969 lines
42 KiB
Groff
969 lines
42 KiB
Groff
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ENCAMP
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This command is used in several menus to take time off and try to
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rebuild characters and the party. It is used to handle day-to-day
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functions such as saving the game, resting to heal, or memorize spells
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(described under Magic Menu), and changing game items such as game
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speed or party order.
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Encamp Menu
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ENCAMP:SAVE VIEW MAGIC REST ALTER EXIT
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SAVE:
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This command saves the characters and game as they are. Check the
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Quick Reference Card for any system specific details of how to save
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your game.
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VIEW:
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This displays the View Menu, as described under Viewing a Character.
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In camp, this does not display the Sell Item or ID commands.
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MAGIC:
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Magic is a very important part of Pool Of Radiance, and is described
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later under its own heading. Magical Spells can only be memorized while
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the party is in camp.
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REST:
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One of the most important aspects of the Encamp Menu is the chance
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to rest. Characters catch their normal sleep without having to go to
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camp. However, to memorize spells or heal naturally, specific rest time
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is necessary.
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For every 24 uninterrupted hours of resting in camp, every wounded
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character regains one hit point above and beyond any recovery gained
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from healing magics.
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The initial resting time is established by anyone who is memorizing
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spells. The screen will show the days, hours, and minutes necessary for
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the spell-using members of the party to memorize (or pray for) the
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spells they want to memorize. Memorizing any spells at all takes a
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minimum of four hours. Third level spells take a minimum of six hours.
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See the Magic Menu for further description of memorizing spells.
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Rest can be interrupted by any random encounter. Only take long
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rests in safe places, such as inns, hideouts, or secure buildings.
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Rest Menu:
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REST INCREASE DECREASE EXIT
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REST
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Once you have determined the full time you want the party to rest,
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this command starts them Resting.
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INCREASE
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This command adds to the time that the party will stay in camp,
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usually for resting to regain lost hit points. Every 24 uninterrupted
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hours in camp restores 1 HP to every injured member of the group.
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DECREASE
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This command decreases the time to be spent in camp. This may mean
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that characters do not memorize all the spells they want or that
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characters may not recover all their hit points, but sometimes time
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constraints are part of the adventure, and the party cannot spend all
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the time it wants resting.
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ALTER:
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This command is used to change the basic makeup of both the party
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and the characters who are part of it. You are given the following
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menu:
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Alter Menu:
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ALTER: ORDER DROP SPEED ICON PICS EXIT
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ORDER
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This command allows you to reorganize your characters for combat.
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You can place characters in the first or second rank. The first four
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characters are in the first rank, where they will meet enemies
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hand-to-hand, the rest are in the second rank, where they can use
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spells and missile weapons.
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The computer asks who takes position number 1, etc. and reforms the
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group, with position #1 on top, when all the choices are made. Position
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of NPCs can be changed with this command.
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DROP
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This command allows you to permanently drop a character or NPC from
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the party. Once dropped, the character is gone from the party and his
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current version will not be saved if you then use the Save command to
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save the game.
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SPEED
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This command controls the speed of messages presented on the screen.
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If you are having trouble reading messages before they disappear, use
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the Slower command. If messages seem to take forever to get off the
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screen, use the Faster command. Note that once you have used this
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command, it affects all subsequent messages, and you may have to re-use
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the command if later messages are too fast or too slow.
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Speed Menu:
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SPEED: SLOWER FASTER EXIT
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ICON
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When a character is created, he is given a combat icon. When the
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party is in Combat, each party member's icon designates his position
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and general facing on the screen.
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The Icon command is used to change the character's icon. You can
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customize this icon to represent the character's favorite weapons,
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armor, and colors. You may want to do this when the character picks up
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a new weapon.
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Icon Menu:
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ICON: PARTS COLOR SIZE EXIT
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Parts: You can alter the weapon (which controls the rest of the body
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shape) or the head of the icon. You are shown both the Ready Icon
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character and the character's Action Icon (which shows the character
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attacking).
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When you are done choosing the weapon and head, you can reject the
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new form or accept it. The screen shows you and the new and old
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versions of the Ready and Action Icons.
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Parts Menu:
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PARTS: WEAPON HEAD EXIT
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Color. You use Color to alter the color of virtually every part of
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the Icon, as shown on the screen. Some of the areas you can alter on
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the Icons do not correspond to the terms given in the menu. For
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instance, changing the shield color for a character with a bow or
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crossbow actually changes the color of the arrows or quarrels. Play
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with the Icons commands until you get a feel for how these variables
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work.
