)	Range: 60 yards	Duration: Instantaneous	Area 
of Effect: 1 target	Saving Throw: 1/2
Focus heat only works outdoors during daylight. The cleric focuses the rays of 
the sun onto a single point, causing 2D12 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.
 Intensification of Weather
Sphere: Elemental (Air, Water)	Range: Touch	Duration: 1 hour/level
	Area of Effect: 1 creature	Saving throw: Neg.
Intensification of weather subjects the victim to effects more severe than the 
actual weather would inflict. The victim loses any possible save against 
magical weather spells, and those causing damage add one hit point per die 
inflicted. The victim gets a save to avoid the effects of this spell.
 Lungs of Water
Sphere: Elemental (Water)	Range: 20 yards	Duration: Time of 
concentration	Area of Effect: 1 creature	Saving Throw: Neg.
This magically creates water inside the victim's lungs, drowning it if it is not 
able to cough the water up. Nonbreathing creatures and undead are not 
affected by this hex. Anyone who fails a saving throw vs. spells immediately 
begins to drown.
 Magma Blade
Sphere: Elemental (Fire)	Range: _	Duration: Special	Area of Effect: 1 
weapon	Saving Throw: None
Magma blade creates a sword with a razor edge and magically stores a burst of 
energy within it. The sword does +3 damage to anything it hits, and the 
impact releases a store of magical heat that turns the sword into molten stone. 
The flame bursts all over an opponent, covering him or her in magma, and 
causing an additional 2D12 points of heat damage.
 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 vs. poison or die.
 Produce Fire
Sphere: Elemental (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 2D5 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: Elemental (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.
 Protection from Weather
Sphere: Elemental (Air, Water)	Range: Touch	Duration: 1 hour/level
	Area of Effect: 1 creature	Saving Throw: Neg.
When this spell is cast, it creates a magical barrier around the recipient at a 
distance of 1 foot. The barrier moves with the recipient, who completely 
ignores natural weather effects. The recipient also receives a +6 saving throw 
bonus to magically created weather effects.
 Quench Fire
Sphere: Elemental (Fire)	Range: 40 yards	Duration: 1 round	Area of 
Effect: 12' square	Saving Throw: None
Quench fire extinguishes any normal fire within the area of effect.
 Return to Earth
Sphere: Elemental (Earth)	Range: _	Duration: 1 round/level	Area 
of Effect: 3" radius/level	Saving Throw: None
This spell turns a dead body into dust. Corpses inhabited by spirits are allowed 
a save, but skeletons and other undead are not. Undead crumble and fall to 
the ground, becoming completely destroyed in 3 rounds.
 Soothe
Sphere: Elemental (Water)	Range: _	Duration: 1 round/2 levels
	Area of Effect: 10' radius	Saving Throw: None
The cleric claps his hands together, making the sound of thunder, and rain 
begins to fall in a 10' radius. Every creature beneath the cloud regains 1 hit 
point per round, up to the duration of the spell.
 Thorns of Binding
Sphere: Elemental (Earth, Water)	Range: 10 yards	Duration: 1 turn + 
1 turn/level 	Area of Effect: 10 yards/level	Saving Throw: Neg.
By casting this spell, the cleric causes a magical "rope" of thorns to appear and 
wrap itself around an opponent. Failing the saving throw vs. spells results in 
1D4 points of damage, added to the armor class of the victim.


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 6D27 hit points of damage on a target.
    Conjure Elemental
Sphere: Elemental (All)	Range: 80 yards	Duration: 1 turn/level	Area 
of Effect: Special	Saving Throw: None
Conjure elemental allows the cleric to open a gate to his or her elemental 
plane and summon an elemental to fight for the cleric in battle. The 
elemental disappears at the end of the spell's duration.
 Crumble
Sphere: Elemental (Earth, Water)	Range: 10 yards/level	Duration: 
Permanent	Area of Effect: 1 item	Saving Throw: None
Crumble instantly reduces an inanimate object's water content to zero. Non-
living organic material such as hide, bone, and wood splits and crumbles into 
dust when affected by this spell. Mindless corporeal undead like skeletons 
take 1D6 points of damage for every 3 levels of the caster.
 Cure Critical Wounds
Sphere: Cosmos	Range: Touch	Duration: Permanent	Area of 
Effect: Creature touched	Saving Throw: None
Cure critical wounds heals 6D27 hit points of damage, up to a target's normal 
maximum hit points.
 Deflection
Sphere: Elemental (Air)	Range: _	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: Elemental (Fire)	Range: 60 yards	Duration: Instantaneous	Area 
of Effect: 30' tall, 5' radius 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 vs. spell. 
Failure means the creature sustains 6D48 points of damage; otherwise, the 
damage is halved.

