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PrinceCon III

Introduction
Welcome to PrinceCon III. Each year at this time we attempt to offer Dungeons and Dragons players from throughout the East an
opportunity to get together to exchange ideas and enjoy the game by hosting a small amateur convention. A lot of work goes into the
planning and running of these conventions and this year’s is the most ambitious yet.
This program book is a collection of all systems and ideas in use here at Princeton which will be used at the convention. It itself involved
many long hours of toil in the depths of Whig Hall. I would like to thank our typists Dave Cardinal, Steve Tihor, Greg Arzoornanian,
Matthew Cook and Tad Deffler, our two outstanding artists Joan Smith and Wanda Lee as well as everyone else involved for a job well
done.
On behalf of Torn Gluick and myself, I wish you all a pleasant weekend of gaming.
David Parker
Convention Co-Director

Dear Adventurers,
When you enter this noble hall and pay your admission, you will be directed to the Hireling Hall where the desired fifth level character
class of your choice will be acquired. This character, a Fighter (Paladin or Ranger if you’re lucky), MU, Cleric, Thief, or Elf F/MU
4/4, is posted upon a card where all requisites, and hit points, future and past will be recorded. Experience and magic items will be
listed oo it. If you lose this card you are in trouble, DON’T LOSE IT!! Upon the blackboard in the lounge, a posted schedule of events,
listing the gamesmaster and time of event, will be kept. It will be your duty to gather a party, and register at the desk before the event
is scheduled. Ten minutes before the event is scheduled to begin, the party will meet the gamesmaster, and he will accompany you to
the room where the expedition will be run. After the conclusion of the episode, all magical items and experience will be evaluated. All
monetary treasure gained is, of course, property of Wizard, Bishop, Alchemist, and Bard, the organization which is providing you with
standard equipment, item evaluation, and limited R & R facilities. (i.e. experience is gained for monetary treasure, but the gold itself is
of no concern to players) Expeditions take place at two-week (subjective time) intervals. This process is repeated until your character
dies, or until the end of the convention, If your character dies, you will acquire a new one at one level lower than when you started the
convention. Survival indicates further play of the same character. All inquiries of special notice should be directed to either myself or
Dave Parker.
Best of luck and enjoyment,
Thomas Gluick, Eunuch PSGU
Convention Co-Director

2023 Editor’s note: it might be helpful to refer to


D&D Vol 1: Men & Magic https://archive.org/details/tsr02002menmagic
D&D Vol 2: Monsters & Treasure, included in:
https://www.drivethrurpg.com/product/28306/ODD-Dungeons--Dragons-Original-Edition-0e
D&D Vol 3: Underworld & Wilderness
https://archive.org/details/tsr02002bboxedsetvolume3underworldandwildernessadventuresocr
the Greyhawk supplement: https://archive.org/details/tsr02003supplement1greyhawk/mode/2up
Some items refer to Blackmoor:
https://www.drivethrurpg.com/product/17172/ODD-Supplement-II-Blackmoor-0e
many to Strategic Review: https://rpggeek.com/rpgperiodical/2085/strategic-review
and a few to the Quick Quincy Gazette, which I haven’t yet found online

For more on PrinceCon, see http://www.princecon.org/

iii
Contents

Introduction iii

Rolling Up Characters 1

Experience Point Chart 2

Effect of Requisites 3

Combat Systems 4

Mahler Wandering Monster Tables 11

Wandering Party Tables 14


Wandering Parties in the Dungeon (List A) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 14
Wandering Giant Class (List B) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 15
Wandering Undead (List C) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 15

Magic User System (spell points) 16

MU Spell Tables 18

Spell Description Additions 19

Tihor Spell Targeting 22

Clerical System (prayer points) 23

Clerical Spell Tables 24

Explanation of Spells 25

The Tihor Saving Throw System 27

Thieving Tables 28

The Robert West Curse System 29

Magic Item Lists 32

Resistances 46

iv
Explanations of Magic Items 48
Swords . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 48
Sword Abilities . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 49
Extraordinary Abilities . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 50
Armor/Shields . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 50
Medallions . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 52
Crosses . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 52
Balls . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 53
Bags . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 53
Censors . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 53
Stones . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 53
Braziers . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 54
Bowls/Cups . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 54
Bottles . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 54
Brooms . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 54
Helms . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 55
Carpets . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 55
Drums . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 55
Chimes . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 56
Pipes . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 56
Lyres . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 57
Figurines . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 57
Necklaces . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 58
Misc. Misc. Magic . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 58
Horns . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 58
Gauntlets . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 59
Girdles . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 59
Cloaks . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 60
Ropes . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 60
Mirrors . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 60
Books and Decks . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 61
Tridents . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 62
Bracers . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 62
Cusps . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 63
Cubes . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 63
Horseshoes . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 63
Boots . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 63
Flail/Morning Star . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 64
Maces . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 64
Warhammers . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 64
Spears/Javelins . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 64
Arrows/Quarrels . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 65
Daggers . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 65
Bows . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 67
Crossbows . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 67
Axes . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 67

v
Diamonds . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 67
Rubies . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 68
Opals . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 68
Emeralds . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 69
Sapphires . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 69
Fighter’s Gems . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 70
Pearls . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 70
Ioun Stone . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 70
Deathstone . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 70

vi
Rolling Up Characters
The character which you will choose for the convention will be pregenerated by a PDP-11/40 using the “Cribbs system” for non-humans’
requisites.

Race Str Int Wis Con Dex Cha


Human 3d6 3d6 3d6 3d6 3d6 3d6
Elf 3d6 3d6 3d6 3d6 3d6 3d6
Dwarf 3d6+d4 2d8 3d6 3d6+d4 3d6 3d6
Thief 2d8 3d6 3d6 3d6+d4 4d6 3d6

(Where 3d6 denotes the sum of three six-sided dice.) All requisites over 18 are reduced to 18. Requisites below 3 are treated as 3.
Strengths may go as high as 22 (equivalent to 18/00 under Greyhawk); any roll of 18 or more is truncated to 18 and then a ‘die’ is rolled.
If a 4, 5, or 6 is rolled the strength goes up one and the d6 is rerolled to see if it goes up another point, while once a 1, 2, or 3 is rolled
the process stops.
As Mark Cribbs uses this system in his world a player may either choose to be human or may roll on percentile dice to see if he can
become a non-human, and if so which race. For the purposes of the convention this requirement is being eliminated and the player may
choose among any of the race and class combinations which we are using:

Human: Fighter, Cleric, Magic User, or Thief


Elf: Fighter/Magic User or Thief
Dwarf: Fighter or Thief
Hobbit: Fighter or Thief

The player will be assigned to the next character of the race and class on the printout. Rangers and Paladins will occasionally occur
among the Human Fighters and if a character wishes to play within the strict sense of the alignment of such a class, he (or she) may.
The computer will also preroll all hit dice, and the cumulative totals will be provided for you as you go up levels. This will eliminate
bias in the dice and simplify running level draining undead. If this system produces characters either more or less powerful than you
are accustomed to, remember that the wandering parties you meet in the various world of the convention sponsored expeditions were
rolled the same way. See the experience point chart and notes under requisites. (Please note that because of his double-threat nature a
Fighter/Magic-User starts one level lower than any other class. I.e. a first character F/MU is 4 not 5, a second character who is not a
F/MU would be a 4th level, if an F/MU it would be 3rd, etc.

©1976–2023 Princeton Simulation Games Union 1


Experience Point Chart
Level Fighter Thief M.U. Cleric Ranger (adjusted)***
1 0 0 0 0 0
2 2 1.2 2.5 1.5 2
3 4 2.4 5 3 4
4 8 4.8 10 6 9
5 16 9.6 20 12 19
6 32 20 35 25 38
7 64 40 50 50 75
8 120 60 75 100 135
9 240 90 100 200 235
10 480 125 200 300 410
11 720 250 300 400 685

+1 +240 +125 +300 +100 +275

Level Ftr (DW) Ftr (Hob) FMU (elf)


1 0 0 0 * pinned as fighter
2 2 2 4.5
3 4 4 9 ** pinned as M.U.
4 8 8* 18*
5 16 24 44 name level
6 32* 56 91
7 96 120 170 *** counting 4/3 bonus
8 208 232 307**
9 448 472 597
10 928 952 1277
11 1408 1432 1957

+1 +480 +480 +1080

Experience System: We are using the Men and Magic Experience point system, with modifications for races. Instead of absolute pinning
based on strength, we will be using the “delta doubling” system, which is independent of requisites. At any level after a character would
normally be pinned, the increase in experience for the next level is doubled.
Elven F/MU’s experience is the sum of the needed fighter and magic-user experience, taking into account the delta doubling system.
(FMU’s will not split experience and will rise as unified levels.)

2 ©1976–2023 Princeton Simulation Games Union


Effect of Requisites
Dexterity: Percentile missile bonuses, and melee bonuses when using a dagger in each hand are given on the table below.
Charisma: To find the base chance of charismaing someone into doing something, use as a percentage the difference in their effective
numbers (listed on the table below.) This base should be modified based on circumstances.
Constitution: Resurrection percentage chance is equal to (5 * con.)+ 15%, with only 1% increments when 95% is reached. Spell survival
is 5% higher, unless over 95%, in which case it is only 1% greater. (Hit die bonuses are given below.)
Intelligence: A magic-user may pick (I/2)+1 spells of each level he is able to throw (where I is intelligence, and the number is rounded
down).

Req. %missile 2daggers Char.Eff Resur. S.Surv. Spells Hit dice


3 -12 - -68 30 35 2 -1
4 -10 - -48 35 40 3 -1
5 -8 - -27 40 45 3 -1
6 -6 - -15 45 50 4 -1
7 -4 - -7 50 55 4 -
8 -2 - -2 55 60 5 -
9 0 - -1 60 65 5 -
10 0 - 0 65 70 6 -
11 0 - 0 70 75 6 -
12 0 - +1 75 80 7 -
13 +2 -15 +2 80 85 7 -
14 +4 -11 +7 85 90 8 -
15 +6 -8 +15 90 95 8 +1
16 +8 -5 +27 95 96 9 +1
17 +10 -2 +48 96 97 9 +2
18 +12 +1 +68 97 98 10 +3
19 +14 +4 +98 98 99 10 +4
20 +17 +6 +137 99 99 11 +5

While no requisite at the convention may exceed 18 under our roll up system, Clerics may use the “Word of Command” spell to increase
their charisma up to an absolute maximum of 20.
Strengths will do 2-8 on fighters, 1-6 on Clerics and Thieves, and 1-4 on magic-users, but a character’s strength may not exceed 22. (See
the combat tables for strength effects.)

©1976–2023 Princeton Simulation Games Union 3


Combat Systems

The following systems were developed by various members of the S.G.U.: the combat table was developed by Howard Mahler, the
initiative system was developed by Mark Cribbs and the miscellaneous systems through general concensus.
The Combat System is a linear percentile system based upon Men & Magic’s Alternate Combat System. The percentile system allows
one to remove the incongruities of the Alternate Combat System. Here there is an increase in hit probability each time a level is gained.
Fighters and monsters gain 4% per level or Hit Die, clerics and thieves gain 3% per level (which means that on the following table their
odd levels should literally be read between the lines), and magic users gain 2% per level. Written as a formula, for a character of level L
to hit he must roll over:

Fighters 100 - 5 x AC - 4 x L
Monster 100 - 5 x AC - 4 x (H.D. + 3)
Cleric/Thief 100 - 5 x AC - 3 x L
Magic User 100 - 5 x AC - 2 x L

where AC is opponent’s Armor Class. A roll of number listed or above on percentile dice (01-00, 00=100) will be a hit.