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Color Menu:
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WEAPON BODY CAP HAIR SHIELD ARM LEG EXIT
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Size. Large size Icons are usually used for humans, elves, and
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half-elves. Small size Icons are usually used for dwarves, gnomes, and
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halflings.
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Size Menu:
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SIZE: LARGE/SMALL EXIT
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Exit. When you are done, use this command. The computer will ask you
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to confirm any changes to your icons. Make your choice and the computer
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returns to the Alter Menu.
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PICS
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This command governs when character and encounter pictures will be
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displayed.
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Pics Menu:
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PICS: CHARACTERS ON/OFF MONSTERS ON/OFF EXIT
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Characters On/Off. This command governs the portraits displayed with
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the character statistics when you use the View command. Characters On
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shows the pictures when you view a character; Characters Off hides the
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pictures. Having the characters hidden slightly speeds up the game
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since the computer does not have to take the time to load or draw the
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portrait each time.
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Monsters On/Off. This command governs the pictures that appear
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during encounters. Monsters On shows the animated picture when the
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monsters get to the closest range in an encounter; Monsters Off hides
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the animated pictures.
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ENCOUNTERS
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When a party comes across NPCs of any kind, there is an encounter.
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The computer provides a quick glimpse of who the party has encountered,
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then asks what you want to do.
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The computer determines whether both parties see each other, the
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NPCs surprise the party, or the party surprises the NPCs.
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If the party surprised the NPCs, the party can attack immediately,
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getting a free round to attack in which the NPCs cannot retaliate. This
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opportunity must be taken at once or surprised is lost.
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If hostile NPCs surprise the party, the NPCs can attack immediately
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and get a series of attacks in without retaliation by the party.
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If the NPCs do not surprise the party, the computer offers these
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commands.
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Encounter Menu:
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ENCOUNTER: COMBAT WAIT FLEE ADVANCE/PARLAY
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COMBAT:
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The party attacks the NPC's. Who goes first is decided on the basis
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of initiative, which is explained in the Combat section.
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WAIT:
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This command allows the NPCs to decide what to do. They may wait,
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combat, flee, advance (if more than a square away) or parlay (if in the
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same square).
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FLEE:
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If you see NPCs you think your party cannot fight successfully, use
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this command to run away. If successful, you may flee wildly, risking
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getting lost. If unsuccessful (because the NPCs can move faster than
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you do) you go to combat.
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ADVANCE:
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If the NPCs are far away use this command to approach them. Once the
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NPCs are adjacent to the party the Advance command will be replaced
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with the Parlay command.
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PARLAY:
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Use this command to speak with NPCs that are adjacent to the party.
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Choose a character to speak for the party. Pick the character who you
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think will make the best impression on the NPCs. Then, choose one of
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five possible attitudes for dealing with the NPCs.
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Parlay Menu:
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PARLAY: HAUGHTY SLY MEEK NICE ABUSIVE
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HAUGHTY
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You try to demonstrate your superiority to the inferior creatures
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you are dealing with. Some encounters only respect an air of
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superiority and are impressed enough to cooperate; this is also a good
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way to make them resentful and attack.
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SLY
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You try to get information out of the NPCs without them realizing
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you are doing so. Some NPCs will realize you are trying to get
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something out of them and will become hostile.
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MEEK
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You are mild and unassuming in hopes that the NPCs will think you
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are not worth attacking. Of course, some NPCs attack meek opponents,
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because they are easy pickings.
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NICE
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You try to be friendly in hopes the NPCs are friendly to you. Some
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NPCs do not choose to be friendly to anyone.
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ABUSIVE
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You try to browbeat information out of the NPCs. It is best not to
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do this unless you have the power to back up your threat.
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The computer assumes you are as effective as possible in the
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attitude you call for.
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COMBAT
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In many adventures the party will have to fight to defeat the enemy.
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In combat the computer determines which characters (both player
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characters and NPCs) have initiative (i.e., which goes first) and
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depicts that person and his nearby compatriots.
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If the character is a PC then the player will control his actions.
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If the character is an NPC, or a PC under computer control using the
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Quick command, the computer determines his actions.
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HITTING THE TARGET:
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The ability of an attacker to hit a target with a melee weapon (such
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as a sword, spear, or fist) or a missile weapon (such as a bow or
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crossbow) depends on the chance the attacker has of hitting the Armor
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Class of the target. This is represented by a number called the THAC0.
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The lower the THAC0 the better the chance to hit.
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A target's defense is his Armor Class, or AC. This is influenced by
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the armor worn, plus the dexterity of the target and any benefit
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various magic spells may have. (Magic has another method of hitting a
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target; see the Magic rules). The lower the Armor Class number, the
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better the armor.
