Category: Dungeon Masters Supplement

  • Bead of Misdirection

    updated 01/25/2022

    Bead of Misdirection

    This crystal ball is about 2 inches in diameter, and if examined closely a smoky smudge can be seen in the center. If thrown forcefully against a hard surface, it will shatter, releasing a burst of blinding light and a puff of grey smoke.

    All creatures except the bearer within 40′ which are looking at the bead when it shatters must save vs. paralyzation or be blinded for 1 round. Creatures looking directly at the bead must save at -3. In twilight situations the saving throw is worsened by 2, and if in near darkness the save is at an additional -4 and the blindness lasts 2 rounds.

    The puff of smoke lasts but a round and hides any creature within 3′ of the site of the explosion for the duration.

    This item is typically used for escape, to blind and misdirect the bearer’s foes for just long enough to effect an escape. It can certainly be used for other purposes.

    GP value 500

    XP value 100


    copyright 2025 Bryan Fazekas

  • Ethereal Cube

    updated 01/25/2022

    This monster came into being during a game. The party was trying to trap an unknown monster, patrolling the city invisibly at night. A thief tried to mug the one PC who was visible, and was beaten unconscious for his trouble. The party decided to use him as bait, to see if it would attract a monster.

    If turned over to the city guard, it was likely the thief would be executed, so in using him as bait they gave him a chance at survival, and in any case, he’d do at least one useful thing in his life. Even if he didn’t intend it.

    As DM I know the monster they were trying to find would not be attracted, but decided to have fun with it. The thief became hazy, then faded from sight, leaving an acidic residue that evaporated in minutes.

    At that time I created an effect for fun. Later I developed this monster to explain the situation.


    Ethereal Cube

    Frequency very rare
    No. Encountered 1
    Size L (5′ to 10′ cube)
    Move 120 feet
    Armour Class 6
    Hit Dice 4 to 8
    Attacks special
    Damage 3d4
    Special Attacks paralyzation, surprise
    Special Defences see below
    Magic Resistance standard
    Lair Probability 0%
    Intelligence Non-
    Alignment Neutral

    Ethereal cubes are a type of gelatinous cube, essentially large garbage cleaners that consume virtually any organic matter. As the name indicates, they are encountered primarily on the Ethereal Plane – these monstrosities wander the plane sweeping up organic matter and digesting it. Note that they are indiscriminate in what they ingest – everything in their path, including dirt and rocks, may be swept up. Non-digestible items will be disgorged every 4d4+4 turns, leaving a small pile of objects devoid of anything organic.

    The flesh is nearly transparent. In bright light they are clearly visible but may surprise characters 1-3 in 6 due to the silent and relatively rapid movement. In darker conditions they easily surprise creatures on a roll of 1-5 in 6 because of their near invisibility. Note that inorganic objects suspended within the creature may reduce this surprise ability (at the DM’s discretion).

    Any creature touching the beast with bare flesh suffers 3d4 hp of acid damage and must save vs. paralyzation or be paralyzed for 6d4 rounds. Open hand attacks are ill-advised for this reason. A cube may normally attack only one creature each round, pressing it’s acidic flesh against its victim, but in some circumstances the cube may be able to attack more opponents (at the DM’s discretion).

    Paralyzed characters will be enveloped by the cube – it glides forward around them. Globules of clear acid inside the creature shift to dissolve the victim(s) at a rate of 3d4 hp/round. Humans, demi-humans, and most goblinoids will typically be killed within a few rounds, and the soft flesh dissolved within a further 3d6 rounds, leaving a cleaned skeleton. Unless the cube disgorges the skeleton it will be dissolved within a further 3d6 turns.

    Note that this affects only organic matter – metal objects are typically unaffected, although oxides such as rust are absorbed, effectively shining metals such as steel and silver.

    On the Ethereal Plane they may be struck by normal weapons, although organic weapons (e.g., wooden clubs) must save vs. acid on each blow or dissolve in 1d4+1 rounds. Enchanted items get a bonus +1 and “plused items” also get the item’s plus as a bonus, e.g., a Club +2 get a total of +3 on the saving throw.

    When reduced to zero hp or less, the binding force that holds the cube in its shape is lost, and the creature “melts” in 1d3 rounds. The resulting liquid is highly acidic and inflicts 2d4 hp of damage per round against all organic matter it touches. Oddly enough the liquid dissipates in 2d4+2 rounds, leaving no trace. Due to these factors it is suspected that cubes are the result of magical experimentation, but no effort to recreate them has succeeded.