4 ©1976–2023 Princeton Simulation Games Union


COMBAT SYSTEMS

Percentile Combat System


ARMOR CLASS
Mon F C/T MU 2 3 4 5 6 7 8 9
1 88 83 78 73 68 63 58 53
1
1 2 86 81 76 71 66 61 56 51
2 3 84 79 74 69 64 59 54 49
2 4 82 77 72 67 62 57 52 47
3
5 80 75 70 65 60 55 50 45
3 4 6 78 73 68 63 58 53 48 43
1
2 7 76 71 66 61 56 51 46 41
5
1 4 8 74 69 64 59 54 49 44 39
6 9 72 67 62 57 52 47 42 37
2 5 10 70 65 60 55 50 45 40 35
7
11 68 63 58 53 48 43 38 33
3 6 8 12 66 61 56 51 46 41 36 31
13 64 59 54 49 44 39 34 29
9
4 7 14 62 57 52 47 42 37 32 27
10 15 60 55 50 45 40 35 30 25
5 8 16 58 53 48 43 38 33 28 23
11
17 56 51 46 41 36 31 26 21
6 9 12 18 54 49 44 39 34 29 24 19
19 52 47 42 37 32 27 22 17
13
7 10 20 50 45 40 35 30 25 20 15
14 21 48 43 38 33 28 23 18 13
8 11 22 46 41 36 31 26 21 16 11
15
23 44 39 34 29 24 19 14 9
9 12 16 24 42 37 32 27 22 17 12 7
25 40 35 30 25 20 15 10 5
17
10 13 26 38 33 28 23 18 13 8 3
18 27 36 31 26 21 16 11 6 2
11 14 28 34 29 24 19 14 9 4 2
19
29 32 27 22 17 12 7 3 2
12 15 20 30 30 25 20 15 10 5 3 2
31 28 23 18 13 8 4 3 2
21
13 16 32 26 21 16 11 6 4 3 2
22 33 24 19 14 9 5 4 3 2
14 17 34 22 17 12 7 5 4 3 2
23
35 20 15 10 6 5 4 3 2
15 18 24 36 18 13 8 6 5 4 3 2
37 16 11 7 6 5 4 3 2
25
16 19 38 14 9 7 6 5 4 3 2
26 39 12 8 7 6 5 4 3 2
17 20 40 10 8 7 6 5 4 3 2
27
41 9 8 7 6 5 4 3 2
18 21 28 42 9 8 7 6 5 4 3 2

Mon: This column refers to attacks by bites, claws, stings, etc. For creatures with+ or - to H.D., adjust by that percentage.
Ftr: This column refers to attacks by fighters as well as by weapons in hands of what might otherwise be monsters.
C/T: Attacks by Clerics or Thieves.
MU: Attacks by magic-users.
Wounds Lowering Combat Abilities: For the sado-masochistic gamesmaster, it will not be used in the convention. For every hit point
taken, a 1/3% reduction in the chance to hit, in the case of fractions round off. I don’t care what Howard says this system is a pain in the
ass.
Ignoring an Attacker: If you are completely ignoring an attacker or attack it gets +10% on hitting you. For instance, while preparing or

6 ©1976–2023 Princeton Simulation Games Union


COMBAT SYSTEMS

throwing a spell, while sleeping, held or stunned, or when unaware of an attacker or which direction an attack is coming from. Thieves
who are striking silently from behind do not get this +10% bonus in addition to the +20% they normally get.
Monsters Attacking with Weapons: The fighters column covers attacks by weapons in the hands of what might be otherwise be termed
monster. The following monsters gain the following bonuses: Kobald +0, Goblin +2%, Orc+5%, Hobgoblin +7%, Gnoll +10%,+1
damage, Gnome +2, Harpy-Medusa 0%, Centaur +5%, Minotaur +8%,+1, Salamander +10%,+1, and the Balrog +15% without a magic
sword.
Parry Bonus: The Defensive Mode of fighting developed by H. Mahler will not be used; however, the Parry Bonus shall be; for informa-
tion concerning the Defensive Mode can be found in QQG#6, page 5. Fighters are the only class to utilize this system.

Dexterity Bonus
15 +1
16 +2
17 +3
18 +4

This form of combat is effective against those monsters who use weapons, (Monster: humanoid creatures, centaurs, harpies etc.) It is
not a magical bonus, your basic A.C. is not changed.
Percentile Melee Bonus: Contrary to Howard’s System everybody gets melee and damage bonuses. Slashes are interpreted in our system
by linear numbers above 18. Thus, an 18/00 would become a 22 strength. The system for gaining these numbers is not the slash system
of rolling percentile dice, though the probabilities work out the same. If a natural eighteen is rolled, a die is then rolled. If it is high,
the requisite goes up one and the process is repeated. If it is low, the requisite stays at it current level. Note that, except for potions and
girdles, there can be no requisites above a 22, this includes Strength Spells. For this reason, only those strengths which refer to girdle
strengths will be given above 22.

STR: 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22
MEL: -11 -9 -7 -5 -3 -1 0 0 1 2 3 4 5 7 10 14 18 22 26 30 %
DAM: -1 -1 -1 0 0 0 0 0 0 0 0 0 0 1 2 3 4 5 6 7
DRS: 1 1 1 1 1 2 2 2 2 2 2 2 3 4 5 (1) (2) (3) (4) (5)
ENC: -15 -10 -5 -5 0 0 0 5 5 5 10 10 10 15 30 50 75 110 150 190

Girdle strength and data are given below:

Strength Melee Damage Doors Encumbrance


Ogre =17 +10% +2 5 300 g.p.
Hill 21 +26% +6 (4) 1500 g.p.
Stone 22 +30% +7 (5) 1900 g.p.
Frost 23 +34% +8 (5) 2300 g.p.
Fire 26 +46% +11 (5) 3500 g.p.
Cloud 29 +58% +14 () 4700 g.p.
Storm 30 +70% +17 () 5900 g.p.
Titan 31 +74% +18 () 6300 g.p.

Melee bonuses are in percent. Opening doors is indicated by the highest number on a D6 which will indicate successfully opening the
door, i.e. 2 means opens on 1 or 2 on a D6. Number needed to open a Wizard Locked door is indicated in parentheses. “Encumbrance”
listed is bonus. If door opening number is in parentheses then chance to open normal doors is a maximum.

©1976–2023 Princeton Simulation Games Union 7


COMBAT SYSTEMS

vs. Armor Class Usage Allowed


Weapon Name/Abrev. 2 3 4 5 6 7 8 9 Man Dwf Elf Hob
Dagger/DG -3 -3 -1 0 0 0 +1 +2 FMT FMT FMT FMT
Hand Axe/HA -3 -2 -1 -1 0 0 +1 +1 F F F F
Mace/MC 0 +1 0 0 0 0 0 0 FC FC FC FC
War Hammer/WH 0 +1 0 +1 0 0 0 0 FC– FC
Sword/SW -2 -1 0 0 0 0 0 +1 FT FT* FT
Military Pick/MP +2 +3 +2 +3 0 0 0 0 F* F*
Battle Axe/BA -1 0 +1 +1 0 0 0 0 F– F
Morning Star/MS 0 0 +1 +2 +1 +1 +2 +2 FC FC– F
Flail/FL +2 +2 +1 +2 +1 +1 +1 +1 FC* F*
Spear/SP* -2 -1 -1 -1 0 0 0 0 F F– F
Pole Arms -1 0 0 +1 +1 +2 +2 +2 F F
Halberd 0 +1 +1 +2 +1 0 0 0 F F
2-Handed Sword/2H +1 +2 +3 +3 +2 +2 +2 +2 F* F*
Mtd. Lance/ML 0 0 +1 +2 +3 +3 +3 +3 F F
Short Bow SB -3 -2 0 0 +1 +2 +2 +2 FT FT FT
Long Bow LB -2 0 0 +2 +3 +3 +3 +3 FT FT
Light Crossbow/LC -3 -2 0 0 +2 +3 +3 +3 FT FT FT FT
Heavy Crossbow/HC -1 0 +1 +2 +3 +4 +4 +4 FT FT FT
Composite Bow/CB -3 0 0 +2 +3 +3 +3 +3 FT FT FT
Horse Bow/HW -3 -2 0 0 +1 +2 +2 +3 FT FT
Sling/SL 0 +1 0 0 0 0 0 0 CT– FT
Arquebus/AR 0 +1 +2 +2 +3 +3 +3 +3 FTC FTC
Pike/PK -1 0 0 0 0 0 0 0 F F
Short Sword/SH -2 -2 -1 0 0 0 0 +1 FT FT FT FT
Staff/ST 0 0 0 0 0 0 0 0 #* #*

*Spear vs. Charge and Spear Set vs. Charge have the same pluses as Spear/SP, but do more damage.
F = Fighters # = All may use
M = Magic-Users * = Usable 2-Handedly
T = Thieves – = Usable at -2
C = Clerics

8 ©1976–2023 Princeton Simulation Games Union


COMBAT SYSTEMS

Weapon: Damage

Name Man-Sized Larger


Dagger D4 D3
Hand Axe D6 D4
Mace D6 D4
Military Pick* D6 D4
Warhammer D6 D4
Sword D8 D12
Battle Axe* D8 D8
Morning Star** D8 D6
Flail*** D8 D8
Spear D6 D8
Spear, vs Charge D8 2D6
Spear, Set vs Charge D10 2D8
Pole Arms**** D8 D12
Halberd*** D10 2D6
Two-Handed Sword*** D10 3d6
Mtd. Lance D8 2D12
Pike**** D8 D12
Arrow/Quarrel D6 D6
Sling Stone D4 D6

Legend
D4: four sided die * needs at least 4’ space on each side of wielder
D6: six sided die ** needs at least 5’ space on each side of wielder
D8: eight sided die *** needs at least 6’ space on each side of wielder
D10: ten sided die **** needs at least an area that is not a dungeon
D12: Twelve sided die
NOTE: Two-Handed swords can be used in ten foot wide corridors, if the fighter is alone on that line.
NOTE: If an character is prone add +10% to hitting, if opponent is in plate weapons with points or sharp cutting edges add +5%
additional.

My Initiative System: Or what I did during my Summer Vacation


by Mark Cribbs
Battle attacks go in this order:

I. Breath Attacks also Gazes

II. Missile Attacks (Manticores too)

III. Long Weapon Attacks (Spear, Halberd, 2H-Sword, Battle Axe, Morning Star, Pick, Flail, Bo, Staff, 3-Section Nun-Chukuo)

IV. Medium Weapon Attacks (Sword, Mace, Manrikigusari–WHAT, damn Tihor– Nun-Chuckuo)

V. Short Weapon Attacks (Dagger, Hand Axe, Short Sword, War hammers, Tonfa)

VI. Bodily Attacks (Feet, Hands, Claws, Bites, Touches, Stings, Tails, butts, Horns, Tenacles)

VII. Clerical

VIII. Magical

Within their phases-Breath, Missiles, Spell Attacks occur Simultaneously.


Other Attacks occur in the order of the participants Dexterity, all those whose dex is non rolled have a dexterity of 10.5

©1976–2023 Princeton Simulation Games Union 9


COMBAT SYSTEMS

However there are minuses because I don’t like fighters so


Plate Armor -6
Chain Armor -4
Leather Armor -2
Shield -1

Grappling: In order to grapple one must drop their weapons first,


then one hits, unmodified, according to this formula–This is for
you Howard...
E(Attack L)2 +E(Attack Str)−E(Def L)2 +E(Def Str) =
X
If X = +X then the Def is grappled
If X=-X then the Attackers fail.
If X=0 then roll a D6
1-3 grappled,
4-6 not grappled
-X is an negative number +X is an positive number
0 is neither
E used here is summation, not expectation
L=Level
Str= Strength
Attacker= 2 in a door or corner, 3 against a wall or corridor, 4 if
surrounded. In order to break out of a grapple one rolls a D12,
if it equals his parry bonus one in any case, the Defender(Def) is
free. There is no example.
Subdual: It requires full damage without magic or missile at-
tacks.

10 ©1976–2023 Princeton Simulation Games Union


Mahler Wandering Monster Tables
Table 1 Table 2
Roll Monster # app. Roll Monster # app.
1-4 1st lev. party A 1-4 2nd lev. party A
5-7 Kobold B 5-7 Goblin B
8-10 Skeleton C 8-10 Orc B
11-12 Centipede 3-18* 11-13 Zombie C
13-14 Spider 2-12* 14-15 Gnome 2-12*
15-16 Snake 1-6* 16-17 Stirge 1-8*
17-18 Dog 1-8* 18-19 Giant Rat 2-12*
19-20 Vampire Bat 1-8* 20 Homunculus 1

Table 4
Table 3
Roll Monster # app.
Roll Monster # app.
1-4 4th lev. party A
1-4 3rd lev. party A
5-7 Bugbear B
5-7 Hobgoblin B
8-10 Ghoul C
8-10 Gnoll B
11-12 Giant Weasle 1-6*
11-12 Giant Toad 1-8*
13-14 Giant Hog 1-8*
13-14 Giant Ant 2-12*
15 Giant Tick 1-6*
15-16 Giant Boar 1-6*
16-17 Bear 1-8*
17-18 Dire Wolf 1-6*
18-19 Tiger 1-6*
19-20 Pixie 1-8*
20 Gelatin. Cube 1**

Table 5
Table 6
Roll Monster # app.
Roll Monster # app.
1-3 5th lev. party A
1-3 6th lev. party A
4-6 Ogre B
4-5 Shadow 1-8*
7-9 Wight C
6-7 Gargoyle 1-8*
10 Wererat 1-8*
8-9 Blink Dog 1-8*
11-12 Harpy 1-6*
10-11 Doppelganger 1-6*
13 Giant Spider 1-8*
12 Werewolf 1-6*
14 Giant Snake 1-6*
13 Wereboar 1-6*
15 Carnivor. Ape 1-8*
14-15 Giant Beetle 1-6*
16 Centaur 1-6*
16 Giant Scorpion 1-4*
17 Roperite 1-3*
17-18 Argus Sphere 1**
18 Jubjub Bird 1-4*
19 Strong Toad 1-4*
19 Arctic Wolf 1-6*
20 Ochre Jelly 1**
20 Carrion Craw. 1**