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The number needed for an attacker to hit a target is the attacker's
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THAC0 minus the target's Armor Class. The attacker hits if a random
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number from 1-20 is greater than or equal to this number. Thus, a
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person with a THAC0 of 18 needs a 14 or more to go hit Armor Class 4.
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Armor classes can go into negative numbers, so the same character
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trying to hit Armor Class -1 would need to get a 19 or better.
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In a combat, the first and second attackers strike at the defender's
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front. The third attacker strikes at the defender's rear, unless all
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the attackers are adjacent. The fourth and any additional attackers
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strike at the defender's rear. The defender's AC is substantially
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reduced against rear attacks.
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A thief forms the only exception to the automatic facing rules. If
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the thief attacks from exactly opposite the first attacker, he can
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backstab. A backstab has a better chance of hitting the defender, and
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does additional damage when it does hit.
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USING MISSILE WEAPONS:
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A character may not use a missile weapon if he has an opponent next
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to him. If he has no opponent next to him, he can fire a missile at
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anyone in his line of sight. The Next and Prev commands will only aim
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at targets in the attacker's line of sight.
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BEGINNING COMBAT:
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Each character can be controlled manually or by the computer. At the
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beginning of combat each character is controlled the same as he was in
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the previous combat. Any character under manual control may be turned
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over to the computer using the Quick command. All characters may also
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be simultaneously switched to manual control or computer control. Check
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your Quick Reference Card for the commands used on your system.
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EXECUTING COMBAT:
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When a combat begins, the screen shows the area around the character
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with the highest initiative. The entire party may not be on the screen
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at the same time, and one can rarely see all of the monsters at one
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time. The computer indicates the active character and lists his name,
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current condition, armor class, and current ready weapon.
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Characters and NPCs move according to each character's dexterity and
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a random number generated by the computer. This is called an Initiative
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Number and changes with every combat round. Usually higher dexterity
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characters move before lower dexterity characters.
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You may use the following commands to handle your side of the
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battle. If a character cannot use a command (such as Turn for a
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non-cleric or Cast for a fighter or thief) it does not appear.
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The Combat Menu:
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MOVE VIEW AIM USE CAST TURN QUICK DONE
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MOVE
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This is used to move a character and to attack. You attack by moving
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the character into an enemy's square. You can even attack party
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members, but the computer gives you a chance to abort such an attack.
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If you disengage an enemy, he gets a free attack at your back, as do
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others you move by.
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Some characters may have multiple attacks in one turn. Bows get two
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attacks per turn. High level fighters get two attacks every other turn.
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All of a character's attacks are taken against his first target. If the
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first target goes down with the first attack, you may aim the remaining
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attack at another enemy.
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Fighters may make a special form of multiple attacks called a sweep.
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A sweep may attack several weak targets with a single blow each.
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Refer to your Quick Start Card to find out how to move the character
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with your particular computer. The number of spaces a character can
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move is reduced by the weight carried. A character weighted down with
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coins or extra armor and weapons cannot move as fast as he could
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without the items. Bulky armor can also reduce movement.
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A character who is faster than any enemy can run away from the
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fight, eventually running from the battlefield. A character who is as
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fast as the fastest monster, only has a 50% chance of getting away
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(otherwise he must remain until the end of the fight). A character who
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is slower than any enemy cannot run off the edge of the fighting area.
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A character who has run away is no longer part of the fight. He returns
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after the fight is over.
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VIEW
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This is essentially the same command used any time you wish to see a
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character. Using this, you can ready appropriate weapons to meet the
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fight in progress. Some options, such as Trade, are not available in
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the middle of combat. The Use command shows up under items to allow you
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to use an item, such as a wand, in combat.
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AIM
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This command is used to aim an attack using the following options.
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Aim Menu:
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AIM:NEXT PREV MANUAL TARGET EXIT
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Next. Use this command to look at all possible targets, starting
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with the one closest then going to the next closest. The computer looks
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at ALL possible targets, including other party members; don't shoot
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without looking. (However, the computer confirms your order first,
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before shooting at a teammate.)
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Prev (Previous). This is the opposite of the Next command. Use this
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command to look at the possible targets starting with the one farthest
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away and working back toward your character. Usually this is a good way
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to find a good target without working your way through all of your PCs
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first.
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Manual. This command lets you aim anywhere on the map. It is
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especially useful for finding opposing leaders and targeting spells
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with area effects.
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Target. If your character has a ready ranged weapon, or an item
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prepared with the Use command, this command shoots at the target you
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selected.
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USE
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This command allows the character to use any non-weapon item. The
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command brings up the same screen and menu as the Items command under
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the View Menu.