    Cubes may sense large quantities of organic matter, preferably flesh, within 100 yards, and will travel towards it. While evidence indicates the cube prefers non-living flesh, it may attack living creatures.

    Ethereal cubes have a very deadly ability. Once per day they may briefly shift to the Prime Material Plane. The transference requires 1 round to accomplish, the cube remains on the PMP for 1 round, and then a third round is required to shift back. While on the PMP the cube may be struck with normal weapons, but during the two rounds of shifting a +1 or better weapon is required to hit them.

    Studies have evinced the idea that cubes will transfer to the PMP if they sense a dead or badly injured creature adjacent on the PMP. It will shift planes, envelop the creature, and shift back, leaving a square patch free of all materials and a glistening residue where the creature was. The glistening area is acid which will inflict 1d4 hp of damage to any creature touching it. The acid dissipates in 1d3 rounds, leaving no trace.

    Cubes are subject to damage from fire, but are immune to acid, electricity, mental attacks, illusion, paralyzation, poison, sleep, and holds. Cold causes no damage but if the cube fails a save vs. spells it will be slowed for 3d4 rounds and will disgorge all contents the round following the attack.

    A cube will gain 1 hp for every 8 hp it digests, and for every 8 hp gained it will grow 1 HD. This continues until it reaches 9 HD, at which point it divides into two 4 HD cubes of half size. If this happens in battle the creature will be unable to attack during the round of division, but its foes will face two enemies the following round.

    DM Note: regardless of current hp, roll fresh hp for the divided monsters.

    Treasure

    Ethereal cubes are mindless and collect no treasure. However, they leave behind clumps of inorganic matter, which may include items that are valuable to sentient beings. They may also have inorganic material suspended inside them.

    Level/XP Value

    Hit Dice Level XP Value
    4 VI 360 + 5 xp/hp
    5 VI 625 + 6 xp/hp
    6 VII 950 + 8 xp/hp
    7 VIII 1,450 + 10 xp/hp
    8 VIII 2,300 + 12 xp/hp

    XP values calculated using Lenard Lakofka’s “5% Rule”


    copyright 2025 Bryan Fazekas

  • Darkworld Troll

    updated 01/25/2022

    I’m not sure where I got the idea for this one, but it may be that the Rock Trolls of the Sword of Shannara inspired me, although these are quite different.


    Darkworld Troll

    Frequency very rare
    No. Encountered 1d12  or 6d6
    Size L (7′ tall)
    Move 150 feet
    Armour Class 2
    Hit Dice 10+6
    Attacks 3
    Damage 1d6+8 / 1d6+8 / 3d6
    Special Attacks unaffected by visual attacks
    Special Defences regeneration, cannot be surprised
    Magic Resistance standard
    Lair Probability 40%
    Intelligence Average to Very
    Alignment Neutral (Good tendencies)

    Darkworld Trolls are believed to be a distant off-shoot of the surface dwelling trolls. Sages see enough similarities between the two species to realize there is a connection, but the differences are quite remarkable. Whenever the darkworld trolls left the surface world, it was in the remote past.

    Darkworld trolls are a visually startling contrast to their surface-dwelling relatives. Standing twelve feet tall, their skin is a medium grey and their bodies are covered in short dark grey hair, which is longer on their heads. Only their faces, the palms of their seven-fingered hands, and the bottoms of their six-toed feet are devoid of hair.

    They tend to be slender and sinuous, able to squirm through holes smaller creatures cannot. Their wide jaw filled with sharp teeth leaves no doubt that they are carnivores. However, the first thing most notice is darkworld trolls are blind, having no eyes. The nose is merely two slits and the face above the nose is smooth, having no eyes or any irregularity to indicate their species ever had eyes.

    The second thing most noticed about darkworld trolls is they completely lack the stench that surface dwelling trolls carry as a miasma around them. Up close a musky odor may be noticed, but they lack that characteristic reek.

    While fully capable of using weapons, darkworld trolls typically strike their opponents with their heavily clawed hands and bite with their teeth-filled maws.

    The feature most like their surface-dwelling cousins is their rapid regeneration. They regenerate 3 hit points each round, and three rounds after losing a body part, the part attempts to find the remainder of the body. The parts will slither toward the largest remainders, guided by an unknown ability. Even if hacked to pieces, the parts will slither together and reform in 3d6 rounds.