 Insect Plague
Sphere: Elemental (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 obscures vision, 
prevents spellcasting, and inflicts 1 hit point of damage per round to creatures 
within the cloud.
 Ironskin
Sphere: Elemental (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: Elemental (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.
 Rainbow
Sphere: Cosmos	Range: 120 yards	Duration: 1 round/level	Area of 
Effect: Special	Saving Throw: None
This spell creates a shimmering, multi-layered short composite bow of 
rainbow hues. Each of its shimmering missiles is the equivalent of a +2 
weapon, including attack and damage bonuses.
 Raise Dead
Sphere: Cosmos	Range: 30 yards	Duration: Permanent	Area of 
Effect: 1 person	Saving Throw: None
Raise dead can bring one non-elf 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.
 Sandstorm
Sphere: Elemental (Air)	Range: 60 yards	Duration: 3 rounds/level
	Area of Effect: Special	Saving Throw: 1/2
This spell conjures a more powerful version of a dust devil. Any creature 
attacked by the dust storm takes 2D12 points of damage.
 Spiked Stones
Sphere: Elem (Earth)	Range: 30 yds	Duration: 3-12 turns + 1 
turn/lvl	Area of Effect: 10' sq/lvl, 1 spike/1' sq	Saving Throw: None
The spiked stones spell causes rock to shape itself into long, sharp points that 
tend to blend into the background. Those entering the spell's area of effect 
suffer 1D4 points of damage per round.

 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 3D17 hit points of damage.
 Wall of Fire
Sphere: Elemental (Fire)	Range: 80 yards	Duration: 1 round/level	Area 
of Effect: 10' long + 5' long/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.

Sixth-Level Cleric Spells
 Blade Barrier
Sphere: Cosmos	Range: 30 yards	Duration: 3 rounds/level	Area 
of Effect: Special	Saving Throw: Special
The cleric employs this spell to set up a wall of circling, razor-sharp blades. 
Any creature that attempts to pass through the blade barrier suffers 8D64 
points of damage.
 Fire Seeds
Sphere: Elemental (Fire)	Range: Touch	Duration: Special	Area of 
Effect: Special	Saving Throw: 1/2
The fire seeds spell creates four magical acorns. These grenade-like missiles 
can be hurled up to 40 yards. Each acorn bursts upon striking the target, 
causing 2D16 points of damage.
 Harm
Sphere: Cosmos	Range: Touch	Duration: Permanent	Area of 
Effect: Creature touched	Saving throw: None
The harm spell infects the victim with a disease and causes loss of all but 1D4 
hit points.
 Heal
Sphere: Cosmos	Range: Touch	Duration: Permanent	Area of 
Effect: Creature touched	Saving Throw: None
The very potent heal spell enables the cleric to wipe away disease and injury 
in the creature who receives the benefits of the spell. It completely cures all 
diseases or blindness of the recipient and heals all points of damage suffered 
due to wounds or injury.
 Heartseeker
Sphere: Elemental (Earth, Water)	Range: Touch	Duration: 6 hours
	Area of Effect: 1 item	Saving Throw: Special
This terrible spell creates a magical arrow which, upon penetrating human 
flesh (causing damage), begins to sprout as if growing. The roots and branches 
seek out vital organs as a source of nutrients. If a saving throw vs. death 
magic isn't made, the vines burst through the victim's vital organs, killing 
him or her instantly.