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CAST
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This is only available to magic-users and clerics when they still
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have spells available. Using this command brings up the Cast options of
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the Magic Menu (see that description of the Magic Rules). If hit
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recently, the character's concentration may be broken and you won't be
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given the Cast option.
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TURN
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Clerics can sometimes destroy undead monsters or turn them away from
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the party. This has no effect on any other form of monster. See the
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Appendices for a cleric's minimum level to affect various forms of
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undead.
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QUICK
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This command turns over control of the character to the computer. It
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is a good way to handle fights against hordes of less powerful
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opponents. Once you have established computer control for a character,
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the computer controls him in future fights until you interrupt it.
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The computer uses ready melee or missile weapons and available
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spells, switching between them to the most appropriate in the
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situation. The computer plays a very aggressive game.
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DONE
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This command is used when a character has finished his turn.
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Done Menu:
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GUARD DELAY QUIT BANDAGE SPEED EXIT
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Guard. The character can adopt this tactic and simply wait to meet
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any attacker. This means that he attacks the first foe that moves
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adjacent to him before the foe attacks him.
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Delay. This command lets you delay this character's action by
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reducing his initiative number by 1. If he is the only one to be at the
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next lowest number, it is his action again. He can continue to delay
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his actions until all others have had their action for that round and
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then he must take an action or lose it.
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Quit. You can signify you are finished with this character by using
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this Command.
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Bandage. This command only appears if a member of the party is
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dying. The character for whom the command appears can use this command
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to bandage the party member and keep him from dying.
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Speed. This command is described under the Alter command of the
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Encamp Menu.
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IF THE PARTY FLEES:
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As long as any party member survives to the very end of the combat,
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the bodies of unconscious or dead party members are assumed to be with
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the party. If the party flees from combat all unconscious and dead
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party members are permanently lost.
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IF THE PARTY DIES:
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If ALL the party members are slain you will have to go back to your
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last Saved Game and try again from that point.
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AFTER COMBAT:
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When combat is over, the screen will show some congratulatory
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message, then present a menu of commands. If a command does not apply
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to this after-combat situation, it will not appear.
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Treasure Menu:
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VIEW TAKE POOL SHARE DETECT EXIT
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VIEW
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See Inspect a Character. At this time you can use the Drop commands
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in both the Items menu and in the Character Screen menu.
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TAKE
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This command is used to pick up treasure.
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Take Menu:
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TAKE: ITEMS MONEY EXIT
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Items. Use this command to produce a list of items carried by the
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monsters you have overcome. If more than one had a missile weapon, all
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of their remaining missiles are lumped into one line (if there are more
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than 100, 99 are on one line, and the rest on another line).
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Frequently, the weapons and armor used by monsters are substandard and
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not worth picking up as treasure, so they are not listed.
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If one character tries to pick up too many items, the computer will
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say he is overloaded and will not allow the acquisition.
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Money. The computer displays each type of coin available and how
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many of each coin there are. You indicate how many of the coins the
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active character takes. One character can take all of the coins if he
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has the strength to do so, or you can allow each character to take a
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share.
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If you try to pick up more than the character can carry, the screen
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displays a message saying, "The character is overloaded," and will not
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let any more coins be put on the character. Remember, carrying lots of
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coinage slows a character down in combat.
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POOL
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This command makes all the party members drop all of their money
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into one pool of money. It becomes part of the treasure and the party
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members can use the Take Menu to reapportion their funds.
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SHARE
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This command picks up all the money in the treasure, divides it into
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shares, and distributes it among the characters.
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DETECT
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This command casts a detect magic from the current active character.
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EXIT
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This command lets you leave the scene of the battle. If there are
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still items that can be picked up, the machine will remind you that
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there is still treasure left. You can go back to the Treasure Menu or
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leave the treasure and go to the Adventure Menu.
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MAGIC
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Magic is integral to Pool Of Radiance. Both magic-users and clerics
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can use magical spells.
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HOW MAGIC WORKS:
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A spell can exist in one of three forms: In Memory, In Spell Book,
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and On a Scroll.
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IN MEMORY
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A magic-user or cleric who has a spell in Memory is said to have
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memorized the spell. He can cast the spell as shown in the Cast command
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description.
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IN SPELL BOOK
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Magic-users write their spells into a Spell Book. They can only
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write those spells into the book of which they have the ability to
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cast. The books are compendiums of spells among which they choose the
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ones they want to memorize. Clerics do not keep a spell book, they
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simply pray each day to get their spells.
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ON A SCROLL
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A spell written on an enchanted scroll can be read by a cleric or
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magic-user, depending on the kind of spells on the scroll. A magic-user
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must cast the spell read magic to understand the spells a scroll
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contains. Once he has done that, he can read the spell aloud at any
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time to cast it. A cleric does not need a read magic spell to read a
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clerical spell on a scroll, but only a cleric can read the spell. Once
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any kind of spell has been cast or scribed from a scroll, the spell
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disappears.