©1976–2023 Princeton Simulation Games Union 11


MAHLER WANDERING MONSTER TABLES

Table 8
Table 7
Roll Monster # app.
Roll Monster # app.
1-2 8th lev. party A
1-3 7th lev. party A
3-4 Troll B
4-5 Wraith C
5-6 Mummy C
6-7 Lammasu A
7-8 Displacer B. 1-6*
8-9 Owl Bear 1-4*
9-10 Manticore 1-2*
10-11 Minotaur 1-2**
11-12 Cockatrice 1-4*
12-13 Rust Monster 1**
13 Werebear 1-6*
14 Hell Hd. 3-5HD 1-4*
14 Werebeetle 1-6*
15 Weretiger 1-6*
15 Hydra (6 heads) 1**
16 Medusa 1-4**
16 Panther 1-2**
17 Lamia 1-3*
17 Cerberus 1-2**
18 Cold Salamander 1**
18 Peryton 1-6*
19 Jabberwock 1**
19 Giant Foot 1-2**
20 Tpath. Dopple. 1-6*
20 Tport. Dopple. 1-6*

Table 9 Table 10
Roll Monster # app. Roll Monster # app.
1-3 9th lev. party A 1-3 10th lev. party A
4 Hill Giant B 4 Stone Giant B
5-7 Spectre C 5-6 Vampire 1**
8 Balrog(2-dice) 1**+B 7-8 Gorgon 1-3*
9-10 Wyvern 1-4* 9-10 Chimera 1-2*
11-12 Basilisk 1-4* 11-12 Ogre Mage 1-3**
13 Phase Spider 1-3** 13 Mind Flayer 1
14 Will O’ Wisp 1 14 Roper 1
15 Umber Hulk 1** 15 Hydra(9 heads) 1**
16 Invis. Stalker 1 16 Hell Hd. 5-7HD 1-4*
17 Fire B.Hy.(6hd) 1** 17 Brass Dragon 1**
18 Hot Salamander 1** 18 Black Dragon 1**
19 White Dragon 1** 19 Demon Type I 1**
20 A Boa A Qu 1 20 Aerial Servant 1

Table 11 Table 12
Roll Monster # app. Roll Monster # app.
1-4 11th lev. party A 1-4 13th lev. party A
5-8 12th lev. party A 5-8 14th lev. party A
9 Frost Giant B 9 Fire Giant B
10-11 Vampire & 1**+ 10-11 Shade 1-8*
Vampire Bats 1-8 12 Hydra(12 heads) 1**
12 Balrog(3-d) 1**+B 13 Hell Hd.(7 HD) 1-4*
13 Fire B.Hy.(9hd) 1** 14 Efreet 1
14-15 Giant Slug 1 15 Hoarta 1
16 Copper Dragon 1** 16 Bronze Dragon 1**
17 Green Dragon 1** 17 Blue Dragon 1**
18 Djinn 1 18 Lich (MU 12-14) 1
19 Demon Type II 1** 19 Demon Type III 1**
20 Black Pudding 1** 20 Flesh Golem 1

12 ©1976–2023 Princeton Simulation Games Union


MAHLER WANDERING MONSTER TABLES

Table 13
Table 14
Roll Monster # app.
Roll Monster # app.
1-3 14th lev. party A
1-3 17th lev. party A
4-6 15th lev. party A
4-6 18th lev. party A
7-9 16th lev. party A
7-9 19th lev. party A
10 Cloud Giant B
10-11 20th lev. party A
11-13 Phantom C
12-13 Beholder 1
14 Balrog(4-dice) 1**+B
14-15 Purple Worm 1
15 Fire B.Hy.(12h) 1**
16 Titan 1
16 Silver Dragon 1**
17 Golden Dragon 1**
17 Red Dragon 1**
18 Lich (MU 18-20) 1
18 Lich (MU 15-17) 1
19 Demon Type V 1**
19 Demon Type IV 1**
20 Iron Golem 1
20 Stone Golem 1

©1976–2023 Princeton Simulation Games Union 13


Wandering Party Tables

Wandering Parties in the Dungeon (List A)

Use this system when a party (A) is rolled up. The leader’s level is the defining level of the party. Roll for his class as well as those of
any others in the party (as well as their levels). It is a good idea to pre-roll one party of each level that you are likely to use, and then
replace those used at your leisure.

Gold Equiv Align.


# in party roll Class roll Level roll per tot. lev. roll of party roll
1 1-3 F 1-4 same 1 10 1-5 Lawful 1-3
2 4-5 MU 5-6 -1 2-3 50 6-7 Neutral 4-6
3 6 C 7-8 -2 4-7 100 8 Chaotic 7-10
4 or 5 7 T 9 -3 8-9 200 9
6 or 7 8 body 10 -4 10 reroll,mult. by 4 10
8 or 9 9
roll twice ignoring 10 10

Note:For Fighters roll D10, on a 0 a Paladin or a Ranger (in law or chaotic parties), on a 1 a dwarf, on a 2 an elf with 50% F/MU.
For Thieves: All are hobbits except on a 0 a man, on a 1 a dwarf, and on a 2 an elf (on a D10).
Roll four D6 for prime requisite, with anything below a 13 becoming a 13 and 3 D6 for other reqs if needed, with no req. higher than
the prime. There is a 1/3 chance that a party will be weary in which case: add 2 to the roll for gold; each F has taken 1-4 hits/level; each
C has used 10-80% of his spells; and each MU has used 10-60% of his spells.
# of Magical Items (leader rolls as one category higher)

Lev of. # items


char. 0 1 2 3 4 5
2-3 1-8 9-0 – – – –
4-5 1-6 7-0 – – – –
6 1-5 6-9 0 – – –
7 1-4 5-8 9-0 – – –
For higher levels of characters, add one item for every two levels higher.
8 1-3 4-6 7-9 0 – –
Roll for magical items for bodies, but assume that they are divided
9 1-2 3-5 6-8 9-0 – –
among other party members. Use the following tables for each class.
10 1 2-3 4-6 7-9 0 –
For F/MU’s for each item see whether to roll as F or MU.
11 – 1-2 3-5 6-9 9-0 –
12 – 1 2-3 4-6 7-9 0
13 – – 1-2 3-5 6-8 9-0

Fighters Magic User Cleric Thief


1-3 sword 1 Wand 1 Staff 1 Bow
4 misc. weapon 2-3 Misc. magic 2 +1,+2 Mace 2 1-20 arrows
5-6 armor 4 Bracers 3-4 Misc. magic 3 Dagger
7 ring 5 Robe/cloak 5-6 Armor 4 Bracers
8 token (or special) 6 Potion 7 Potion 5-6 Misc. magic
9-10 potion 7 Ring 8 Ring 7 Potion
8 Book 9-0 Cl. scroll 8 Ring
9-0 MU scroll 9 Invis. Ring
10 Token or special

Note: In the case of a Paladin (or anti-paladin) give a 10% chance a magic sword is holy(or anti-holy). In the case of a ranger give a
5% chance a magic sword is Sacred(or anti-Sacred). For dwarf fighters give a 5% chance that any sword rolled up is really a +3 war

14 ©1976–2023 Princeton Simulation Games Union


WANDERING PARTY TABLES WANDERING GIANT CLASS (LIST B)

hammer. Tokens will appear as follows: Door Finder, Door opener, Level Indicator, & Trap Springer each 20%, Transportation and
Monster Caller 10% each.
Note: The parties are armed and armored as are the parties of the players.

Wandering Giant Class (List B)

Giant–Troll–Ogre–Bugbear–Gnoll–Hobgob–Orc–Goblin–Kobold
The list above defines what is meant by levels. The entry on the Monster table is the leader of the party. Roll to find the number in the
party, and if there are others roll to find their levels in respect to the leader.

# in the party Roll Level Roll Armor Roll Monster Weapons


1 1-2 same 1-4 none 1-4 Gnoll Human F
2 3-4 -1 5-6 chain 5-6 Hobgob Elf F
3 5 -2 7-8 plate 7-10 Orc Dwarf F
4 6 -3 9 The whole party Goblin Hand axe & s bow
5 7 -4 10 will wear similar Kobold Hand axe & s bow
6 8 armor (and shield) In the first 3
7 or 8 9 40% Neutral when it improves cases include
roll twice 10 60% Chaotic natural AC missile weapons.

Use the same chart for monetary treasure as in list A. It is gold equivalent per hit die. Optionally one may give Magical Items in which
case roll as for a wandering party made up of fighters, with Hit Dice in place of level. These parties should be weary 1/3 of the time.

Wandering Undead (List C)

Phantom–Spectre–Wraith–Wight–Ghoul–Zombie–Skeleton
(Treat mummies as above ghouls when running parties led by mummies).
Use the same charts as for list B in order to determine the number in the party and their level; it is assumed the entry in the Monster
Table is the leader of the party. Use the chart in list A to determine monetary treasure. There is no chance for a weary party. A party of
just Phantoms or Spectres have no treasure (they can’t carry it),

©1976–2023 Princeton Simulation Games Union 15


Magic User System (spell points)

The following system for Magic Users was designed, for the most part, by Howard Mahler, using the original system outlined in
Greyhawk.
A Magic User, when fresh, gets a number of Energy Points E.P. per day equal to his Intelligence. The basic cost of each spell depends
on the level of the spell and the level of the Magic User:

Level of Level of MU
Spell 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19
1 8 6 5 4 3 2 2 1 1 1 1 1 1 1 1 1 1 1 1
2 – – 8 6 5 4 3 2 2 1 1 1 1 1 1 1 1 1 1
3 – – – – 8 6 5 4 3 2 2 1 1 1 1 1 1 1 1
4 – – – – – – 8 6 5 4 3 2 2 1 1 1 1 1 1
5 – – – – – – – – 8 6 5 4 3 2 2 1 1 1 1
6 – – – – – – – – – – 8 6 5 4 3 2 2 1 1
7 – – – – – – – – – – – – 8 6 5 4 3 2 2
8 – – – – – – – – – – – – – – 8 6 5 4 3
9 – – – – – – – – – – – – – – – – 8 6 5

It takes a delay melee round to prepare a spell, except for those thrown off scrolls, wands, rings, etc. Once prepared the spell may be
held for up to 10 melee rounds before being thrown. (The MU may only walk slowly while maintaining the concentration necessary to
hold the spell prepared. He may not engage in combat, or anything else which would break his concentration on this one spell.) If a spell
is prepared, but not thrown it will cost one third of the basic E.P. cost that the spell would normally have (round-off with a minimum of
1 E.P.)
Spells take effect at the end of the melee round, and are thus dealt with after the melee and regular missile fire.

16 ©1976–2023 Princeton Simulation Games Union


MAGIC USER SYSTEM (SPELL POINTS)

While preparing a spell or throwing a spell a Magic User may be distracted. If during either of these phases he takes 10% of the amount
of hits he has left, he is distracted and the spell fails. This amount needed to distract goes up to 50% when he is reading the spell off a
scroll. If distracted while preparing, there is no E.P. cost, if distracted while throwing or holding, it counts as if he dropped it and the
cost is one third.
Certain spells, namely the Power Words and Read Magic take only one round to throw. Reading a scroll requires a Read Magic, and
thus remember to charge the E.P. cost of a 1st level spell.
There is no necessity for him to memorize a list of spells, which once thrown are forgotten, as in Men and Magic. The only restrictions
on what spell he throws are that he may not throw spells which he has been unable to learn and that the amount of spell points he has is
not exceeded.
After a full nights sleep (12 hours), a MU will recover E.P. depending on how much he’s used the day before. Use the following table:

E.P. Used Day Before


Intell. 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22
7 7 6 5 4 – – – – – – – – – – – – – – –
8 8 8 7 6 4 – – – – – – – – – – – – – –
9 9 9 8 7 6 5 – – – – – – – – – – – – –
10 10 10 10 9 8 7 5 – – – – – – – – – – – –
11 11 11 11 10 10 9 7 6 – – – – – – – – – – –
12 12 12 12 12 11 11 9 8 6 – – – – – – – – – –
13 13 13 13 13 12 12 11 10 8 7 – – – – – – – – –
14 14 14 14 14 14 13 13 12 11 9 8 – – – – – – – –
15 15 15 15 15 15 14 14 13 12 11 9 8 – – – – – – –
16 16 16 16 16 16 16 15 15 14 13 11 10 8 – – – – – –
17 17 17 17 17 17 17 16 16 15 14 13 12 10 9 – – – – –
18 18 18 18 18 18 18 18 17 17 16 14 13 12 11 9 – – – –
19 19 19 19 19 19 19 19 18 18 17 17 16 14 13 11 10 – – –
20 20 20 20 20 20 20 20 20 19 19 18 17 15 14 12 11 – – –
21 21 21 21 21 21 21 21 21 20 20 19 19 18 17 15 14 12 11 –
22 22 22 22 22 22 22 22 22 22 20 21 20 20 19 17 16 14 13 11

Magic Users may only wear robes (Armor Class 9, Movement 12) or magical Leather Armor (Armor Class 7, Movement 12).