 Sunstroke
Sphere: Cosmos	Range: 10 yards/level	Duration: Special	Area of 
Effect: 1 creature	Saving Throw: Special
The cleric points his finger at a target and a brilliant beam of sunlight shoots 
outward to cause a severe case of heat exhaustion. The victim must make a 
saving throw vs. magic or instantly collapse into a convulsive mass until 
treated or dead. The victim takes 1D4 points of damage per round until 
healed.
 Wall of Thorns
Sphere: Cosmos	Range: 80 yards	Duration: 1 turn/level	Area of 
Effect: One 10' cube/level	Saving Throw: None
The wall of thorns spell creates a barrier of very tough, pliable, tangled brush 
bearing needle-sharp thorns. Creatures breaking through the wall of thorns 
suffer 8 points of damage, plus an additional amount of damage equal to their 
AC.
 Water of Life
Sphere: Elemental (Water)	Range: _	Duration: Special	Area of 
Effect: 1 creature	Saving Throw: None
This powerful spell is representative of the life-giving nature of water, and 
the sacrifices that the clerics of that sphere are willing to make for those they 
believe worthy. This spell cures the wounds of the target creature by 
transferring them to the cleric.
Seventh-Level Cleric Spells
 Confusion
Sphere: Cosmos	Range: 80 yards	Duration: 1 round/level	Area of 
Effect: 1D4 creatures within a 40' x 40' square	Saving Throw: Spec.
This spell causes confusion in one or more creatures within the area of effect, 
fostering indecision and the inability to take decisive action.
    Conjure Greater Elemental
Sphere: Elemental (All)	Range: 30 yards	Duration: 1 turn/level	Area 
of Effect: Special	Saving Throw: None
This spell allows a cleric to summon a single greater elemental to assist the 
cleric in combat.
 Creeping Doom
Sphere: Cosmos	Range: _	Duration: 4 rounds/level	Area of 
Effect: Special	Saving Throw: None
When the cleric casts creeping doom, he or she calls forth a mass of 500D1,000 
venomous, biting, and stinging arachnids, insects, and myriapods. This 
carpet-like mass swarms in an area 20 feet square. These insects slay any 
creature subject to normal attacks, as each of the small horrors inflicts 1 point 
of damage; up to 1,000 points of damage can be inflicted on a creature within 
the path of the creeping doom.
 Energy Drain
Sphere: Cosmos	Range: Touch	Duration: Permanent	Area of 
Effect: Creature touched	Saving Throw: None
Energy drain draws away one life energy level. The lost energy level can only 
be restored by a restoration spell.
 Fire Storm
Sphere: Elemental (Fire)	Range: 160 yards	Duration: 1 round	Area of 
Effect: 20' cube/level, min 16 10' cubes	Saving Throw: 1/2
When fire storm is cast, the whole area is shot through with sheets of roaring 
flame that resemble a wall of fire. Creatures within the area of fire and 1 foot 
or less from the edge receive 2D16 points of damage plus additional damage 
equal to the cleric's level (2D16 + 1 per level).
 Glass Storm
Sphere: Elemental (Earth)	Range: _	Duration: 1 round/level	Area 
of Effect: 30' radius	Saving Throw: None
This spell lifts and separates tiny crystal shards from sand or silt, creating a 
terrible wind to propel them. Living creatures (and undead) take 2D16 points 
of damage per round until they leave the path of the storm.
 Restoration
Sphere: Cosmos	Range: Touch	Duration: Permanent	Area of 
Effect: Creature touched	Saving Throw: None
When this spell is cast, the life energy level of the recipient is raised by one. 
This spell cancels the effect of the energy drain spell.
 Scirocco
Sphere: Elemental (Air)	Range: 10 yards/level	Duration: 1D6 turns
	Area of Effect: 10'/level	Saving Throw: Special
With this spell, a cleric summons up a scirocco, the burning desert wind of 
legend. All items caught in the storm are abraded by flying grit and must save 
vs. acid or be destroyed. Living creatures suffer 2D20 points of damage per 
round of exposure.
 Sunray
Sphere: Cosmos	Range: 10 yards/level	Duration: 2D5 rounds	Area 
of Effect: 5'-radius sphere	Saving Throw: Special
With this spell, the cleric evokes a dazzling beam of light. All creatures in the 
area must make a saving throw vs. spell or be blinded for 1D3 rounds. Undead 
caught within the area of effect receive 8D48 points of damage, reduced by half 
if a saving throw vs. spell is made.
   Symbol
Sphere: Cosmos	Range: Touch	Duration: 1 turn/level	Area of 
Effect: Special	Saving Throw: Neg.
The cleric casting this spell inscribes a glowing symbol in the air. Any creature 
looking at the completed symbol must make a successful saving throw vs. 
spell or suffer the effect of the symbol. 
Hopelessness: Creatures seeing this symbol must either turn back in dejection 
or surrender to capture and/or attack, unless they roll a successful saving 
throw vs. spell.
Pain: Creatures seeing this symbol suffer -4 penalties to their attack rolls and 
-2 penalties to their Dexterity scores due to wracking pains.
Persuasion: Creatures seeing this symbol become friendly to the cleric who 
inscribed it for 1D20 turns.