    If unable to join, each part will grow the remainder of the body. This can take from 1d4 hours for fingers to regrow, to 4d6 days for the fingers to regrow the body. A reformed body that included the head will have the memories of the troll. Other parts will be like children, having strong instincts but no memories. They will feel a kinship with other trolls that regenerated from other parts of the same body.

    Damage due to acid and fire will not regenerate and must heal naturally. Small body parts that are cauterized (as with a flaming blade) will die and not seek to rejoin the body.

    Sages believe that darkworld trolls have some form of navigation similar to bats and appear to know what is around them to a range of 120′, even around corners. It is not possible to surprise a conscious troll. They move unerringly in total darkness but are disrupted by consistently loud sounds. Given their lack of vision, visual illusions and any attacks that affect vision, including magical darkness, are useless against them.

    Darkworld trolls live in clans of up to forty adults. Children will be one quarter the number of adults and they grow to adulthood in two years. Children are typically one-fourth, one-half, or three quarters the hit dice and damage potential of the adults. All but the newborn are deadly.

    Oddly enough, they are neutral in alignment and often exhibit good tendencies. However, poor dealings with other sentient races render them suspicious of intelligent beings, especially surface races. If treated honestly and fairly, they can be good friends. If not, they are quite deadly enemies.

    Treasure

    Lair: 2d4x1,000 cp (10%), 2d6x1,000 sp (35%), 2d4x1,000 ep (35%), 1d6x1,000 gp (50%), 1d10 gems (30%), 1d6 jewellery (25%), 2 magic items or 1 potion (15%)

    Individuals do not carry much treasure but may have 1d4 magic items of any types (50%)

    Level/XP Value

    Level XP
    VIII 3,500 + 14/hp

    Copyright 2025 Bryan Fazekas

  • Cave Blinder

    updated 01/25/2022

    Someone on Dragonsfoot needed a low level monster for an Underdark campaign, and this one popped into my head.

    This monster was originally published in Footprints, and the short fiction that was published along with this description is here.


    Cave Blinder

    Frequency very rare
    No. Encountered 1 (1d6)
    Size M (5′ tall)
    Move 150 feet
    Armour Class 5
    Hit Dice 3
    Attacks 1 or 3
    Damage 1d6 or 1d3, 1d3, 1d6
    Special Attacks light, grab, acid, paralyzation
    Special Defences light
    Magic Resistance standard
    Lair Probability 15%
    Intelligence Low
    Alignment Neutral

    The cave blinder is very rarely encountered, and even more rarely seen. The carnivorous blinder feeds on any form of life other than its own. It typically attacks lone travelers in Darkworld, although in some circumstances one may single out what it perceives as the weakest member of a group, using its special attacks to disable and distract the party while fleeing with its dinner.

    This terror of the dark can easily climb all but the smoothest surfaces, even crawling across cave ceilings although at reduced speed. Named for its primary attack mode, a blinder will often suspend itself on a cave or tunnel roof while waiting for victims to pass beneath.

    Protruding from its upper back is a 12′ tentacle with suckers on it for grip, and a clear bulbous organ at the end. Three times per day the blinder can produce a burst of light similar in intensity to Continual Light. In darkness this will blind sighted creatures for 1d4 rounds, and in torch lit conditions will blind for 1 round. Being sightless the blinder is completely unaffected by its own attack, or any natural or magical effects that affect sight. Note: Illusions that have aural and/or other sensory components may affect the blinder.

    Using the tentacle, the blinder may grab smaller creatures (under 150 lbs) that are weaker than it (18 strength). Pulling the victim to itself, the blinder will bite with a paralyzing venom that causes loss of voluntary muscle control for 4d6 rounds (victim must save vs. Paralyzation). It will bite and claw unparalyzed victims automatically each round after grabbing them unless the hold is broken, no roll for attack required. If attacking a group, the blinder will blind them, paralyze its selected victim, then flee with its dinner.

    If forced to fight it will utilize two claw attacks in addition to its bite. In addition to its other abilities the blinder may spit a thin stream of acid at a single opponent at distances up to 30′, causing 1d6 points of damage on the first round and 1d3 damage on the second unless the acid is washed off. This requires a successful hit at +4 and may be performed up to 3 times per day.

    Normally encountered alone, on very rare occasion a temporarily mated pair may be encountered. The males and female, which are virtually impossible to distinguish apart, may have 1d4 young with them. The young are 1 HD and have lesser attributes (1d6+11 strength value, paralyzation saves at +4, acid can be spit 1/day) but are otherwise equally deadly.

