Elf Spell List

Posted by Michael Wallace on June 23, 2001

First Level

  1. Charm Person (MU 1)
  2. Detect Magic (MU 1)
  3. Light (MU 1)
  4. Locate (Druid 1)
  5. Predict Weather (Druid 1)
  6. Read Languages (MU 1)
  7. Read Magic (MU 1)

Second Level

  1. Continual Light (MU 2)
  2. Detect Evil (MU 2)
  3. Entangle (MU 2)
  4. ESP (MU 2)
  5. Locate Object (MU 2)
  6. Obscure (Druid 2)
  7. Warp Wood (Druid 2)

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Topics: Celestial & Arcane | No Comments »

New Weapon System

Posted by Angelo on June 23, 2001

This system is based on the premis that characters may try to use weapons either 1 handed or 2 handed, and may have some amount of success. Wherever the damage is not applicable (n/a) it means the damage would be the same or it is impossible to use the weapon this way.

This includes items from the Exotic Weaponry article. The numbers are of the format: damage (hit roll adjustment). See the rest of this entry…

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Topics: Equipment | 1 Comment »

Exotic Weaponry

Posted by Angelo on June 23, 2001

This is an update of the previous exotic weapons chart.The new weapon chart is partly based on more official rules. Morning Star and Flail are both weapons in original D&D that somehow got left out of the Cyclopedia. Broadsword is taken from AD&D where it is 2d4. Rapier stats are also from original D&D described in Dragon #175.

Katar           1d4+1    Range nil, Cost 5, Enc 20, (w,S)
Hooked Net      1d4      Range 10/20/30, Cost 15, Enc 80, (s,t,w,M)
Chain Net       nil      Range 5/10/15, Cost 25, Enc 160, (c,s,t,w,M)
Shurikin        1d3      Range 10/20/30, Cost 1, Enc 5, (t,w,S)
Barbed Whip     1d4      Range nil, Cost 15, Enc 80, (s,w,M)
Butterfly Knife 1d4      Range 20/40/60, Cost 5, Enc 10, (s,t,w,S)
Flail           1d6      Range nil, Cost 5, Enc 40, (c,M)
Morning Star    1d6+1    Range nil, Cost 5, Enc 30, (M)
Rapier          2d4-1    Range nil, Cost 10, Enc 60, (s,M)
Tlacochtli      1d6      Range 20/40/60, Cost 5, Enc 60, (s,t,v,L)
Chakram         1d4      Range 20/40/60, Cost 3, Enc 20, (t,w,S)
Broadsword      2d4      Range nil, Cost 10, Enc 60, (M)
Composite Bow   1d6      Range 70/140/210, Cost 60, Enc 40, (a,m,s,2H,L)
Katana          1d8      Range nil, Cost 12, Enc 50, (M)
Naginata        1d10     Range nil, Cost 15, Enc 80, (2H,L)

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Topics: Equipment | 1 Comment »

New Mystic Class

Posted by Angelo on June 10, 2001

This is a combination of the Mystic/Monk classes I have posted before.

  • Prim Req: Wis and Dex; Other Requirements: Wis 13+, Dex 13+
  • Experience Bonus: 5% for Wis or Dex 16-18; 10% for Wis and Dex 16-18
  • Hit Dice: 1d6/level, +2/level after level 9 with no Con bonus
  • Maximum Level: 16
  • Armor: None; shield not permitted
  • Weapons: Any
  • Hit Rolls: as Fighter
  • Saving Throws: as Fighter

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The Isle of Dread

Posted by Bahumuth on May 30, 2001

by BAHUMUTH

Duch Year: 982

The huge saber crashed against the center of the iron sword, throwing its holder back a few steps, and then again in an overhand strike. The tall, plate-mailed knight brought down his steel broadsword down with all his might. The muscular, dark-skinned island-man threw his crude sword to parry, catching the broadsword at its hilt.

The Kikapa island-man, although naked, was very seasoned with his hilt less sword. Comparatively, the knight, mailed in white satin-draped field plate, definitely held the advantage. The Kikapa allowed the knight to come in at him and then fell back against the weight of the knight, causing the knight to lose his balance. He then used this advantage by stopping the collapse of the armor on himself with his leg and then swiped his sword hard against the knight’s head.

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Topics: Myths & Legends | No Comments »

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