Psycho-
kinesis

Psychokinetic Sciences	
Detonate
Disintegrate
Project Force

Psychokinetic Devotions
Ballistic Attack
Control Body
Inertial Barrier

Psychometabolism

Psychometabolic Sciences
Animal Affinity
Energy Containment
Life Drain

Psychometabolic Devotions
Absorb Disease
Adrenalin Control
Biofeedback
Body Weaponry
Cell Adjustment
Displacement
Enhanced Strength
Flesh Armor
Graft Weapon
Lend Health
Share Strength
Telepathy

Telepathy Sciences
Domination
Mass Domination
Psychic Crush
Superior Invisibility
Tower of Iron Will

Telepathy Devotions
Ego Whip
Id Insinuation
Intellect Fortress
Mental Barrier
Mind Bar
Mind Blank
Psionic Blast
Synaptic Static
Thought Shield
Psychokinesis

Psychokinetic Sciences Y 
 Detonate
Power Score: Con -3	Initial Cost: 18	Maintenance Cost: NA
	Range: 60 yards	Area of Effect: 1 item, 8 cubic feet
Detonate allows a psionicist to harness the latent energy inside plants or 
inanimate objects, focus it, and release it explosively. This explosion inflicts 
1D10 points of damage to any creature within a 10 foot radius of the blast, and 
may disintegrate 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 cubic feet
The disintegrate science reduces a creature to microscopic pieces and scatters 
them. The target must save vs. 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 1D6 points of damage, plus the 
AC of the targeted creature.

Psychokinetic Devotions
 Ballistic Attack
Power Score: Con -2	Initial Cost: 5	Maintenance Cost: NA
	Range: 30 yards	Area of Effect: 1 item, 1 pound
Ballistic attack allows a character to throw a small object at extremely high 
(and deadly) speeds. A successful hit inflicts 1D6 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 
THAC_).
 Inertial Barrier
Power Score: Con -3	Initial Cost: 7	Maintenance Cost: 5/round
	Range: _	Area of Effect: 3-yard diameter sphere
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.


Psychometabolism

Psychometabolic Sciences
 Animal Affinity
Power Score: Con -4	Initial Cost: 15	Maintenance Cost: 4/round
	Range: _	Area of Effect: Personal
Animal affinity allows the psionicist to briefly grow claws that inflict 1D10 hit 
points of damage.
 Energy Containment
Power Score: Con -2	Initial Cost: 10	Maintenance Cost: NA
	Range: _	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: 5/round
	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 to the psionicist's 
total. The bonus points disappear after combat, if they haven't already been 
used.

Psychometabolic Devotions Y 
 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: _	Area of Effect: Personal
With adrenalin control, the psionicist temporarily boosts his or her Strength 
from 1D6 points. All bonuses for extra Strength apply while the power is in 
effect.
 Biofeedback
Power Score: Con -2	Initial Cost: 6	Maintenance Cost: 3/round
	Range: _	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: _	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: _
	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: _	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 AC by 2 when 
displaced.
 Enhanced Strength
Power Score: Wis -3	Initial Cost: Varies	Maintenance Cost: Varies
	Range: _	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: _	Area of Effect: Personal
With flesh armor, the psionicist temporarily transforms his or her own flesh 
into a randomly determined type of armor. Because the armor becomes part 
of the body, the psionicist suffers no penalties for its use.
 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 his or 
her 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.
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 are controlled by the game.