    Description: Cave blinders are humanoid in shape, standing 5′ tall. The head is overly large compared to a human, having a wide, frog-like mouth filled with small sharp teeth. They have no eyes, using their exceptionally good hearing and a feel for vibrations to navigate through Darkworld. Their rough skin is dark green in color and their powerful hands and feet have short but sharp claws. A 12′ tentacle grows out of the upper back. The tentacle, equipped with suckers on the underside near the tip, has great strength (18) and a bulbous organ on the tip from which the blinder may emit a burst of light.

    Cave blinders care nothing for treasure, but some incidental treasure from victims may be found in their lair.

    Treasure

    Lair: 1d6x100 cp (50%), 1d6x100 sp (45%), 1d6x100 ep (40%), 1d6x100 gp (35%), 1d4x10 pp (30%), 4d10 gems (50%), 3d10 jewelry (50%), 3 magic items (20%)

    Level/XP Value

    Hit Dice AD&D 5% Rule
    3 HD 150 + 3/p 225 + 4/hp

    When calculating experience I counted the following Special and Exceptional Abilities:

    • Special Abilities (4): 3 or more attacks/round; special attacks (blindness); special attacks (acid); special attacks (grab).
    • Exceptional Abilities (1): paralysis/poison.

    Using the AD&D Dungeon Masters Guide table on page 85, the XP calculation is:

    35 + (15 * 4) + (55 * 1) + 3/hp = 150 + 3/hp

    However, I have been using Lenard Lakofka’s 5% tables since they were published in The Dragon issue 80, in his Leomund’s Tiny Hut column subtitled “New Charts, Using the ‘5%’ Principle“.  Using that table the calculation is:

    60 + (25 * 4) + (65 * 1) + 4/hp = 225 + 4/hp


    copyright 2025 Bryan Fazekas

  • Glarck’s Remote Spell Books

    Glarck’s Remote Spell Books

    by Bryan Fazekas, published in Footprints

    One of a traveling magic-user’s greatest difficulties is carrying spell books. By their nature spell books are heavy, and magic-users of any significant experience require numerous books. The books are also extremely valuable, subject to damage or theft. During his long life the arch-mage Glarck tried many solutions to this problem, including:

    • Books stored at an inn [had to travel back to the inn to memorize spells, and had them stolen once].
    • Books packed on a donkey [worked fine until a troll killed and ate the donkey, Glarck could not carry the books].
    • Books packed in a Bag of Holding [worked fine until the Bag was destroyed by an enemy Fireball, spraying his books across the Astral Plane].

    The arch-mage produced lower weight traveling books that held a reduced number of spells. While that helped reduce the weight problem, it did not eliminate it. As an arch-mage he still required a lot of books, more than he could easily carry in a pack.

    Glarck tried scrying his books using various spells and magic items, and while he could see the books, he had to have someone open the books and turn pages, and a way to communicate with that person. His path seemed fruitless, but he persevered, and after decades of experimentation he successfully produced the first Remote Spell Book.

    Remote Spell Books resemble good quality standard spell books. They are of typical size (12″x8″) and have covers that are heavier than is typical, mostly dragon hide or similar material. Each book is bound to a translucent gem which resembles those used as a Gem of True Seeing. The gem detects as magical and most who look through the gem see whatever is on the other side, although the view is obscured by the translucency of the gem.

    Magic-users looking through the gem see something different – they see the pages of the spell book the gem is bound to. By concentrating upon the book, the magic-user can view any page in the book and may memorize spells from it exactly as if the book was in front of him. The book does not need to be open – the magic of the gem allows viewing of any and all pages, one at a time, within the closed book. This functions across any distance as long as the gem and spell book are on the same plane. If on different planes the gem appears cloudy to the magic-user and nothing can be seen.

    The book and gem are bound tightly together; when holding the gem and concentrating on the book, a magic-user will know the direction in which the book lies, and by a subtle vibration will be able to gauge roughly how close the book is, although once within a mile of the book the magic-user will be unable to discriminate any further. Triangulation will be required to actually locate the book. If a magic-user possesses the book but not the gem? When holding the book and concentrating on the gem, the magic-user will get a similar feel, knowing the direction of the gem and by vibration roughly how far away it is. In either case the magic-user must concentrate on the missing item – this will not happen accidentally. If the book and gem are on different planes, the magic-user will feel disoriented when concentrating and the vibration will feel dissonant.