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A magic-user may scribe the scroll spell into his spell books for
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future memorization. This erases the spell from the scroll.
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Spellcasters can get a list of their memorized spells from the Cast
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option of the Magic Menu or from the Spells option of the View Menu.
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They can get a list of their spells on scrolls from the Scribe option
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of the Magic Menu. If all you want is a list of available spells, be
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sure to exit before you actually cast or scribe the spell.
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The Magic Menu:
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CAST MEMORIZE SCRIBE DISPLAY REST EXIT
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Cast. Use these commands to cast spells. In combat the spellcaster
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is the current character. In camp the spellcaster is the current active
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character.
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Cast Menu:
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CAST NEXT PREV EXIT
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The Cast Menu appears in both the Magic Menu, and the Combat Menu.
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It shows all the spells available to the active character. Find the
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page with the spell you want to cast. Select the Cast command. Then
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select the spell to cast it. If necessary, indicate the target of the
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spell. If you do not find the spell you want, you can Exit. In combat,
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the character can take another option. Otherwise the character returns
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to the Magic Menu.
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Once cast, a spell is gone and until it is memorized again.
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Memorize. For a character to learn a spell, use this command, which
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only appears in the Encamp Menu. The computer displays a page from the
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active character's spell book (or a list of possible clerical spells)
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and you are offered the following commands. Remember that if a
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magic-user or cleric has the ability to learn more than one spell at a
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level, he can learn the same spell more than once.
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Memorize Menu:
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MEMORIZE NEXT PREV EXIT
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Find the page with the spell you want to memorize. Select the
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memorize command. Then select the spell to memorize it. The 'pages'
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here are the pages of the magic spell book, rather than just the list
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of already memorized spells.
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Picking a spell to memorize does not mean that the spell is
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memorized. Learning a spell takes 15 minutes (game time) per level of
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spell, plus a period of relaxation before starting to memorize one or
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more spells. See the Rest command in the Magic Menu.
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Only one spell may be learned at a time, though the spellcaster need
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only relax once before learning several spells. The learning time must
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be uninterrupted. You have to go to the Rest command and spend the time
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to memorize the spell. If you have only been in camp long enough to
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memorize some spells, those are learned and the others lost. The spells
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are memorized in the order you pick them.
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Example: A magic-user decides to memorize 2 uses of magic missile (a
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first level spell) and 1 use of Invisibility (a second level spell).
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This is a total of 1 hour of time for memorization, plus 4 hours
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relaxation time. If the party is attacked before the first 4 hours are
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up, no spells are learned. If the party is attacked after 4 hours and
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15 minutes in camp, the magic-user has learned 1 magic missile spell.
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After 4 hours and 30 minutes he has learned both magic missile spells,
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and after 5 hours he has learned the invisibility spell as well.
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Once you have picked all the spells for one character, you Exit the
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menu. The computer displays the spells you have chosen and asks you to
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confirm the choices. If you confirm the choice, you go back to the
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Magic Menu and can select spells for the next character who needs to
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memorize them. If you cancel the choice, all the choices are ignored
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and you must re-select all the character's spells.
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Scribe. Use this command to inscribe spells the character finds on a
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scroll into his spell book.
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Scribe Menu:
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SCRIBE NEXT PREV EXIT
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The computer displays all the spells on scrolls that the magic-user
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has cast read magic on. Find the page with the spell you wish to
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scribe. Select the Scribe command. Then select the spell to scribe it
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from the scroll into your spellbook. If a spell is of too high a level
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for the character to scribe, the computer tells you so. Scribing the
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spell erases it from the scroll. Scribing takes the same time as
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Memorizing a spell, and is unsuccessful if the total time is not taken.
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Display. Use this command to find out what magic spells are
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currently working on the party in camp. This serves as a reminder of
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obvious spells working on the entire party, such as bless or light, and
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on individual members of the party, such as protection from evil or
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invisibility. This also reveals subtle curses (though not the nature of
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the curse) on the party or individuals in the party.
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Rest. To memorize spells, one must Rest. This takes you to the Rest
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Menu described in the Encamp Menu description. Spells are not memorized
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until the character has rested the necessary time.
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The Exit command in this use of the Rest Menu returns you to the
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Magic Menu, not the Encamp Menu.