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.
 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. The psionicist must have mastered 
domination before he or she can learn mass domination.
 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. It 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.
 Tower of Iron Will
Power Score: Wis -2	Initial Cost: 6	Maintenance Cost: NA
	Range: _	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.

Telepathic DevotionsY 
 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 1D4 
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 1D4 rounds.
 Intellect Fortress
Power Score: Wis -3	Initial Cost: 4	Maintenance Cost: NA
	Range: _	Area of Effect: 3-yard radius sphere
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: _	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: _	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: _	Maintenance Cost: _
	Range: _	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.
 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: _	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: _	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.
LEVEL ADVANCEMENT TABLES
Fighter
level	exp	hit points
	1	0	1D10
	2	2,000	+(1D10)
	3	4,000	+(1D10)
	4	8,000	+(1D10)
	5	16,000	+(1D10)
	6	32,000	+(1D10)
	7	64,000	+(1D10)
	8	125,000	+(1D10)
	9	250,000	+(1D10)
	10	500,000	+3
	11	750,000	+3
	12	1,000,000	+3
	13	1,250,000	+3
	14	1,500,000	+3
	15	1,750,000	+3
Gladiator
level	exp	hit points
	1	0	1D10
	2	2,250	+(1D10)
	3	4,500	+(1D10)
	4	9,000	+(1D10)
	5	18,000	+(1D10)
	6	36,000	+(1D10)
	7	75,000	+(1D10)
	8	150,000	+(1D10)
	9	300,000	+(1D10)
	10	600,000	+3
	11	900,000	+3
	12	1,200,000	+3
	13	1,500,000	+3
	14	1,800,000	+3
	15	2,100,000	+3
Ranger
level	exp	hit points
	1	0	1D10
	2	2,250	+(1D10)
	3	4,500	+(1D10)
	4	9,000	+(1D10)
	5	18,000	+(1D10)
	6	36,000	+(1D10)
	7	75,000	+(1D10)
	8	150,000	+(1D10)
	9	300,000	+(1D10)
	10	600,000	+3
	11	900,000	+3
	12	1,200,000	+3
	13	1,500,000	+3
	14	1,800,000	+3
	15	2,100,000	+3

Preserver
level	exp	hit points
	1	0	1D4
	2	2,500	+(1D4)
	3	5,000	+(1D4)
	4	10,000	+(1D4)
	5	20,000	+(1D4)
	6	40,000	+(1D4)
	7	60,000	+(1D4)
	8	90,000	+(1D4)
	9	135,000	+(1D4)
	10	250,000	+(1-4)
	11	375,000	+1
	12	750,000	+1
	13	1,125,000	+1
	14	1,500,000	+1
	15	1,875,000	+1
Cleric
level	exp	hit points
	1	0	1D8
	2	1,500	+(1D8)
	3	3,000	+(1D8)
	4	6,000	+(1D8)
	5	13,000	+(1D8)
	6	27,500	+(1D8)
	7	55,000	+(1D8)
	8	110,000	+(1D8)
	9	225,000	+(1D8)
	10	450,000	+2
	11	675,000	+2
	12	900,000	+2
	13	1,125,000	+2
	14	1,350,000	+2
	15	1,575,000	+2
Druid
level	exp	hit points
	1	0	1D8
	2	2,000	+(1D8)
	3	4,000	+(1D8)
	4	7,500	+(1D8)
	5	12,500	+(1D8)
	6	20,000	+(1D8)
	7	35,000	+(1D8)
	8	60,000	+(1D8)
	9	90,000	+(1D8)
	10	125,000	+2
	11	200,000	+2
	12	300,000	+2
	13	750,000	+2
	14	1,500,000	+2
	15	3,000,000	+2
Thief
level	exp	hit points
	1	0	1D6
	2	1,250	+(1D6)
	3	2,500	+(1D6)
	4	5,000	+(1D6)
	5	10,000	+(1D6)
	6	20,000	+(1D6)
	7	40,000	+(1D6)
	8	70,000	+(1D6)
	9	110,000	+(1D6)
	10	160,000	+(1-6)
	11	220,000	+2
	12	440,000	+2
	13	660,000	+2
	14	880,000	+2
	15	1,100,000	+2
Psionicist
level	exp	hit points
	1	0	1D6
	2	2,200	+(1D6)
	3	4,400	+(1D6)
	4	8,800	+(1D6)
	5	16,500	+(1D6)
	6	30,000	+(1D6)
	7	55,000	+(1D6)
	8	100,000	+(1D6)
	9	200,000	+(1D6)
	10	400,000	+2
	11	600,000	+2
	12	800,000	+2
	13	1,000,000	+2
	14	1,200,000	+2
	15	1,500,000	+2
Ranger Spell Progression Table
ranger level	casting level	1	2	3
	8	1	1	-	-
	9	2	2	-	-
	10	3	2	1	-
	11	4	2	2	-
	12	5	2	2	1
	13	6	3	2	1
	14	7	3	2	2
	15	8	3	3	2