    During his life Glarck produced more than thirty Remote Spell Books. His personal books were each dedicated to a single spell level, although many of the books he created for others could hold any level of spell. His senior students were believed to have produced nearly a hundred more of the Remote Spell Books, although these were not all of the same quality as the originals.

    After his death Glarck’s personal books were never discovered, nor were the gems bound to those books. His notes regarding the secret of manufacturing the books was never found, and the records of his students are fragmented and incomplete.

    The books he produced for others and the books of his students crop up from time to time, although as a general rule any wizard fortunate enough to acquire one of these books does not brag of it. Those that have spoken out have spent a large part of their time defending their property from thieves.

    Each book has 30 to 120 (10d10+20) pages. Typically, a spell requires one page per spell level to record it, so a 9th level spell consumes 9 pages. Books generally have 10 to 40% of the pages blank, while the filled pages list spells valued by adventuring wizards. Glarck’s 9th level spell book is reputed to be more than 400 pages, a massive tome.

    Adding or removing pages from a Remote Spell Book breaks the magic binding the book to its gem. It is believed that the gem can be re-bound to the book, although without Glarck’s original notes the process is unknown.

  • Glarck’s Printing Press

    Glarck’s Printing Press

    by Bryan Fazekas, published in Footprints

    The Archmage Glarck, who for centuries ran the famous wizard’s college that still carries his name, realized early in his career that the main limitations for wizards are the number of spells they can carry in memory, and in the labor required to create scrolls and other magic items that extend their abilities. As owner and manager of the famous college, he also saw a strong need to equip his students with ample spell books.

    Toward that end he spent centuries developing his printing press, dealing with failure after failure but never quitting. Based upon mundane printing presses, he finally produced the Printing Press that also bears his name, and started printing the pages of spell books!

    Unfortunately, printing spell books did little to reduce the time his students required to learn new spells. Even with spells printed for them the study time required was not reduced; no benefit was realized in saving the students the time normally required to hand-write a spell into their books.

    However, the reduced time required to print scrolls proved to be a major time saver. Instead of requiring a wizard to spend 1 day per level of the spell to scribe a scroll, the Press can print spells on scrolls at a rate of 10 minutes per spell level, meaning that first level spells can be printed in ten minutes, second level spells in twenty minutes, etc. The Press requires high quality vellum at a cost of 50 gp per scroll; however, the ink cost is the same (100 gp/spell level) as hand writing, and each spell requires the normal spell components (if any). The wizard operating the Press must be able to cast the spell being printed, and the normal limit of a maximum of seven spells per scroll is unchanged.

    Note that spells cast from a produced scroll are cast at 12th level experience, or the minimum level necessary to cast the spell – whichever is greater.

    Glarck’s original instructions for operating the Press have been lost. Three copies were made by his senior students, although other copies are known to exist. Unfortunately, it is believed that errors exist in the other copies – usage of these flawed instructions will increase the likelihood of errors (see below).

    The greatest problem in using the Press is that it “heats up” with use. There is a cumulative 1% chance per spell level printed that the Press will overheat and stop working. This is checked after each spell is printed. If the Press overheats it requires 3d4 days to cool down, after which it will resume normal function.

    Note that if the Press is allowed to rest unused for twenty-four hours following a normal usage, it will “cool off” and the chance of overheating resets to zero.

    If the Press overheats during the printing of a spell, that spell is ruined, although any spells previously printed on the scroll may be fine. There is a 5% chance per spell level already on the scroll that it will catch fire and burn, e.g., if the Press overheats during the 4th spell and there are already a 1st, 2nd, and 3rd level spell on the scroll, there is a 30% chance [ (1+2+3)*5 ] the scroll will be destroyed.

    The Press, a monstrosity of steel, copper, mithril, and gems is 12′ long, 3′ wide, and 6′ high, weighing at over 1,000 lbs. It can be disassembled into three parts, the base which is 12′ long, 3′ wide, and 3′ high and weighs 500 lbs, and two top pieces each of which is 6′ long, 3′ wide, and 3′ high, weighing 200 and 300 lbs, respectively.

    Each spell to be printed requires a Print Block for each level of the spell, so the Block Set for each spell will have as many Print Blocks as the spell has levels. Each Block Set can be manufactured only by a wizard of at least 12th level who can cast the spell to be inscribed on the Block Set. As with the original Press usage instructions, the location of Glarck’s original manual for Block Set creation is lost, although at least a dozen copies are believed to exist. However, it is unknown how faithful these copies are and it was reported that at least one manual provides incorrect instructions.