©1976–2023 Princeton Simulation Games Union 17


MU Spell Tables
Level 1 Level 2 Level 3
Detect Magic Detect Invisible Fly
Hold Portal Levitate Hold Person
Read Magic Phantasmal Force Dispel Magic
Read Language Locate Object Clairvoyance
Hide Intent Invisibility Clairaudience
Light Wizard Lock Fire Ball
Charm Person Prot./En. Mons. Lightning Bolt
Sleep Cone ESP Snowball
Shield Continual Light Invisibility, 10’ r.
Magic Missile Knock Infravision
Ventriloquism Darkness, 5’ r. Slow
Boost Strength Haste
Web Water Breathing
Mirror Image Explosive Runes
Magic Mouth Suggestion
Pyrotechnics Rope Trick
Monster Sum. I
Prot./Normal Miss.

Level 4 Level 5 Level 6


Polymorph Others Teleport Stone to Flesh
Polymorph Self Hold Monster Reincarnate
Prot./En. Mons. 10’ r. Conjure Elemental Invisible Stalker
Wall of Ice Telekinesis Lower Water
Wall of Fire Rock to Mud Part Water
Confusion Wall of Stone Project Image
Charm Monster Wall of Iron Anti-Magic Shell
Growth Plant Animate Dead Death Spell
Dimension Door Magic Jar Geas
Wizard’s Eye Contact Higher Plane Disintegrate
Massmorph Passwall Move Earth
Hallucinatory Terrain Cloudkill Control Weather
Ice Storm Feeblemind Legend Lore
Fear Growth/Animal Repulsion
Monster Sum. II Monster Sum. III Monster Sum. IV
Extension I Extension II Extension III

Level 7 Level 8 Level 9


Delayed Blast Fireball Mass Charm Meteor Swarm
Reverse Gravity Clone Shape Change
Power Word: STUN Power Word: BLIND Time Stop
Phase Door Symbol Power Word: KILL
Charm Plants Permanent Spell Gate
Mass Invisibility Mind Blank Astral Spell
Simulacrum Polymorph Any Object Prismatic Wall
Monster Sum. V Monster Sum. VI Maze
Monster Sum. VII

18 ©1976–2023 Princeton Simulation Games Union


Spell Description Additions
CHARM PERSON–Charm is a weak spell; i.e., the person is only immobilized, and the caster must concentrate.
SLEEP–Sleep now has a saving throw.
MAGIC MISSLE–Magic missile always hits; the victim is then given a saving throw to determine whether or not the spell is effective.
VENTRILOQUISM–The Games Master must referee how well the spell works on his own initiative.
DETECT INVISIBLE–The caster may see invisible, though this spell does not work on Dust of Disappearance.
LEVITATE–The caster is able to control his levitation. He may throw spells while levitating.
PHANTASMAL FORCE–The phantasmals only cause phantasmal damage. A saving throw determines whether it is believed or not.
LOCATE OBJECT–The caster must have knowledge of the object he is seeking.
INVISIBILITY–Works on objects or persons up to 2000 Gold Pieces of weight.
ESP–This spell will allow the caster to sense thoughts and detect hostile intent.
KNOCK–Automatically opens normal things. If the door is Wizard Locked, then treat as a Dispel Magic Ratio.
STRENGTH–As the book spell save that it does not affect melee. Saving throw is applicable. There is a limit of 18/00 (22) strength
possible. Duration=80 minutes.
WEB–Web spells will block doors and corridors with duration as per book. They act like a missile weapon with regard to Dexterity
bonuses.
MAGIC MOUTH-Non-detectable.
PYROTECHNICS–This is non-magical and must be created from non-magical fire. The smoke will obscure vision. It is put out at the
source.
FLY–Per book with speed adjustments as walking speed.
HOLD PERSON–This is a “strong” charm. No spells may be thrown and the caster must concentrate. Damage will break control unless
it is off an item.
DISPEL MAGIC–As per book with cone 60 x 30.
CLAIRVOYANCE & CLAIRAUDIENCE–These spells allow one to use the senses of another being, they do not permit one to simply
see from afar or hear from afar. Range=6” and duration=6 melee rounds.
FIREBALL–This must be targeted as if attacking AC 9. Full damage is done to the person against whom it was targeted, one half to
those within 10 feet, one quarter to those from 11-20. This assumes they don’t save. Saving equals no damage. Damage=D6 x Caster’s
Level. Fireballs destroy scrolls, if the person dies.
LIGHTNING BOLT–Lightning bolts will burn through people if they are in a line. Thus, if only partial damage is done to the first
person, the bolt will go through him and hit the next. Those who save take no damage and the bolt bends around them. If any damage is
left on a bolt and there are no more people in its path and it hits a wall, it will bounce straight back along its previous path. Those who
saved on the first path through will automatically save on the second time.
SNOWBALLS–Exactly as Fireball save that they destroy potions if the person dies.
INVISIBILITY 10° radius–This spell lasts for 6 hours in the wilderness and for 1 hour in the dungeon. If anyone steps out of the 10’
radius, he does not become invisible upon reentry.
INFRAVISION–This spell lasts one day.
SLOW SPELL & HASTE SPELL–This spell gets a saving throw as Strength and may be thrown on one person only in melee. Lasts 6
melee rounds.
WATER BREATHING–Duration is 2 hours.

©1976–2023 Princeton Simulation Games Union 19


SPELL DESCRIPTION ADDITIONS

EXPLOSIVE RUNES–They may only be thrown on paper.


SUGGESTION–You may only suggest what would normally be considered reasonable.
MONSTER SUMMONING I–You may pick your monster and have control. The monster is only present for the duration of the spell,
then he leaves taking everything of his with him. He comes with no magic save himself and leaves with nothing of yours.
POLYMORPH SELF–Allows the caster to assume the form of whatever creature he names. This will give him the movement and Armor
Class of the creature he becomes, but he retains his own hit points and attacks. He does not receive the magical or physical attacks of the
form he copies. At the end of the duration of the spell he must make his Spell Survival roll or die. Duration: 6 + level of caster melee
rounds.
POLYMORPH OTHERS–As above, but spell must be cast on someone other than caster. Gives the subject all attributes except magical
attacks and abilities. As with the above spell only living beings may be specified. Duration and Spell Survival roll as above.
PROTECTION/ENCHANTED MONSTERS, 10’ radius–Gives +2 vs. attacks and +10% on saving throws from Enchanted Monsters to
all within 10 feet at time of casting under the same restrictions as Invisibility, 10’ radius. Duration: 6 + level of caster in melee rounds.
WALL OF FIRE–Wall appears at up to the maximum range away from the caster. The wall stops wherever it touches walls or inanimate
objects. If an animate object, such as a person, is within the wall when it would appear that section of the wall which would occupy the
same space will not appear, leaving an appropriate sized hole in the wall. Note: the wall appears at a distance. It does not move once it
has appeared, except to disappear when the caster ceases to concentrate.
WALL OF ICE–Creates a zone of cold complementary in every way to a Wall of Fire. It does two dice of damage to fire using/based
creatures.
CHARM MONSTER–As with Charm Person this “weak” charm will immobilize the monster so long as the caster concentrates.
DIMENSION DOOR–Acts as a short range teleport sending either all within 10 feet of the caster or the caster alone up to 120 feet in
any direction exactly as specified at the time of casting. Anyone who is not willing to go with the caster will get a Saving Throw. A
charmed or held being will receive a Saving Throw against both the Dimension Door and the Charm/Hold (roll separately for each.) If
you appear inside someone/thing you (both) die.
WIZARD EYE–Creates an invisible ‘third’ eye which can be detached and move at the speed of an unencumbered man. It can go
anywhere it can physically fit and is under all the restrictions (and side effects) of a Homunculus as long as it is detached.
ICE STORM–Will only work outdoors. Will only affect the cubical target area even if this is above ground level.
FEAR–Remember there is a 50% chance of dropping any weapon in hand.
MONSTER SUMMONING II–As Monster Summoning I but tables 3 and 4.
TELEPORT–Moves caster instantaneously to a place he has seen or memorized previously. If he has spent less than one hour studying
his point of arrival then is a 75% chance of death. If the target area has been studied for at least one hour or is in sight there is a 10%
chance of arriving low (usually resulting in death) and a 10% chance of coming in 10 to 100 feet high (often resulting in death.) If the
caster has spent one full day studying the arrival area there is only a 1% chance of low and 4% chance of appearing 10-40 feet high.
HOLD MONSTER–A “strong” charm which can affect any creature but otherwise as a Hold Person.
TRANSMUTE ROCK TO MUD–Men in plate will sink to their waists.
WALL OF STONE–See Wall of Fire for limits on creation of wall in space occupied by objects. Duration: until battered down.
WALL OF IRON–As above. Duration: 12 melee rounds.
ANIMATE DEAD–Freshly dead human bodies become Zombies. Old bodies become Skeletons.
CONTACT HIGHER PLANES–May ask only yes or no questions. Costs 2 weeks spell points. The spell will fizzle, wasting the two
weeks spell points on the roll listed as Insanity in Book I (P lane − 3)x10%. Roll chance of knowing per Book I. If the Plane contacted
does not know it will not answer. If it does it will answer truthfully. Spell may not be used to gather personal data about living beings
(such as a character’s level).
PASS-WALL–Can only affect solid rock and iron.
CLOUDKILL–Affects creatures of fewer than five hit dice, if they fail to save (Bodily) they die. Duration: at most 6 melee rounds.

20 ©1976–2023 Princeton Simulation Games Union


SPELL DESCRIPTION ADDITIONS

FEBBLEMIND–Remember this spell only affects MUs and is Mental Saving Throw minus 20%.
MONSTER SUMMONING III–As with two previous versions but only tables 5 and 6.
HIDE INTENT–Gives the caster two saving throws against spells such as Detect Good/Evil, ESP or other magical (or clerical) means of
discovering his intent. Duration: 6 hours.
PROTECTION/ENCHANTED MONSTERS–Gives the caster +25% on Saving Throws and +5 Armor Classes vs. attacks by Enchanted
Monsters. These include: Elementals, Golems, Invisible Stalkers, Aerial Servants, Djinns, Efreets, Homunculi, Salamanders (both Hot
and Cold), Demons, Devils, Angels, and Simulacra. It will add to other forms of protection, but will not reduce damage when hit.
Duration: 6 + level of caster in melee rounds.

©1976–2023 Princeton Simulation Games Union 21


Tihor Spell Targeting
Certain magical spells must by targeted against a specific opponent to have maximum effect. Fireballs and lightning bolts are particularly
good examples. The magic-users chance of successfully targeting the spell against a specific enemy is his chance to hit as against AC9
at that range with a missile weapon modified for dexterity and distance. Note that it is not influenced by the defenders Armor Type
although armor enchanted to a plus and protection rings will aid in deflection. Bracers of defense (even cursed ones) will not affect this,
nor will items/spells intended to stop/deflect ordinary missiles (e.g. Shield of Missile Repulsion, Prot./Normal missiles.)
Chance to hit is:
45% + 2% x (MU’s level) + (Dex bonus) + (Range modifier)
Range modifiers are:
Very Close (Spell radius) +20%
Close (up to 1/3 range) +10%
Medium (1/3 to 2/3 range) —
Long (2/3 to full range) -10%
If roll is made, targeting succeeds and the spell effects are computed from that origin. If the roll is failed, roll to see how the spell missed
its original target:
Roll D6: 1 means 10% left
2 means 20%
3 means 30%
4 means 10% right
5 means 20%
6 means 30%
If firing over an obstruction (ex: from second rank past the party’s front line) also roll for a high/low (=long/short) miss:
Roll D6: 1 means 10% short/low
2 means 20%
3 means 30%
4 means 10% long/high
5 means 20%
6 means 30%
All distances off target are listed as a percentage of distance to aiming point. If no aiming point is specified on the targeted being/object,
assume the center of the profile facing the spell-caster. If no height is implied by this rule, assume 4’6” above the ground. If roll is
low, measure distance down towards ground and then back towards caster along the ground. If high, measure up, the target body until
out of deflection distance or above body. If spell overshoots top of target assume that it will hit any solid object along a straight line up
to maximum range away. If no such object exists, it will describe a parabola of length twice the distance to target, height of deflection
above aiming point.

22 ©1976–2023 Princeton Simulation Games Union


Clerical System (prayer points)

The following Clerical system was developed by Howard Mahler, with the help of members of the Princeton SGU. The system’s first
version was printed in QQG#1. We are using a slightly modified version of Howard’s May 20, ’77 revision for the convention.