Preserver Spell Progression Table
level	1	2	3	4	5	6	7
	1	1	D	D	D	D	-	-
	2	2	D	D	D	D	-	-
	3	2	1	D	D	D	-	-
	4	3	2	D	D	D	-	-
	5	4	2	1	D	D	-	-
	6	4	2	2	D	D	-	-
	7	4	3	2	1	D	-	-
	8	4	3	3	2	D	-	-
	9	4	3	3	2	1	-	-
	10	4	4	3	2	2	-	-
	11	4	4	4	3	3	-	-
	12	4	4	4	4	4	1	-
	13	5	5	5	4	4	2	-
	14	5	5	5	4	4	2	1
	15	5	5	5	5	5	2	1
Cleric Spell Progression Table
level	1	2	3	4	5	6	7
	1	1	D	D	D	D	-	-
	2	2	D	D	D	D	-	-
	3	2	1	D	D	D	-	-
	4	3	2	D	D	D	-	-
	5	3	3	1	D	D	-	-
	6	3	3	2	D	D	-	-
	7	3	3	2	1	D	-	-
	8	3	3	3	2	D	-	-
	9	4	4	3	2	1	-	-
	10	4	4	3	3	2	-	-
	11	5	4	4	3	2	1	-
	12	6	5	5	3	2	2	-
	13	6	6	6	4	2	2	-
	14	6	6	6	5	3	2	1
	15	6	6	6	6	4	2	1
Cleric Wisdom Spell Bonus Table
wisdom			spell level
score	1	2	3	4	5	6	7
	13	1	D	D	-	-	-	-
	14	1	D	D	-	-	-	-
	15	2	1	D	D	-	-	-
	16	2	2	D	D	-	-	-
	17	2	2	1	D	-	-	-
	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	-	-
	23	3	3	2	4	4	-	-
	24	3	3	2	4	4	2	-
	25	3	3	2	4	4	3	1

RACIAL ABILITY ADJUSTMENTS TABLE
race	adjustments
Dwarf	+2 Constitution, +1 Strength, -1 Dexterity, -2 Charisma
Elf	+2 Dexterity, +1 Intelligence, -1 Wisdom, -2 Constitution
Half-Elf	+1 Dexterity, -1 Constitution
Half-Giant	+4 Strength, +2 Constitution, -2 Intelligence, -2 Wisdom, -2 
Charisma
Halfling	+2 Dexterity, +2 Wisdom, -1 Constitution, -1 Charisma, -2 
Strength
Mul	+2 Strength, +1 Constitution, -1 Intelligence, -2 Charisma
Thri-kreen	+2 Dexterity, +1 Wisdom, -1 Intelligence, -2 Charisma
ARMOR AND WEAPONS PERMITTED
class of character	armor	shield	weapon
Cleric
	Air	any	any	bow, blowgun, sling, spear, and throwing spear
	Earth	any	any	any weapon made of stone, metal, or wood
	Fire	any	any	magically fired, obsidian, or fire-heated weapons
	Water	any	any	bone or wood bows, club, maces, javelins, 
quarterstaff, spears, and warhammers - must be organic
	Druid	none	none	any
Fighter
	Fighter	any	any	any
	Gladiator	any	any	any
	Ranger	any	any	any
Wizard
	Preserver	none	none	dagger, staff, darts, knife, and sling
Psionicist
	Psionicist	leather	small	short bow, hand & light crossbow, 
dagger, dirk, knife, club, hand axe, throwing axe, horseman mace & pick, 
scimitar, spear, short sword, and warhammer
Rogue
	Thief	leather	small	any
Hotkeys