    Following a six month course of study in how to make Print Blocks, the wizard requires 1 week per Print Block to fabricate it. The base chance of success for each Print Block is 70%, modified up by the level of the wizard and down by twice the level of the spell. Note that if incorrect instructions are utilized, the base success rate for each print block is reduced to 25%.

    For example, a 12th level magic user creating a block set for a 3rd level Fireball spell must fabricate three Print Blocks. The base chance of success for each is 70% plus 12% for his level, minus 6% for twice the Fireball level, meaning the chance of success is 76%. The DM rolls at the completion of each print block, and in this example a roll of 77% or greater means that Print Block is flawed and must be discarded, and a new one must be created.

    Each Print Block costs a minimum of 1,000 GP to fabricate and this value is lost if the block is flawed. Material components (if any) are part of the fabrication of the last block and if that block is flawed the material components are lost and must be replaced when fabricating a replacement block.

    The Press was fabricated to hold up to twenty-three (23) Print Blocks at a time. Whatever combination of spells that will be cast upon a scroll must require no more than 23 blocks to produce, e.g., a scroll with four 7th level spells could not be produced as that necessitates 28 spell blocks total.

    Glarck carefully protected his Press during the last ten years of his life, utilizing strong magic to defeat numerous attempts to steal it. But as he lay on his death bed, the magics that extended his life exhausted, thieves successfully stole the heavy press and more than 3 dozen block sets. It is believed that two of his apprentices betrayed him, but neither survived long as “honor among thieves” is a cruel myth. Bounty hunters who tracked the thieves counted more than 40 dead in the bloody trail behind the Press, but never recovered it.

    In the centuries since the theft, scholars have identified at least seven organizations that at least briefly possessed the device, including three governments, two temples, and two thief or assassin guilds. No organization has possessed it for long, and the bloody trail started during the theft continues. The current whereabouts are unknown, although the Block Sets are occasionally found.

    Several arch-mages have offered up to 100,000 GP for the Press, and it is rumored that even without the Press the block sets have sold for 5,000 GP per Print Block. The operation and block set creation manuals are valued at 10,000 GP each.

  • Revised Undead Turning Tables

    The article Extendable Rules for Turning Undead was originally written in 2005 and updated in 2011. It provides a consistent set of tables for turning undead, and consistent rules for determining the turning value of new and unique undead. This post contains just the tables for quick reference. For details regarding how to determine the Adjusted Hit Dice, read the main article.


     