Prayer Point Costs for Clerical Spells

Level of Level of Cleric


Spell 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18
1st 6 4 3 2 2 1 1 1 1 1 1 1 1 1 1 1 1 1
2nd – 10 6 4 3 2 2 1 1 1 1 1 1 1 1 1 1 1
3rd – – – 10 6 4 3 2 2 1 1 1 1 1 1 1 1 1
4th – – – – – 10 6 4 3 2 2 1 1 1 1 1 1 1
5th – – – – – – – 10 6 4 3 2 2 1 1 1 1 1
6th – – – – – – – – – 10 6 4 3 2 2 1 1 1
7th – – – – – – – – – – – 10 6 4 3 2 2 1
8th – – – – – – – – – – – – – 10 6 4 3 2
9th – – – – – – – – – – – – – – – 10 6 4

A Cleric gets a number of Prayer Points per day equal to his wisdom.

©1976–2023 Princeton Simulation Games Union 23


Clerical Spell Tables
Level 1 Level 2 Level 3
* Cure Wounds I * Cure Wounds II * Cure Wounds III
* Prot./Evil I * Prot./Evil II * Prot./Evil III
Bless I * Dispel Undead II * Disp. Undead III
De-Were I Bless II Bless III
Detect Were Water Walk/Self De-Were II
* Purify Food & Water Detect Disease Prayer I
Detect Magic Detect Poison Word of Comm. I
* Detect Evil Detect Water Cure Deafness
* Dispel Undead I Det. Possession Cure Paralysis
* Light Remove Curse
Speak w. Animals Locate Object
Silence 15’ radius Speak w. Dead
Snake Charm * Continual Light
Hold Person

Level 4 Level 5 Level 6


* Cure Wounds IV * Cure Wounds V * Cure Wounds VI
* Prot./Evil IV * Prot./Evil V * Prot./Evil VI
* Dispel Undead IV * Dispel Undead V * Dispel Undead VI
Bless IV Bless V Bless VI
Fire Resistance De-Were III Consecrate I
Cold Resistance Prayer II Suspend Anim./Others
Speak w. Plants Word of Comm. II Cure Feeblemind
Susp. Anim./Self Wat. Walk/Others Cure Insanity
Detect Food Cure Lycanthropy Create Air
Cure Blindness * Dispel Evil Quest
Create Water * Raise Dead Animate Object
* Cure Disease Commune Find the Path
Neutralize Poison Insect Plague Speak w. Monsters
Sticks to Snakes Create Food Conjure Animals

Level 7 Level 8 Level 9


* Prot./Evil VII * Prot./Evil VIII * Prot./Evil IX
* Dispel Undead VII * Dispel Undead VIII * Dispel Undead IX
De-Were IV Consecrate II De-Were V
Word of Comm. III Convert Word of Comm. IV
Fire Resist. 10’ r. Earthquake Permanent
Cold Res. 10’ rad. Aerial Servant * Conjure Angel
Convert Sword Wind Walk Holy Word
* Portal of Justice Control Weather Astral Spell
Blade Barrier * Raise Dead Fully
Word of Recall
Part Water
* Restoration

Starred spells are reversed for chaotics. Neutral clerics may throw either form of starred spells, but at double the cost in ”Prayer Points”.
Neutrals may not throw: Dispel (Control) Undead, Word of Command, Portal of Justice (Injustice), and Conjure Angel (Demon).

24 ©1976–2023 Princeton Simulation Games Union


Explanation of Spells
Spells are listed within each level in the following order. First are those new spells which have Roman Numerals after them. These
are explained first. There’s a basic effect common to spells of the same name; those with higher numbers are stronger, (cost more, and
are gotten by the cleric at higher level). Next are listed the other new spells introduced. Last are the spells from Men and Magic and
Greyhawk.
Cure (Cause) Wounds: Allows the cleric to cure (cause) wounds, depending on the level of the spell, the following number of hit points:
I 1-4, II 2-7, III 2-12, IV 3-18, V 4-24, VI all. If a full turn (10 melee rounds.) is taken to throw the spell, there is no saving throw,
otherwise there is. (May be thrown into combat). Range: 6”.
Protection/Evil (Good): This spell creates a protective sphere of 10 foot radius, which moves with the caster. In the case of neutral
beings, give them a 50% chance of completely ignoring the spell; if they do not ignore it, then treat them as if they were affected. In
the case Undead, the protection/evil is particularly effective; it will keep out those of level of spell+1 automatically, level+2 with saving
throw. In the case of evil creatures, level hit die creatures with no saving throw, and level+1 with saving throw. Beings within the sphere,
if affected, will leave as soon as possible. Those who save against the spell, will not be effected by the same level spell from the same
cleric, that day. The spell will cease to function if the caster dies, but no concentration is needed. Duration: level of caster+ 6 melee
rounds.
Dispel (Control) Undead: (May not be thrown by neutrals.) The spell affects at most (level-1)*10 hit dice of undead. It effects undead
in a 20’ radius of caster, starting with the lowest level of undead. To determine if a particular undead is affected, treat the dispel(control)
as a protection 3 levels lower (with 1/2 hit die creatures counting as 0th level.) The spell lasts for a number of hours equal to the level
of caster, as long as the undead remain within 60’ of the caster (for control). No concentration is needed, and undead under control will
not be affected by a Prot./Evil unless thrown by a Cleric of higher level than the controlling cleric. Dispell (Control) I affects up to 5
skeletons.
Bless: (may not be made permanent) Thrown on someone not in melee, it will add M to his melee bonus (hit probability), and D to his
damage bonus. The benifits are independent of class. I M=5% D=0, II M=5% D=1, III M=10% D=1, IV M=10% D=2, V M=15% D=2,
VI M=15% D=3. Duration: 6+level of caster melee rounds. Range: In direct contact.
De-Were: Depending upon the level of the spell, can turn up to a total of W levels of lycanthropes (were-creatures) back into their
humanoid form. (Note the change in attack and defense capabilities, especially the lack of need for special weapons to now hit them).
They get saving throws, but due to the specialized nature of the spell, they are worse by 4 (20%). W=(spell level*2)+1. Duration 6+level
of caster melee rounds. Area of Effect: a cone 2” long with a base of 2” radius.
Prayer: This spell lowers the saving throw of all within a 3” diameter sphere. (There’s no saving throw vs. Prayer.) For Prayer I they are
worse by 5%, for Prayer II by 10%. Duration: the melee round following the spell. Range ( for the center of the sphere) 3”.
Word of Command: (May not be thrown by neutrals) Depending upon its level, the spell will temporarily raise the charisma of the Cleric
by C, for the purpose of giving one command of appropriate alignment to beings of the cleric’s alignment. In no case will the effective
charisma exceed 19. I C=3, II C=6, III C=9, IV C=12.
Consecrate: Each cleric may consecrate one area to his god. It takes one day. All but followers of that god, will get worse saving
throws. (There’s no saving throw vs. Consecrate) It lasts until dispelled, at which point the cleric may consecrate the same or a new area.
Consecrate I gives -10% in an area of up to 1000 square feet, and up to 30’ high. Consecrate II gives -20% in an area of up to 10,000 sq.
ft., up to 100’ high.
Detect Were: Usable vs. one creature. No saving throw vs. Range: 10”.
Water Walking/Self: May only be cast on oneself. Duration: 6+level of caster melee rounds.
Detect Disease: Will also tell which type of disease. Range: 10”. Duration: 1 full turn.
Detect Poison: Similar to above.
Detect Water: May only be used above ground. Will give the direction of the nearest substantial body of fresh (as opposed to salt) water.
Range: 1 mile per level of caster.
Detect Possession: Detects the presence of a second mind in a body. It will also detect if the single mind in a body is not the original,
but in that case give two chances to save. Range: 10”.

©1976–2023 Princeton Simulation Games Union 25


EXPLANATION OF SPELLS

Cure Deafness, Paralysis, Feeblemind, Insanity: Always works. Must be in direct contact for a full turn.
Fire, Cold Resistance: As the potion (Immunity to normal fire and the wall of fire spell. +2 to saving throws vs. Fireballs and Dragons
Breath involving fire; -1 to each die of fire damage and Balrog immolation.) Dur: 6+level of caster rds. Range: 1” (replace fire w. cold
for cold resistance)
Suspend Animation Self, Others: May only be cast on oneself. (/Others may be cast on anyone, subject to saving throw.) Your body will
be indistinguishable from a dead body to all except a clerical type of level at least equal to that of caster. (Undead will not detect life
force). Caster specifies duration at the time of casting. Maximum duration is a number of full turns equal to the caster’s level.
Detect Food: Food is here taken to mean something that contains some nutritional value, be it alive or dead, plant or animal. Otherwise
similar to the Detect Water spell.
Water Walking/Others: Similar to /Self.
Create Air: Allows the cleric to create enough air for one man to breathe for 6 full turns.
Fire, Cold Resistance 10’ rad.: Same effects as normal resistance, except applies to anyone within 10’ of caster. (Moves with, and dies
with, the caster.)
Convert Sword: It is cast on swords of (assumed) different alignment from the cleric. It will never work on a sword which functions as
a Holy or Anti-Holy sword (or Sacred or Anti-Sacred). A sword may not be converted from lawful to chaotic or vice versa, in one step.
(You must first convert it to neutral.) To determine success, take the greater of the ego of the sword and 7; if you beat that with 2d6 then
you succeed. If you succeed, then the ego of the sword increases to the greater of 7 and the original ego +1. If you fail, it increases to
the greater of 7 and the original ego+2. It takes a full day to convert a sword.
Portal of Justice (Injustice): (Neither form may be thrown by neutrals.) When thrown on a doorway, archway, etc., any chaotic (lawful)
being will have a blue glow around them as they pass through. (No saving throw vs.) Duration: 1/2 hour per level of the caster. Range:
1”.
Both Raise Dead and Commune expend the points they cost for one full week when used.
Convert: It may be thrown on a humanoid in an attempt to change his alignment to that of the cleric. If the change is from chaotic to
lawful or vice versa, then he gets two chances to make his saving throw. Clerics, Paladins, Rangers, etc., are immune. Range: 4”.
Permanent: Similar to the spell for MU’s, but is applicable to clerical rather than MU spells. Also this spell may not be thrown an any
creature, save that the cleric may throw one permanent on himself.
Conjure Angel: (Demon) (This may not be thrown in either form by neutrals.) One will appear, and serve the caster for a number of full
turns equal to his level minus 13. Conjured Angels or Demons may not gate in others of their kind. They will return to from whence
they came, when the spell ends or the caster dies. The strength of the conjured being depends on the level of the caster. At 16th level it
will be Type I, at 18th Type II, at 20th Type III, etc. (See Eldritch Wizardry for the Demons.)
A Cleric is assumed to know all spells that he is able to throw. (Those for which Prayer Point costs are given) Clerical spells have no
preparation round, and go into effect before Magic spells thrown the same round. In order to distract a cleric from throwing a spell, it
is necessary to give him 20% of his remaining hits during the round he is throwing the spell. For a Scroll this rises to 50%, and Scrolls
require no Prayer Points to read.

26 ©1976–2023 Princeton Simulation Games Union


The Tihor Saving Throw System
A character’s saving throw is computed by summing the base value for his level, his class bonus, his racial bonus, and his luck bonus
(luck bonuses will not be used during the convention). This value is further modified by any protection items carried, at the rate of 5x
the total plus of the protection item(s). To save, a character must roll a number less than or equal to his saving throw on percentile dice.
All characters take no. damage on a roll of 00. There is at most a 95% chance of saving.

Level Base Value Bonuses Luck


0 20 Class Bodily Mental Spiritual Luck Plus Effect Luck Minus
1 24 Fighter +10 -10 – 20 20 1
2 28 Magic User -10 +10 – 19 17 2
3 32 Cleric – – +10 18 15 3
4 36 Thief +10 – -10 17 10 4
5 40 Paladin +10 +10 +10 16 7 5
6 43 Ranger +10 – – 15 5 6
7 46 Bard – – – 14 3 7
8 49 13 1 8
9 52 Race 12 – 9
10 55 Human – – – 11 – 10
11 57 Dwarf +10 +5 –
12 59 Elf – +10 +5
13 61 Hobbit +5 – +10
14 63
15 65
16 66
+1 +1

Bodily includes breath weapons and all attacks not included in in mental or spiritual.
Mental includes all attacks on the mind, e.g. sleep, charm, ESP clairvoyance, confusion, fear, phantasmal forces, Geas.
Spiritual includes all clerical spells, Curses, and special attacks by undead, demons, angels, gods and demi-gods.
Credits: Mahler, Rosenberg, Parker, and Mayewski.