CREDITS
	Story & Game Design	SSI Special Projects Team
	Producers	Dan Cermak, Nick Beliaeff
	Associate Producer	Rick White
	Game Programming	Robert Calfee: Lead Programmer
Mike Coustier
	Additional Programming	Russ Brown, Keith Brors, Doug 
Grounds
John Miles: Low Level Audio Programming
	Music & Voice	Ralph "Cooksey" Thomas: Audio Programming, 
Sound Effects & Voice Producer Ron Calonje: Sound Effects & Voice Engineer 
Tim August: Voice Director
The Fat Man: FM Voice Design
	Additional Music	Nada Lewis (Shattered Lands & 
Wake of the Ravager)	
	Performers	Wally Fields, Dianne Nola, Greg Walsh, Brian Session, 
David Hatch, Merle Madlin, Doug Bushman, Michael London, Adam 
Gropman, Ali Katz
	Data Manager	Caron White: Region Design & Coding
	Region Design & Coding	Chris Carr: Lead Scripter 
Don McClure, Adam Isgreen, Ken Eklund
	Region Design Support & Testing	Chris Lanka, Steven Okano
	Artists	Maurie Manning: Lead Artist
Ben Rush, Gennady Krakousky, 
Diane Fong, Diane Duffey, Dante Fuget
	Documentation Manager	Eileen Matsumi
	Documentation & Screen Text Editing	Al Brown, Jonathan Kromrey, 
Andr? Vrignaud
	Test Supervisor	Glen Cureton
	Product Testers	Cyrus G. Harris, Bill White, 
Ben Cooley, Mike Klingler, 
Zane Wolters, Al Marenco,
Kelly Calabro
	Bug System Support	Annette Grove, Rose Ramos
	Graphic Design & Desktop Publishing	Louis Saekow Design: 
Leedara Zola, Dave Boudreau 
	Printing	Consolidated Printers
Special Thanks To James M. Ward and Roberta Gibbons


STRATEGIC SIMULATIONS, INC. LIMITED WARRANTY 
Strategic Simulations, Inc. ("SSIO) 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, DARK SUN, 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.
O1994 TSR, Inc. O1994 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.
	
Always make sure to include your name, address, and daytime telephone 
number with any correspondence. We will do our best to see that any 
problems are corrected as soon as possible.

Questions or Problems?
Our main business number is (408) 737-6800. If you encounter disk or system 
related problems you can call our Technical Support Staff at (408) 737-6850 
between 11 a.m. and 5 p.m., Pacific Time, Monday through Friday, holidays 
excluded. NO GAME PLAYING HINTS WILL BE GIVEN THROUGH THIS 
NUMBER. You can write to us for hints at: Hints, Strategic Simulations, Inc., 
675 Almanor Avenue, Suite 201, Sunnyvale, CA  94086 (include a self-
addressed, stamped envelope for reply).
IBM COMPATIBLE COMPUTER INFORMATION:
Many of our games will work on IBM compatible computers. If you own an 
IBM compatible computer we suggest that you consult with our Technical 
Support Staff at (408) 737-6850 between 11 a.m. and 5 p.m., Pacific Time, 
Monday through Friday, (holidays excluded) to see if an SSI game you're 
considering purchasing is compatible with your computer. If we have 
insufficient data to determine compatibility, you may wish to purchase the 
game and test for compatibility yourself. If the game proves to be 
incompatible, you may return it within 14 days with your dated receipt and 
we will refund your money. Or, if you return the game within 30 days, you 
may exchange the game for another.