    Table U5 — Matrix for Clerics Affecting Undead (Revised), Part I
    Cleric Level †
    AHD Undead Type 1 2 3 4 5 6 7 8 9 10
    1 Poltergeist, Skeleton, Animal Skeleton 11 8 5 2 T T T D D D
    2 Zombie 14 11 8 5 2 T T T D D
    3 Coffer Corpse, Ghoul, Sheet Phantom 17 14 11 8 5 2 T T T D
    4 Huecuva, Penanggalan, Sheet Ghoul, Juju Zombie 20 17 14 11 8 5 2 T T T
    5 Ghast, Shadow 20 17 14 11 8 5 2 T T
    6 Son of Kyuss, Wight, Monster Zombie 20 17 14 11 8 5 2 T
    7 Crypt Thing, Wraith 20 17 14 11 8 5 2
    8 Mummy 20 17 14 11 8 5
    9 Spectre 20 17 14 11 8
    10 Apparition 20 17 14 11
    11 Vampire 20 17 14
    12 Eye Of Fear & Flame, Groaning Spirit 20 17
    13 Death Knight, Ghost, Lich 20
    14 Skeleton Warrior
    15 ??
    16 ??
    17 ??
    18 ??
    19 ??
    20 ??
    21 ??
    22 ??
    23+ ??
    Table U5 — Matrix for Clerics Affecting Undead (Revised), Part II
    Cleric Level †
    AHD Undead Type 11 12 13 14 15 16 17 18 19 20
    1 Poltergeist, Skeleton, Animal Skeleton D1 D1 D1 D2 D2 D2 D3 D3 D3 D3
    2 Zombie D D1 D1 D1 D2 D2 D2 D3 D3 D3
    3 Coffer Corpse, Ghoul, Sheet Phantom D D D1 D1 D1 D2 D2 D2 D3 D3
    4 Huecuva, Penanggalan, Sheet Ghoul, Juju Zombie D D D D1 D1 D1 D2 D2 D2 D3
    5 Ghast, Shadow T D D D D1 D1 D1 D2 D2 D2
    6 Son of Kyuss, Wight, Monster Zombie T T D D D D1 D1 D1 D2 D2
    7 Crypt Thing, Wraith T T T D D D D1 D1 D1 D2
    8 Mummy 2 T- T T D D D D1 D1 D1
    9 Spectre 5 2 T T T D D D D1 D1
    10 Apparition 8 5 2 T T T D D D D1
    11 Vampire 11 8 5 2 T T T D D D
    12 Eye Of Fear & Flame, Groaning Spirit 14 11 8 5 2 T T T D D
    13 Death Knight, Ghost, Lich 17 14 11 8 5 2 T T T D
    14 Skeleton Warrior 20 17 14 11 8 5 2 T T T
    15 ?? 20 17 14 11 8 5 2 T T
    16 ?? 20 17 14 11 8 5 2 T
    17 ?? 20 17 14 11 8 5 2
    18 ?? 20 17 14 11 8 5
    19 ?? 20 17 14 11 8
    20 ?? 20 17 14 11
    21 ?? 20 17 14
    22 ?? 20 17
    23+ ?? 20
    Table U5 — Matrix for Clerics Affecting Undead (Revised), Part III
    Cleric Level †
    AHD Undead Type 21 22 23 24 25 26 27 28 29 30
    1 Poltergeist, Skeleton, Animal Skeleton D3 D3 D3 D3 D3 D3 D3 D3 D3 D3
    2 Zombie D3 D3 D3 D3 D3 D3 D3 D3 D3 D3
    3 Coffer Corpse, Ghoul, Sheet Phantom D3 D3 D3 D3 D3 D3 D3 D3 D3 D3
    4 Huecuva, Penanggalan, Sheet Ghoul, Juju Zombie D3 D3 D3 D3 D3 D3 D3 D3 D3 D3
    5 Ghast, Shadow D3 D3 D3 D3 D3 D3 D3 D3 D3 D3
    6 Son of Kyuss, Wight, Monster Zombie D2 D3 D3 D3 D3 D3 D3 D3 D3 D3
    7 Crypt Thing, Wraith D2 D2 D3 D3 D3 D3 D3 D3 D3 D3
    8 Mummy D2 D2 D2 D3 D3 D3 D3 D3 D3 D3
    9 Spectre D1 D2 D2 D2 D3 D3 D3 D3 D3 D3
    10 Apparition D1 D1 D2 D2 D2 D3 D3 D3 D3 D3
    11 Vampire D1 D1 D1 D2 D2 D2 D3 D3 D3 D3
    12 Eye Of Fear & Flame, Groaning Spirit D D1 D1 D1 D2 D2 D2 D3 D3 D3
    13 Death Knight, Ghost, Lich D D D1 D1 D1 D2 D2 D2 D3 D3
    14 Skeleton Warrior D D D D1 D1 D1 D2 D2 D2 D3
    15 ?? T D D D D11 D1 D1 D2 D2 D2
    16 ?? T T D D D D1 D1 D1 D2 D2
    17 ?? T T T D D D D1 D1 D1 D2
    18 ?? 2 T T T D D D D1 D1 D1
    19 ?? 5 S T T T D D D D1 D1
    20 ?? 8 5 2 T T T D D D D1
    21 ?? 11 8 5 2 T T T D D D
    22 ?? 14 11 8 5 2 T T T D D
    23+ ?? 17 14 11 8 5 2 T T T D

    Notes:

    Paladins turn undead as a cleric two levels below their own.
    ?? No undead creature with an AHD of this value existed at the time this article was written.

    Rules for Turning:

    When turning or commanding into service undead creatures locate the entry for the cleric’s level and the adjusted hit dice of the monster. Following are the instructions for each value:

    The cleric has no chance of turning or commanding this monster.
    <nn> If this number or greater is rolled on a 1d20 the cleric has turned or commanded 1-12 (d12) undead. If turned the affected number will move away from the cleric at maximum speed, or if unable to do so will move as far from the cleric as possible.
    T Indicates the cleric automatically turns 1-12 (1d12) undead.
    D Instead of turning the undead the cleric destroys 1-12 (1d12) of them.
    D1 Same as D, but the number destroyed is 7-12 (1d6+6).
    D2 Same as D, but the number destroyed is 8-18 (2d6+6).
    D3 Same as D, but the number destroyed is 14-24 (2d6+12).