©1976–2023 Princeton Simulation Games Union 27


Thieving Tables
While we are using the Greyhawk rules for thieves, three non-Greyhawk tables will be used. Note in particular that a thief must first find
a trap on the table below, and then remove it using the table in Greyhawk. Treat panels as doors below.

Hear Secret Doors Discover Traps


Level Noises Find Shown Find Shown
NonThief 1 1 1+1/2 1/2 1
1-2 1-2 1-2 1-3 1 1-2
3 1-3 1-2 1-3 1 1-2
4-5 1-3 1-2 1-3 1-2 1-3
6 1-3 1-3 1-4 1-2 1-3
7-9 1-4 1-3 1-4 1-3 1-4
10 1-4 1-3 1-4 1-4 1-5
11-12 1-5 1-4 1-5 1-4 1-5
13-15 1-6 1-4 1-5 1-5 1-6
16-20 1-6 1-5 1-6 1-6 1-6
21+ 1-6 1-6 1-6 1-6 1-6

Racial Hobbits Elves Dwarves


Bonuses +1 +1 +1

Each character may make only one attempt to find or be shown a given trap or secret door or panel per day. Only someone who has
previously found the door, panel, or trap may attempt to show it to someone.
Invisible Thieves: While a thief with an invisibility ring must become visible when attacking, he may open doors, panels, climb walls,
etc., while invisible. After stabbing someone from behind (and receiving his multiple damage bonus,) any more attacks upon that person
will not receive the damage multiple, as the “suprise” has worn off. The attacks will only be +10% (+2) from the rear, not +20% (+4)
like the first one. Should the thief decide to “blink out” immediately after his stab, and if the opponent decides to swing at him, his swing
will be at -10% (-2) instead of the customary -20% (-4) for swinging at an invisible opponent.
Thieves may use daggers, swords (if there is no racial prohibition,) and all missile weapons. Multiple damage is only received with
daggers.
Thief’s Level 1-4 5-8 9-12 13-16
Damage Mult. x2 x3 x4 x5

28 ©1976–2023 Princeton Simulation Games Union


The Robert West Curse System
For any curse you so desire Robert West’s mind is so perverse that there is not the need to develop one’s own curse system; just roll
percentile dice for random curses or if you are devious pick your own.
% die Curse
01-05 Monster(s) from table 1-12(roll a D12) attack(s) by surprise.
06-09 Monster(s) from table(s) relevant to area(as wandering monster) attack by surprise.
10-12 Monster(s) from victim’s own table attack(s) by surprise.
13-14 Roll a D12 to determine possibility listed above, but curse will be delayed until the next time character( or party) is in battle.
15 A demon type 1-4 attacks by surprise.
16-19 One-on-one arena battle vs. monster relevant to area (roll as wandering monster).
20-22 As above, but random monster from victim’s own table.
23-24 As above, but vs. a duplicate of victim per mirror of opposition.
25 Roll a D9+15 to get type of arena duel, but curse is delayed until victim(or party) is in next battle.
26-28 A random magical item is lost.
29-30 A random magical item becomes dud/cursed.
31-32 You will fall subject to spells you are immune to by level.
33 You will never make a saving throw, unless(of course) you don’t want to!
34 Take half damage from spoken fireballs, lightning, etc.
35 Scroll of spells–but spells will back-fire. If there is no straightforward backfire, take 6 hits/spell level from explosion.
36 Same as above but applies to all scrolls used.
37 All cures on victim will become causes.
38 -3 to AC and saving throws.
39 Prime Requisite becomes 3.
40 Constitution becomes 3, with a retroactive -1 on each hit die.
41 Charisma becomes 3.
42 Luck becomes 3(-15% to saving throw). Give other appropriate duds.
43 -1 to -3 On all requisites.
44 Lose one experience level permanently.
45 Lose all benefits of race(no effect on humans); or suffer disadvantages of all non-human races.
46 Teleport 5000’ above ground, take 24D6(unless fly, levitate, etc.).
47 Teleport to the most dangerous place in dungeon.
48 Teleport to a remote region(character lost in 1 week w/o teleport.).
49 Teleport to Mars.(Lost in 1 turn w/o teleport).
50 Teleport 1 mile out in sea,if you make it to shore you are safe.
51 Lose the ability to employ spells or magical items.
52 The character becomes a magic drainer. He can neither use magic nor be affected by it. Remove Curse will not work. Any
item coming in contact with him will lose all magical properties.
53 All opponents will save vs. all magical attacks or effects which have a saving throw.
54 If a fighter, his sword will change alignment. If he has no magic sword he will lose all fighter bonuses.
If a MU, he will forget 1 spell of highest level known and take +4D6 damage.
If a cleric, all his cures will become causes and vice verse. This will occur except when employed vs. an enemy/friend.
If a thief, he will lose one ability: 1) mult. damage; 2)climb walls; 3)pick locks; 4)remove traps; 5)move silently and
pickpocket; 6) hide in shadows.
55 Assume gaseous form. Retain cohesion if you make your Spell Survival roll.
56 Turn to water. Can not control movement, but will retain cohesion if you make Spell Survival. Will return to human form
(possibly dead) after one hour. Of course if you fail the Spell Survival roll the body will be a bloody mess.
57 Character will have a 20% chance each time he is involved in melee of going berserk, even if he is not personally attacked
or attacking.
58 Polymorph into a normal-sized 1) ant, 2) beetle, 3) wasp, 4) cockroach.
59 Polymorph as above but into the giant form of the insect, which will attack the party with surprise.
60 Turn to stone.

©1976–2023 Princeton Simulation Games Union 29


THE ROBERT WEST CURSE SYSTEM

% die Curse
61 Paralyzed until curse REMOVED.
62 Insanity for one hour (see INSANITY TABLE.)
63 Contract Advanced Leprosy (see Mummies.) In addition to the CURE DISEASE a REMOVE CURSE is needed or the
disease will recur in 1-4 hours.
64 Victim will fall asleep for 20 - Wisdom in hours (minimum of one hour.) After awakening, until a REMOVE CURSE is
done victim will remember dreams of great pleasures, and will go to sleep in order to regain these dreams in any stress
situation, unless a Spiritual Saving Throw is made.
65 Victim will contract meningitis–fall asleep in one hour and die in Constitution hours unless a CURE DISEASE is thrown.
Once cured a REMOVE CURSE must be thrown or the disease will recur in 12 hours. If the disease recurs the number of
hours that the victim suffered previously is counted off his constitution when determining how long until the victim dies.
66 A random limb (roll as for a Sword of Sharpness) will rot and fall off in one day unless a REMOVE CURSE is thrown.
Each CURE DISEASE will increase the time limit by 6 hours.
67 Blindness as Power Word: BLIND.
68 Deafness as Power Word: BLIND: -10% to hit, 50% chance of spell not going off against anyone.
69 Dumbness per Power Word: BLIND. No power words. Player can not speak.
70 Anestethized as Power Word: BLIND. Reduce chance to hit by 50%. Drawing a weapon takes 4 rounds. Thievish abilities
reduce to nonthief levels for thieves, eliminated for non-thieves. PLAYER IS UNAWARE OF THE NUMBER OF HITS
HE HAS TAKEN.
71 Lose sense of smell as Power-Word: BLIND.
72 Character acquires a malodorous disease which reduces charisma by 6 points (in dungeon negotiations this effects any
negotiator if victim is nearby) and attracts monsters (two rolls per turn.)
73 Anyone or thing not with the victim at the time the curse takes effect will hate the victim as his worst enemy and will attack
on sight unless the observer is within 10 feet of a holy or sacred sword, or makes his Spiritual Saving Throw.
74 Victim begins to shrink at the geometric rate of 50% per full turn. A growth potion or a GROWTH ANIMALS spell will
stop this for 1 turn. After 40 turns the victim dies and the body is gone.
75 The victim grows to 3 times normal height with no increase in Strength or attack. After every hour Spell Survival must be
rolled or he collapses under his own weight. Any blow from a heavy weapon that does 10% of the character’s total hits has
a 50% chance of breaking his weakened leg bones.
76 Ennervation. Treat character as if he had just been raised. Character has 5% of hit points, spell or prayer points, carrying
capacity, and 5% of his normal chance to hit. This increases by 5% each day thereafter for one week and 10% for each day
the second week until the character is fully restored after the 14th day. Not affected by a REMOVE CURSE.
77 Slow all movement and attack by 50%.
78 Acquire “Midas’ Touch”. Everything touched(including dragons) will become gold for the day. At the end of this time
these things will turn to lead.
79 Victim will suffer the number of hits equal to any he deals to an opponent.
80 Normal Mahler poison, no initial saving throw. Remove Curse will not work.
81 Mahler poison, no initial saving throw. If save after 20 rounds or Neutralize Poison, new saving throw must be made after
1 hour, or continue taking damage.
82 Polymorph into a toad. Remove Curse will have no effect but a Dispel Magic will work as vs. a MU20.
83 Character suffers effects of Dust of Appearance.
84 Character suffers twice damage from all attacks(roll twice).
85 All attacks by character do half damage.
86 Character becomes mortally afraid of one type of monster. Unless a morale check(saving throw vs. spiritual) is made upon
encountering such a monster, the character will react as per Fear spell. Types: 1)Giant class; 2)Undead; 3)Flying creatures;
4)Giant insects or animals; 5)Cat types; 6)Dog types; 7)clean-up crew.
87 As above, but unless rationality check(S.T. vs. spiritual) is made, character will go berserk.
88 Roll a wandering monster from the Nth level of the dungeon where N is the level of the victim. Such a monster will hit on
all attacks(unless fighting at a minus) doing maximum damage. The victim will never save vs. an offensive spell and always
save vs. a defensive spell while fighting this monster.
89 Character will, on a roll of six, be monster summoned by a “Wandering Party” to battle a “Wandering Monster”. Note
that the party must be of sufficient level for the MU to summon the victim. Roll every hour until Remove Curse. Being
summoned does not remove the curse.

30 ©1976–2023 Princeton Simulation Games Union


THE ROBERT WEST CURSE SYSTEM

90 Change class.
91 Change alignment per Helm of Law/Chaos.
92 Character will attract monsters on a roll of 5 as well as 6.
93 Character will be surprised thrice as often as normal.
94 “Curse of the Vampire”–the character may never enter a dwelling(i.e. cross a threshold)unless invited in.
95 Character must save or be possessed by an evil demon or MU who will try to destroy the party by attacking with surprise
and at a great advantage. The demon may use spells regardless of the class he is impersonating.
96 Character will be Pensive per Cap of that name.
97 Character will be placed under a Geas or Quest.
98 Time Stop for 2-5 hours.
99-00 Roll twice.

©1976–2023 Princeton Simulation Games Union 31


Magic Item Lists
General Class of Magic Items
01-15 Swords
16-30 Armor
31-40 Misc. Weapons
41-50 Potions
51-55 Wands, Rods, and Staves
56-65 Scrolls
66-75 Rings
76-80 Magical Gems
81-90 Medallions
91-93 “Crosses” (Clerical Class Items)
94-00 Misc. Magic

Swords
01-25 +1
26 +1, Life Drinking*
27 +1, Equalizing*
28 +1, Cancellation*
29-30 +1, Metal Cleaving*
31-36 +1, +2 vs. Shapechangers
37-40 +1, +2 vs. MU’s and Enchanted Monsters
41-45 +1, Locate Object Ability
46-48 +1, +3 vs. Trolls
49-50 +1, +3 vs. Clerics
51-53 +1, +2 vs. Trolls, +3 vs. Undead
54-55 +1, +2 vs. Flyers, +3 vs. Ents
56-57 +1, 2-8 Wishes
58-59 +1, Cursed
60 +1, Sharpness
61-65 +1, +3 vs. Dragons(*)
66-69 +2
70-71 +2, Charm Person
72 +2, Nine Step Drain
73 +2, Energy Level Drainer
74-77 +2, Dragon Slaying (*) (4-40)
78-85 -2, Cursed
86 +2, Vorpal
87-88 +3
89-90 +3, +5 vs. Cold
91-92 +3, +5 vs. Heat
93 +3, +5 vs. Lightning
94 +3, +5 vs. Earth
95 +3, Dancing
96 +4
97 +5
98 Slaying(*)
99 Holy/Sacred
00 Matrix/Mage

32 ©1976–2023 Princeton Simulation Games Union


MAGIC ITEM LISTS

Holy/Sacred Swords
01-20 +2 Sacred
21-35 +3
36-45 +4
46-50 +5
51-70 +2 Holy
71-85 +3
86-95 +4
96-00 +5

Sword Abilities
01-04 Locate Stair Case
05 Treasure Finding
06-25 See Invisible
26-35 Resistance (*)
36-38 Ventriloquism
39-41 Infravision
42-44 Read Languages
45-46 Detect Sloping Passages
47-48 Detect Height/Depth
49-50 Detect Shifting Walls/Rooms
51-54 Detect Magic
55-58 Detect Evil
59-61 Detect Good
62-63 Detect Traps
64-65 Detect Life
66-67 Detect Secret Doors
68-69 Detect Gems
70-72 Detect Metal
73-76 Detect Poisoning
77-80 Detect North
81-84 Detect Enemies
85-88 Detect Undead
89-92 Detect Gold
93 Detect Silver
94 Detect Copper
95-97 Roll Again Twice
98 Roll Again Thrice
99-00 Extraordinary Ability

Extraordinary Abilities
01-04 ESP
05-08 Clairaudience
09-12 Clairvoyance
13-16 Telepathy
17-20 Teleportation
21-24 Telekinesis
25-28 X-Ray Vision
29-32 Illusion Generation
33-36 Levitation
37-40 Fly
41-44 Healing
45-48 Protection +2, 5’ radius
49-52 Strength +1-4, 1-10 turns
53-56 Battle Fury (+1 level/round)
57-60 Spell Turning

©1976–2023 Princeton Simulation Games Union 33


MAGIC ITEM LISTS

Extraordinary Abilities, con’t.