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SPELLS AVAILABLE
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A beginning magic-user is given four first-level spells when he
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leaves his master to adventure on his own. These are shown in the spell
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book for the magic-user. Each time the magic-user gains a level of
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experience, he gains one spell, even though the rise in level may give
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him the ability to learn more than one new spell at a time. To gain
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further spells, he must find scrolls in treasures and copy spells he is
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capable of casting into his spell book, using the Scribe command in the
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Magic Menu.
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CLERICAL MAGIC
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Clerical magic is very similar to magic-user magic, but a cleric
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needs no spell books. All spells possible to his level are always
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available to a cleric, he need only memorize them. Just what spells are
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available depend solely on the level of the cleric.
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Therefore, when a cleric finds scrolls with clerical spells on them,
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he can simply use them straight off the scroll, since they are not
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something he needs to Scribe into a spell book.
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SAVING THROWS
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Magic is a chancy business. Many spells do not necessarily affect
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their targets. This is simulated with saving throws. In Pool Of
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Radiance the saving throw is the chance that the spell has no effect or
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a lesser effect on the character it is cast on. As a character gains
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levels, his saving throws improve, and the chance that magic affects
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him is decreased. The final results of any spell are shown on the
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computer screen.
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Magic-users have better saving throws against cast magic or magic
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from items, clerics have better saving throws against death and poison,
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and dwarves and halflings have better saving throws versus any form of
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magic.
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THE SPELLS:
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Some spells are quick and can be cast in combat, and some take an
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extra long time to cast. Those that take extra time can only be cast
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when using the Magic Menu from the Encamp Menu.
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TIME AND MAGIC
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The duration of magic spells is important. A spell's duration is
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either: instantaneous, as with most damage spells; measured in rounds,
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as with most other combat spells; measured in turns, as with many
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detection and protective spells; or permanent.
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When planning use of spells to use in movement (such as a find
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traps), remember that one round equals one minute of game time and one
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turn equals 10 minutes of game time.
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THE SPELL LIST
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The spells available for characters in the Pool Of Radiance are:
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FIRST LEVEL CLERICAL SPELLS
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Bless. This spell can only be used in camp or combat, and it only
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affects those characters not in melee. It gives a bonus of one to their
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THAC0 for six rounds and raises the morale of friendly NCPs by 1. Use
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it in camp only if you know you are going into combat immediately
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afterward.
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Curse. This reversal of bless affects enemies not in melee and
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modifies their THAC0 and their morale by 1. Usable only in combat and
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lasts 6 rounds.
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Cure Light Wounds. This can be used any time. The caster must be
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next to the target. It heals 1-8 points of damage.
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Cause Light Wounds. This combat-only spell causes 1-8 points of
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damage to one adjacent target touched by the caster.
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Detect Magic. This is similar to detect evil but only lasts 1 turn.
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It detects the presence of magic in a 1 square by 3 square area, but
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gives no details on the type of magic.
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Protection from Evil. This spell can be used in combat or in camp
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when you expect to go into combat shortly. It adds 2 to the AC of the
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character against evil attackers. Any saving throws caused by attacks
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of such monsters are at +2. This spells lasts 3 rounds per level. The
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caster must touch the target (which can be himself).
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Protection from Good. This is essentially the same as protection
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from evil, but it protects against the attacks of good creatures.
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Resist Cold. This spell protects the recipient against cold,
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providing absolute protection against cold up to 0 Fahrenheit and an
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additional saving throw against cold-based attacks. The duration is 1
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turn per level of the caster, and the caster must touch the target.
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SECOND LEVEL CLERICAL SPELLS
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Find Traps. This must be cast in camp. It makes any traps in the
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direction the character if facing visible to the character. The spell
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lasts for 3 turns.
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Hold Person. This combat only spell holds immobile from 1-3
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(cleric's choice) creatures of roughly human shape and size. The
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duration is 4 rounds plus 1 round per level.
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Resist Fire. This is identical to resist cold, but it works against
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heat and heat attacks.
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Silence 15' Radius. This is a combat spell. It silences any spell
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casting or discussion in the radius. If cast on a person, the radius
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follows him around for the duration of the spell unless he makes a
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saving throw. If cast on an area, the spell affects everything in that
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area for the duration of 2 rounds per level of the caster.
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Slow Poison. This spell can be used in camp or combat. It revives a
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poisoned person for 1 hour per level of the caster. The target of the
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spell then dies unless a neutralize poison (a high-level spell only
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used by NPCs) is cast on him.
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Snake Charm. This spell can be cast in combat only. It influences as
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many hit points of snakes as the cleric has hit points. The snakes
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cease all activity for 5-8 rounds.
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Spiritual Hammer. This is a combat spell which creates a temporary
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magic item, automatically Readied. It can strike at any range and does
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normal hammer damage. It strikes monsters that only magical weapons can
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affect. This lasts for 1 round per level of caster.