     


    This page last updated: 06 January 2022

    Copyright 2007, 2011, 2022 Bryan Fazekas

  • Giant’s Snowballs

    Giant’s Snowballs

    by Bryan Fazekas, published in & Magazine Issue 8

    These 2′ diameter snowballs detect as magical, and observers will note that they will not melt in above freezing temperatures. When thrown by a being of 21 strength or greater, they detonate on impact in a 20′ radius blast of ice. Any creature struck by the snowball suffers 3d6 points of impact damage. All creatures in the blast radius, including any creature struck, suffer 6d6 point of cold damage, save vs. spells for half.

    These snowballs always detonate when thrown. If the target is missed the DM should track what the missile hits and what creatures are within the blast radius.

    If exposed to temperatures of 70F or greater for 1 turn a snowball detonates.

    GP value 2,500
    XP value 500

  • Gem of Scroll Reading

    Gem of Scroll Reading

    by Bryan Fazekas, published in & Magazine Issue 12

    This small, whitish-translucent gem is greatly sought after by spell casters. The gem is 3 inches wide,1 inch tall, and 1/2 inch thick, with flat bottom and top. It is usable only by spell casters (cleric, druid, magic user, illusionist); if one side is placed against printed matter the gem makes the writing readable as if Comprehend Languages is cast. If placed upon a scroll or other magical writing, it acts as if Read Magic is cast as well.

    Spells on unknown scrolls may be cast by reading through the gems. If the spell is within the caster’s ability (same class, of a level the caster can normally use) the casting time is normal as is the chance of success. If the spell is above the caster’s level there is a 5% chance per level of difference of spell failure, e.g., if a 9th level magic user tries to read a Wish spell (which is available at 18th level) there is a (18 – 9) * 5% = 45% chance of spell failure.

    More startlingly, the caster may attempt to read scroll spells of other classes. The casting time is twice normal and there is a higher chance of spell failure. This chance is 10% + 5%/level of the level required to cast the spell. For example if a magic-user tries to read Cure Light Wounds (clerics gain at 1st level) there is a 10% + (5% * 1) = 15% chance of spell failure. If that magic-user tries to cast Raise Dead (clerics gain at 9th level) there is a 10% + (5% * 9) = 55% chance of spell failure. If there is a failure while reading a spell of a different class, the gem explodes and inflicts 2d4 hp of damage upon the reader, and they must save vs. Paralyzation for be blinded for 6d6 turns.

    GP value 35,000

    XP value 3,000

  • Gems of Explosion

    Gems of Explosion

    by Bryan Fazekas, published in & Magazine Issue 3

    These gems are of 100 gp base value and are noticeable only for the quality of the stone and the cut. They detect as magical and if held for 2 segments will begin to glow with an inner light that illuminates a 5’ radius.

    Once a gem starts glowing it may be accurately thrown up to 60’ and will explode upon impact for 8d6 points of damage of different types (see below). All creatures within 20’ of the impact may save vs. Breath Weapon for half damage.

    There are numerous types of gems – each created from a different base gemstone and each glowing with a characteristic light.

    Gem Type Color / Effect
    Acid This stone is black onyx and the light emitted is similar to a black light. The light will enhance ultravision.
    Cold This stone is chalcedony and glows with a cold white light.
    Fire This gem is carnelian and glows with reddish light, slightly dimmer than a Light spell.
    Lightning This gem is jasper and glows light daylight, although it flickers.
    Pain These rarest gems, bloodstones, inflict pain as well as damage. All in the area must also save vs. Wands or be unable to make any action. A successful save allows the victim to move, but spell casting is impossible and attacks are at -4. The light given off is a sickly reddish hue.
    Detonator This gem is rock crystal that glows with light blue light, and the effect is identical to a Crystal Spray spell. [See Spell Caster’s Paradise on page 60, & Magazine Issue 3]

    Note that if the gem is placed on a surface or in a pocket, within 2 segments it will stop glowing and will no longer explode upon impact. Also note that there is a 1% cumulative chance per time that a gem is activated that it will explode after 3 segments, even if it is not thrown. Thus using a Gem of Explosion as a light source has disadvantages.

    Normally 2d6 gems of various types will be found.

    GP value 1,600

    XP value 400