61-64 Regeneration
65-68 Giant Strength (*) 1/day
69-72 Mind Blank 1/day
73-76 Mirror Image 1/day
77-80 Speak Languages 1/10
81-84 Tirelessness
85-90 Magic User Spell (2-7) 1/day
91-94 Clerical Spell
95-95 Illusionist Spell
96-98 Roll Twice
99-00 Roll Three Times

Medalions
01-09 Medalion of ESP, 3” radius
10-11 Medalion of Cowardness
12-15 Medalion of Size Change
16-20 Medalion of Holding
21-30 Medallion Thought Projection
31-36 Amulet vs. Crystal Balls and ESP
37-40 Amulet of Inescapable Location
41-48 Scarab of Protection from EHP’s
49-53 Scarab of Enraging Enemies
54-59 Scarab of Insanity
60-63 Scarab of Death
64-65 Talisman of Lawfulness
66-67 Talisman of Chaos Supreme
68-69 Talisman of The Sphere
70-71 Talisman of Akbar
72-78 Amulet of Protection From Undead
79-85 Medallion of Seeing
86-90 Anti-Sleep Medallion
91-95 “Galileo” Medallion
96-98 Paralyzation Medallion
99-00 Medallion of ESP, 9” range

Crosses
01-40 Cross +1
41-70 Cross +2
71-90 Cross +3
91-99 Dispel Cross
00 Cross of the Gods

34 ©1976–2023 Princeton Simulation Games Union


MAGIC ITEM LISTS

Armor/Shields
01-16 Shield +1
17-31 Armor +1
32-39 Armor and shield +1
40-45 Shield +2
46-50 Armor +2
51-54 Armor and shield +2
55-56 Shield +3
57-59 Armor +3
60 Armor and shield +3
61 Shield +4
62 Armor +4
63 Armor and shield +4
64 Shield +5
65 Armor +5
66 Armor and shield +5
67-69 Armor of Resistance
70 Armor of the Sea
71-72 Buoyant Armor
73 Armor vs. Walls
74-77 Armor of Vulnerability
78 Paladin/Ranger’s Shield/Armor
79 Armor of Etherealness
80-81 Shield of Missile Deflection
82-85 Shield of Missile Attraction
86-89 Shield of Withering
90 Shield of Throwing
91 Shield of the Prophet
92-00 Shield of Reflection

Armor Type
01-60 Plate
61-85 Chain
86-95 Leather
96-97 Scale
98-99 Jousting Plate
00 Cloth/Robes

Miscellaneous Weapons
01-16 Arrows
17-20 Quarrels
21-32 Daggers
33-42 Bows
43-50 Crossbows
51-61 Axes
62-76 Maces
77-87 War Hammers
88-95 Spears/Javelins
96-97 Flails
98 Morning Stars
99 Military Pick
00 Lance, etc.

©1976–2023 Princeton Simulation Games Union 35


MAGIC ITEM LISTS

Arrows/Quarrels
01-38 A/Q +1 (3-30)
39-54 A/Q +2 (2-12)
55-60 A/Q +3 (1-8)
61-64 A/Q of Slaying (1-4)
65-66 A/Q of Direction
67-72 A/Q of Many Shots
73-76 Cupid’s A/Q
77-78 Cursed A/Q
79-80 A/Q of Doom
81-82 A/Q of the Forest
83-84 A/Q of Entanglement
85-86 A/Q of Illumination
87-88 A/Q of Tracking
89-92 Black A/Q of Life Energy Draining
93-98 Flaming A/Q (1-10)
99-00 Enchanted (1-6)

Daggers
01-33 +1, +2 vs. Goblins, Orcs
34-48 +2, +3 vs, Goblins, Orcs
49-63 -2, Poisoned
64-66 Dagger of Ronkel
67-69 Opal Dagger
70-78 Dagger of the Undead
79-81 Dagger of the Ringwraiths
82-87 Winged Dagger
88-99 Cursed Dagger
00-00 Mage Dagger

Bows
01-20 Bow+1
21-40 Elven Bow
41-60 Hobbit Bow
61-80 Cursed Bow
81-00 Bow of Speed

Crossbows
01-18 Crossbow of Speed
19-36 Crossbow +3
37-54 Crossbow of Distance
55-63 Crossbow of the North
64-73 Crossbow of the Lakes
74-79 Crossbow of Etherealness
80-85 Crossbow of Many Shots
86-00 Cursed Crossbow

Axes
01-40 Axe +1
41-60 Axe +2
61-70 Axe +3
71-80 Axe -2, Cursed
81-82 Vorpal Axe
83-94 Axe of Cleaving
95-00 Axe of Twirling

36 ©1976–2023 Princeton Simulation Games Union


MAGIC ITEM LISTS

Flail
01-30 +1
31-50 +2
51-60 +3
61-70 -1
71-80 +4, Cursed
81-96 Entanglement, +1
97-99 Entanglement, +2
00 Level Blasting

Morning Star
01-40 +1
41-55 +1
56-65 +1
66-75 Entanglement, +1
76-80 +1, Fire Ball 1/day
81-85 +1, Snow Ball 1/day
86-95 -2
96-99 +3, Cursed
00 Level Blasting

Military Pick
01-40 +1
41-60 +2
61-75 +3
76-85 -1
86-90 +1,+3 vs. Giant Beetles
91-00 +2, +1 vs. Chain

Lance
01-45 +1
46-60 +2
61-70 +3
71-85 +1, +3 vs. Dragons (*)
86-89 +1, +3 vs. Men
90-90 +2, +4 vs. Dragons
91-95 +1, -4 vs. Dragons
96-98 +1, +2 vs. Horses
99 Dragon Slaying (5-50), +3
00 Holy

©1976–2023 Princeton Simulation Games Union 37


MAGIC ITEM LISTS

Maces/Flails/Morning Stars
01-30 Mace +1
31-48 Mace +2
49-57 Mace +3
58-77 Mace -2, Cursed
78-80 Mace of Disruption
81-86 Mace of the Undead
87-94 Mace of Return
95-00 Mace of Healing

War Hammers
01-45 War Hammer +1
46-72 War Hammer +2
73-81 Returning War Hammer +3
82-83 Lightning Hammer
84-85 War Hammer of Slaying
86-00 War Hammer of Mercilessness

Spears/Javelins
01-20 Spear +1
21-24 Spear +2
25-28 Spear +3
29-32 Cursed Spear of Backbiting
33-40 Javelins of Lightning (2-5)
41-52 Heat-seeking Javelin
63-64 Cold-seeking Javelin
65 Light-seeking Javelin
66-80 De-were Spear
81-00 Spear of Revenge

Wands/Staves/Rods
01-10 Metal Detection
11-15 Enemy Detection
16-20 Magic Detection
21-25 Detect Secret Doors and Traps
26-30 Snowball
31-35 Fear
36-39 Cold
40-43 Paralyzation
44-47 Fireballs
48-51 Lightningbolt
52-55 Polymorph
56-59 Negation
60-62 Staff of Healing (C)
63-64 Staff of the Priest-Kings
65-67 Staff of Commanding (C,MU)
68-71 Snake Staff
72-75 Staff of Striking (C,MU)
76-77 Staff of Withering (C)
78 Staff of Power (MU)
79 Staff of Wizardry (MU)
80-89 Rod of Cancellation
90-91 Rod of Beguiling (MU,T)
92-93 Rod of Absorption (M)
94-98 Rod of Lordly Might (F)
99 Rod of Rulership (all)
00 Rod of Resurrection (C)

38 ©1976–2023 Princeton Simulation Games Union


MAGIC ITEM LISTS

Miscellaneous Magic
01-15 Books
15-17 Balls
18-20 Censors
23-26 Stones
27-29 Braziers
30-33 Bowls/Cups
34-36 Bottles
37-38 Brooms
39-40 Tie Clips and Spices
41-44 Helms
45-47 Carpets
48-50 Drums
51-53 Horns
54-56 Gauntlets
57-59 Girdles
60-64 Cloaks
65-67 Mirrors
68-71 Tridents
72-75 Bracers
76-77 Ropes
78-80 Cusps
81-82 Cubes
83-84 Horseshoes
85-86 Chimes
87-88 Pipes
89-92 Lyres
93-94 Figurines
95-96 Necklaces
97-98 Boots
99-00 Misc. Misc. Magic

Balls
01-20 Crystal Ball
21-36 Crystal Ball w/ Clairaud.
37-48 Crystal Ball w/ ESP
49-60 Crystal Hypnosis Ball
61-64 Sphere of Annihilation
65-80 Balls of Bravery
81-92 Crystal Ice Ball
93-00 Bowling Ball

Bags
01-09 Bag of Holding
10-18 Bag of Tricks
19-33 Bean Bag
34-45 Bag of Transmuting
46-54 Bag of Devouring
55-66 Bag of the Winds
67-90 Lead lined Bag
91-98 Vacuum Bag
99-00 Bag of Protection

©1976–2023 Princeton Simulation Games Union 39


MAGIC ITEM LISTS

Censors Brooms
01-20 Censor Controlling Air Elemental 01-18 Broom of Flying
21-40 Censor Summoning Hostile Air Elemental 19-36 Animated Broom
41-60 Censor Controlling Winds 37-57 Flaming Broom
61-80 Censor of Flight Disruption 58-73 Sweeping Broom
81-99 Censor of Trapping the Unbodied 74-85 Broom of Cleanliness
00 Censor of the Holy Herb 86-00 Witch’s Broom

Stones Helms
01-10 Stone Controlling Earth Elementals 01-25 Helm of Reading Languages and Magic
11-20 Luckstone 26-40 Helm of Telepathy
21-40 Loadstone 41-50 Helm of Teleportation
41-60 Throwing Stone 51-55 Helm of Brilliance
61-75 Stone of Building 56-58 Helm of Ice
76-90 Firestone 59 Helm of Earth
91-00 Stone of Petrification 60 Helm of Air
61-80 Helm of Law (Chaos)
Braziers 81-90 Helm of Dancing
01-16 Brazier of Controlling Fire Elemental 91-00 Greed
17-34 Brazier of Sleep Smoke
35-46 Brazier of Commanding Fire Beings Carpets
47-58 Brazier of Reforging Rings 01-10 Flying Carpet
59-76 Brazier of Attracting Salamanders 11-40 Rug of Smothering
77-00 Brazier of Swallowing Fireballs 41-55 Djinn Carpet
56-65 Portable Hole
Bowls/Cups 66-85 Horse Blanket
01-08 Bowl Commanding Water Elementals 86-00 False Flying Carpet
09-20 Bowl of Watery Death
21-24 Cup of Ackbar Drums
25-36 Cup of Oberon 01-10 Drums of Panic
37-48 Cup of Love 11-25 Drums of Deafness
49-68 Cup of Revulsion 26-55 Talking Drums
69-72 Cup of the Assassin 56-70 Rhumba Drum
73-76 Bowl of Forgetfulness 71-85 Thunder Drum
77-94 Bowl of Delicious Foods 86-00 Elephant Drum
95-00 The Jade Bowl of Purdanim
Horns
Bottles 01-10 Horn of Valhalla-Silver
01-20 Efreet Bottle 11-16 Horn of Valhalla-Bronze
21-40 Flask of Curses 17-20 Horn of Valhalla-Iron
41-50 Jug of Alchemy 21-26 Horn of Collapsing
51-70 Decanter of Endless Water 27-36 Horn of Bubbles
71-90 Beaker of Plentiful Potions 37-40 Horn of Blasting
95-00 The Brazen Bottle 41-48 Horn of Deafness
49-62 Horn of Summoning
63-70 Horn of Silence
71-76 Horn of Healing
77-88 Horn of Plenty
89-98 Fog Horn
99-00 Horn of Animating the Dead