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THIRD LEVEL CLERICAL SPELLS
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Animate Dead. This spell can be used in combat or camp. It turns a
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dead human person into a zombie to help the spellcaster. In combat, the
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zombie fights for the spellcaster, though controlled by the computer.
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This spell is permanent until the zombie is destroyed. If created to
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work with the party, a zombie becomes an NPC and there must be room for
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him in the party (remember, the limit is 8 characters) or he cannot be
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taken along.
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Cure Blindness. This touch-only spell is used in combat or camp to
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cure the blinding effects of the cause blindness spell.
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Cause Blindness. This touch-only spell can only be used in combat.
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The victim gets a saving throw. The duration is permanent until negated
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by cure blindness or dispel magic.
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Cure Disease. This spell can be used in camp only. It cures the
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diseases caused by mummies and the cause disease spell.
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Cause Disease. This is a combat spell with a touch range. There is a
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saving throw. If a character is afflicted with a disease, over time he
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loses HP and Strength Points until he is down to 10 percent of his
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normal values. This disease is cured by a cure disease or dispel magic
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spell.
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Dispel Magic. This spell can be used either in combat or camp. In
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combat, it affects every magic spell and item in an area. In camp it
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affects every person and item you select. There is a percentage chance
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of success with this spell depending on the level of the caster and
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level of the originator of the spell to be dispelled. If successful,
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the target magic is permanently eradicated.
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Prayer. This is a combat spell that lowers all THAC0s and saving
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throws for friendly combatants by 1 and raises them by 1 for all
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unfriendly combatants. It has a 60 degree radius and lasts 1 round for
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each level of the character.
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Remove Curse. This can be used in camp or combat and allows the
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target to be rid of a curse (as from a curse or bestow curse spell) or
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put down a cursed object. The range is touch.
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Bestow Curse. This spell has a duration of 1 turn per level and is
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used in combat. It has variable effects determined by the computer.
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FIRST LEVEL MAGIC-USER SPELLS
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Burning Hands. This touch-range combat spell causes fire damage of 1
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point per level of the caster. There is no saving throw.
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Charm Person. This spell makes a humanoid creature the caster's
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friend and ally. Any action of the caster will be seen in the most
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favorable light possible. The target gets a saving throw when the spell
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is thrown and again days or weeks later, depending on its Intelligence.
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You can never be sure the effect is permanent. For the moment, the
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charmed creature can become an NPC (if there is room in the party
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roster) under the command of the caster.
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Detect Magic. This spell is the same as the clerical spell; its
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duration is 2 rounds per level of caster.
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Enlarge. This spell can be used in camp or combat and lasts for 1
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turn per level of the caster. The living target increases in size by
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20% per level of the caster. It makes the humanoid target into an ogre
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or giant in size and strength for combat purposes. A target can only be
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under the effect of 1 enlarge spell at a time. Unwilling targets get a
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saving throw against this effect.
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Reduce. This is the opposite of enlarge, and can be used to negate
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enlarge. Unwilling targets get a saving throw against its effect. If
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the saving throw is unsuccessful, the target is reduced in size and
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loses effective strength and movement.
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Friends. This combat only spell affects everyone in a sphere that
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increases with the level of the magic-user. Everyone within that sphere
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failing a saving throw thinks the caster has 2-8 more points of
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Charisma. Those who make their saving throw think he has 1-4 less
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points of Charisma. The effects last 1 round per level of caster.
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Magic Missile. This is a combat spell that does 2-5 points of damage
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to the target, no saving throw. For every 2 levels, the magic-user gets
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1 missile, so magic-users of the 3rd and 4th levels get 2 missiles, and
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those of the 5th and 6th levels get 3 missiles. All must be fired at
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once.
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Protection from Evil. Like the clerical spell of the same name, but
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it lasts for 2 rounds per level of caster.
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Protection from Good. Like the clerical spell of the same name but
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it lasts for 2 rounds per level of caster.
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Read Magic. This is only used in camp and allows the user to read
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any magical (not clerical) writing. It lasts for 2 rounds per level of
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caster. Once you use this spell to read a scroll you can cast the
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spells off of the scroll.
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Shield. This spell is a combat spell that improves the targets armor
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class and saving throw, and negates the effect of the magic missile.
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The spell lasts for 5 rounds per level of caster.
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Shocking Grasp. This combat spell does 1-8, +1 point per level of
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caster, electrical damage to a target the caster touches.
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Sleep. This spell puts up to 16 targets to sleep for 5 rounds per
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level of caster. The least powerful targets are affected first, and the
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bigger the monster, the fewer of them are affected. Monsters above a
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certain power are not affected at all. No saving throw.
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SECOND LEVEL MAGIC-USER SPELLS
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Detect Invisibility. This can be used in camp or combat and lasts
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for 5 rounds per level of caster. This has a range of 20 feet per level
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of caster.
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Invisibility. This makes the target (touch range) invisible to
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normal and infravision until he ends the effect or attacks someone.
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Knock. This spell is used to open locked doors or chests. It can be
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used in camp or while moving.
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Mirror Image. This combat spell creates 1-4 illusory duplicates of
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the magic-user. If a duplicate is attacked, it disappears. The spell
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lasts 2 rounds per level of caster.
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Ray of Enfeeblement. This combat spell has a saving throw. If the
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target does not make the saving throw, he is weakened (he does less
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damage for 1 round per level of caster).
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Stinking Cloud. This affects a 2 square by 2 square area. Anyone in
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the cloud gets a saving throw. If unsuccessful, he is helpless for 2-5
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turns. He can move out of the cloud, but he is still helpless. If he
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makes the saving throw, he is helpless only as long as he is in the
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cloud and for 1 round afterwards. The cloud lasts 1 round per level of
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caster.
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Strength. This spell is only used in camp. It raises the strength of
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the target by a variable amount depending on the class of the target.
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The duration is 6 turns per level of caster.
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THIRD LEVEL MAGIC-USER SPELLS
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Blink. After casting this spell, the caster can seldom be targeted
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because he is blinking in and out of the area. The spell lasts for 1
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round per level of caster.
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Dispel Magic. This is just like the clerical spell of the same name.
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Fireball. This area effect spell does 1-6 points of fire damage per
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level of caster to each target in the area. A successful saving throw
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cuts the damage in half. Outdoors, a fireball has a 2 square radius.
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Indoors, in a constrained area, it has a 3 square radius.
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Haste. This combat spell affects 1 person per level of caster.
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Everyone affected moves twice as far and attacks twice with melee and
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missile weapons, but they do not throw any additional spells per round.
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It lasts for 3 rounds plus 1 round per level of caster.
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Hold Person. This is like the clerical spell, but 1-4 people can be
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affected. The duration is 2 rounds per level of caster.
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Invisibility, 10' Radius. This is like invisibility but affects
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everyone within 10 feet of the caster when it is cast. Everyone
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affected stays invisible, and comes out of it normally, but if the
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caster ends his invisibility, it ends for everyone.
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Lightning Bolt. This affects everyone in its path. It does 1-6
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damage points per level of caster, a successful saving throw cuts this
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damage in half. A lightning bolt is 4 or 8 squares long in a line away
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from the caster. The bolt will rebound off walls to reach its full
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length.
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Protection From Evil, 10' Radius. This is just like protection from
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evil, but it affects everyone within 1 square of the target as long as
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they stay there.
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Protection From Good, 10' Radius. This is just like protection from
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good, but it affects everyone within 1 square of the target as long as
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they stay there.
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Protection From Normal Missiles. This keeps the target (touch range)
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from being harmed by non-magical missiles for 1 turn per level of
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caster.
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Slow. This combat spell affects 1 person per level of caster.
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Unwilling targets get a saving throw. Targets move at 1/2 their normal
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distance each round, and their number of attacks per round is halved.
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If they only have 1 attack, then they have 1 attack per every other
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round. This can be used to negate haste. Its duration is 3 rounds plus
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1 round per level of caster.
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CHARACTER RACE LIMITS
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ABILITY SCORE:
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STR STR INT WIS DEX CON CHA
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RACE Male Female
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Dwarf min 8 8 3 3 3 12 3
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max 18 (99) 17 18 18 17 19 16
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Elf min 3 3 8 3 7 6 8
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max 18 (75) 16 18 18 19 18 18
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Gnome min 6 6 7 3 3 8 3
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max 18 (50) 15 18 18 18 18 18
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Half-Elf min 3 3 4 3 6 6 3
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max 18 (90) 17 18 18 18 18 18
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Halfling min 6 6 6 3 8 18 3
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max 17 14 18 17 18 19 18
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Human min 3 3 3 3 3 3 3
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max 18 (00) 18 (50) 18 18 18 18 18
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max = maximum number for that ability score, min = minimum number
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for that ability score, (xx) = maximum percentage for an 18 strength.
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RACE MAX LEVEL BY CLASS:
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CLERIC FIGHTER MAGIC USER THIEF
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Dwarf - 9th - U
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Elf - 7th 11th U
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Gnome - 6th - U
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Half-Elf 5th 8th 8th U
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Halfling - 6th - U
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Human U U U U
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- = cannot be this class U = unlimited level in this class
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