40 ©1976–2023 Princeton Simulation Games Union


MAGIC ITEM LISTS

Gauntlets
01-12 Gauntlets of Dexterity
13-24 Gauntlets of Fumbling
25-40 Gauntlets of Ogre Power
41-52 Gauntlets of Swimming and Climbing
53-68 Mickey Mouse Gloves
69-84 Gloves of Silence
85-87 Gloves of Concealment
88-89 Gloves of Power
90-92 Gauntlets of Removing Traps
93-95 Gauntlets of Picking Locks
96-98 Gauntlets of Strangulation
99-00 Gauntlets of Adhesion

Girdles
01-10 Girdle of Hill Giant Strength
11-17 Girdle of Stone Giant Strength
18-23 Girdle of Frost Giant Strength
24-26 Girdle of Fire Giant Strength
27-28 Girdle of Cloud Giant Strength
29 Girdle of Storm Giant Strength
30-37 Girdle of Gender Alteration
38-60 Girdle of Polymorphism
61-67 Living Girdle
68-80 Girdle of False Strength
81-93 Girdle of False Polymorphism
94 Girdle of Pockets
95 Girdle of Levitation
96 Girdle of Mage Binding
97 Girdle of Protection
98-99 Reducing Girdle
00 Girdle of Reduction

Cloaks
01-10 Cloak of Protection +1
11-18 Cloak of Protection +2
19-22 Cloak of Protection +3
23-28 Displacer Cloak
29-38 Poisonous Cloak
39-50 Elven Cloak
51-58 Wizard’s Robe
59-64 Robe of Blending
65-72 Robe of Eyes
73-82 Manta Ray Cloak
83-86 Robe of Anti-Magic
87-00 Cloak of Horse Control

©1976–2023 Princeton Simulation Games Union 41


MAGIC ITEM LISTS

Tridents Boots
01-07 Trident of Warning 01-12 Elven Boots
08-14 Trident of Commanding Water Beings 13-28 Boots of Speed
14-21 Trident of Submission 29-40 Boots of Levitation
22-35 Trideny of Yearning 41-52 Boots of Travelling & Leaping
36-46 Trident of Fish Control 53-60 Boots of Dancing
47-60 Trident +1 61-72 Boots of Water Walking
61-71 Trident +2 73-84 Boots of Sure Footedness
72-78 Trident +3 85-88 Forty-League Boots
79-89 Trident of Water Breathing 89-00 Diseased Boots
90-00 Trident of The Sea
Chimes
Bracers 01-25 Jeweled Chime
01-17 Bracers of AC=6 26-39 Chime of Opening
18-34 Bracers of AC=4 40-55 Chime of The Pharoahs
35-51 Bracers of AC=2 56-65 Chime of Time
52-68 Bracers of Defenselessness AC=12 66-80 Chime of Light
69-76 Bracers of Poisonous Touch 81-95 Chime of Peace
77-79 Bracers of Energy Storage 96-00 Chime of Enchantment
80-89 Bracers of Protection
90-98 Bracers of Pacifism Pipes
99-00 Bracers of Energy Draining 01-15 Pipes of the Sewers
16-40 Pipes of Pan
Cusps 41-50 Pipes of Sanity
01-15 Cusps of Charming 51-60 Pipes of Diminution
16-30 Cusps of Petrification 61-80 Pipes of Subdual
31-51 Cusps of Elven Sight = See Invis. 81-90 Superior Pipes
52-60 Cusps of Wizard’s Sight 91-00 Pipes of Insanity
61-75 Cusps of Dwarven Sight
76-98 Cusps of Protection Lyres
99-00 Cusps of Knowing Sight 01-08 Lyre of Building
09-30 Fochlucan Harp
Cubes 31-44 Mac-Fuirmidh Harp
01-10 Cube of Force 45-54 Doss Lyre
11-25 Wondrous Enhancer of Jewels 55-60 Canaith Lyre
26-58 Cube of Mimicking Sounds 61-64 Cli Mandolin
59-60 Wondrous Pulverizer of Jewels 65 Lyre of High Degree
61-85 Cube of Radiation 66 Lyre of Higher Degree
86-00 Little House of Tranquil Dwelling 67-76 Lyre of Truth
77-82 Lyre of Sealing
Horseshoes 83-97 Lyre of Stormbringing
01-15 Horseshoes of Speed 98-00 Lyre of the Highest Degree
16-27 Horseshoes +1
28-36 Horseshoes +2
37-42 Horseshoes +3
43-63 Horseshoes of Flight
49-63 Horseshoes of Pacification
64-78 Horseshoes of Endurance
79-00 Horseshoes of Polymorphism

42 ©1976–2023 Princeton Simulation Games Union


MAGIC ITEM LISTS

Books, Scrolls Potions


01-03 Growth
The original con book that was typed and later scanned for us 04-06 Diminution
is missing the page with tables for Books, Scrolls, and most of 07-10 Giant Strength (*)
Decks. The pages were hand-numbered sequentially but those 11-13 Invisibility
tables are missing, so they seem to have been lost before the 14-16 Gaseous Form
page numbering was done. 17-19 Polymorph
Decks (partial) 20-23 Speed
95-96 Cursed Deck of a Few Things 24-26 Levitation
97 Cursed Deck of Several Things 27-29 Flying
98-99 Special Deck of a Few Things 30-32 ESP
00 Special Deck of Several Things 33-35 Delusion
36-39 Healing II
Rings 40-42 Longevity
01-05 Invisibility 43-45 Extra Healing IV
06-10 Mammal Control 46-48 Clairvoyance
11-15 Human Control 49-51 Clairaudience
16-20 Undead Control 52-54 Animal Control
21-25 Polymorph (*) 55-61 Undead Control
26-30 Werecurse (*) 62-64 Plant Control
31-33 E.P. Storing 65-67 Human Control
34-35 P.P. Storing 68-70 Giant Control (*)
36-45 Weakness 71-73 Dragon Control (*)
46-50 Protection +1 74-76 Treasure Finding
51-53 Protection +2 77-80 Invulnerability
54-55 Protection +2, 5’ radius 81-84 Resistance (*)
56 Protection +3 85-88 Heroism
57-58 Freeze Water 89-91 Super-Heroism
59-60 Ignite Fire 92-93 Poison
61-65 Water Walking 94-97 Oil of Slipperiness
66-74 Resistance (*) 98-00 Oil of Etherealness
75-76 Regeneration
77-78 Djinn Summoning
79-80 Shooting Stars
81-82 X-ray Vision
83-84 Spell Turning
85-86 Spell Storing
87-94 Delusion/Contrariness
95-99
00 Wishes/Power Object

44 ©1976–2023 Princeton Simulation Games Union


MAGIC ITEM LISTS

GEMS Sapphires
01-15 Fighter’s Gems 01-16 Commanding Neutral Demons
16-30 Diamond 17-36 Casting Lightning Bolts
31-45 Ruby 37-52 Flaming Weapons
46-60 Opal 53-65 Seeming Innocence
61-75 Emerald 66-70 Obvious Guilt
76-90 Sapphire 71-80 Electrocution
91-96 Pearl 81-95 Invisibility to Infravision
97 Ioun Stone 96-98 Elven Silence
98-00 Deathstone 99 Distant Echoes
00 Changing Class
Diamonds
01-25 Brightness Pearls
26-50 Seeing 01-05 Black
51-58 Attacks upon Owner 06-10 Gold
59-64 Greed 11-15 Red
65-70 Egotism 16-35 Silver
71-78 Explosion 36-40 Pink
79-88 Escape 41-97 White
89-00 Demonic Attack 98-99 Death
00 Great Price
Rubies ** Minian Pearl
01-15 Commanding Fire
16-30 Commanding Chaotic Demons Fighter’s Gem Table
31-45 Casting Fireballs 01-20 Weapon +1
46-60 Melting Metals 21-35 Weapon +2
61-75 Summoning Fire Elementals 36-40 Weapon +3
76-80 Cooking Fire 41-50 Weapon -2
81-87 Infravision 51-65 Defense +1
88-92 Transformation into Monster 66-70 Defense +2
93-00 Fiery Death 71-80 Defense -1
81-00 Resistance
Opals
01-13 Shimmering Shield Fighters Gems and Deathstones appear to be one of the normal
14-26 Polychromatic Illusion gem types. Roll again on the initial gem table, ignoring Fighters
27-39 Arena of Death Gems and Deathstones. If a Fighters Gem is a Gem of Resis-
40-53 Illumination tance (81-00), the specific resistance is determined on the below
54-69 Perpetual Night chart:
70-82 Opening Portals Gem Resistances
83-94 Sealing Portals Diamond - Elementals
95-98 The Light Fantastic Ruby - Fire
99-00 Blindness Opal - Undead
Emerald - Cold
Emeralds
Sapphire - Lightning
01-12 Commanding Water
Pearl - Sea Creatures
13-17 Commanding Lawful Demons
Ioun - Flyers
18-24 Conversion
25-36 Creating Potions
37-48 Opening Portals
49-60 Closing Portals
61-72 Controlling Plants
73-85 The Green God
86-90 Phantasmals
91-96 Icy Death
97-00 Transformation into Monster

©1976–2023 Princeton Simulation Games Union 45


Resistances
Many magical items are listed as Resistance (*). This denotes that they convey some degree of protection, similar to the rings or clerical
spells. Generally they give +10% (+2) on saving throws and -1 point per die of damage where relevant.
01-40 Fire Resistance
41-70 Cold Resistance
71-90 Lightning Resistance
91-95 Crushing Resistance
96-97 Life Energy Drain Resistance
98 Resistance to Demonic Attacks
99 Scrying Resistance
00 Roll twice (or as Protection Scroll)
FIRE, COLD, and LIGHTNING Resistances as +10% and -1 pip per die for magical Fire, Cold, or Lightning, but convey complete
immunity to respectively, ordinary fire, ordinary cold, or normal electrical shocks.
CRUSHING Resistance is intended only to effect being crushed by massive quantities of earth and rock, and will not provide protection
against crushing weapons such as a mace.
LIFE ENERGY DRAIN Resistance gives +10% to the Spiritual Saving throw against Life Energry drains by the Undead.
RESISTANCE TO DEMONIC ATTACKS provides +10% Spiritual Saving Throw and -1 pip/die of damage when attacked by Demons,
Devils, or similar beings.
SCRYING Resistance gives a +10% Mental Saving Throw against any form of scrying (magical surveillance) such as ESP, Clairvoyance,
Crystal Balls, or magical Mirrors.
On a roll of 00 either give two rerolls adding pluses or roll on the scroll table. If a Protection Scroll is rolled give the corresponding
Resistance. If any other scroll is rolled the Resistance is against one specific magical or clerical spell, roll as for a scroll of one spell.

WHEREVER ELSE (*) IS USED


The symbol (*) is used to denote ”Roll among possibilities.” Thus a Sword +1, +3 vs. Dragons (*) will have its special +3, +3 vs. only
one kind (color) of dragons which should be determined by rolling randomly among the dragons of appropriate alignment in proportion
to the number existing in the area where the sword was forged to be used.

46 ©1976–2023 Princeton Simulation Games Union


Explanations of Magic Items

Swords

+1, Life Drinking - This sword is always of Chaotic nature. When a hit is scored the defender loses one energy level and one level is
gained by the wielder. Each time this weapon is thus used there is a 40% chance of the user becoming chaotic. (Possible modifications
include giving the victim a saving throw, having wielder gain number of experience points lost by defender, having sword be effective
only against man-types.)
+1, Equalizing - This sword acts much like the sword of Life Drinking but has the following differences: It may be of any alignment.
When a hit is scored the person of higher level (defender or wielder) loses a level and the person of lower level gains one. A saving
throw is always given the higher level character and the sword is only effective against man-types.
Cancellation - This sword acts as a rod of cancellation, neutralizing all magical items it hits(other swords, armor, etc.). Items (especially
intelligent swords and axes) get saving throws if applicable.
+1, Metal Cleaving - This sword acts as a basic +1 sword against flesh and leather armor but has the ability to split (and thus ruin) magic
armor and swords, as well as any other metal. If the wearer of armor or wielder of sword is hit his items take no damage, but if he is not
hit give the armor or sword a chance to be hit (and thus destroyed). The sword acts as +3 vs. metal. Treat armor as having its own armor
class (plain plate is AC 3, a plain shield AC 4, chain AC 5, +2 plate is AC 1, a plain sword AC 2, a +2 sword is AC 0, etc.). The sword
is also +5 vs. iron golems and rust monsters and is not affected by the latter. Other metal is affected proportionally.
+1, +2 vs. Shapechangers - Shapechangers include all Weres, and anything or anyone utilizing a polymorph or shapechange.
+1, +2 vs. Mu’s & Enchanted Monsters - Enchanted monsters include Elementals, Golems, Invisible Stalkers, Aerial Servants, Djinns,
Efreets, Homunculi, Salamanders (hot and cold), Demons, Angels, and Simulacra. (i.e. things that can be summoned or conjured, for
the most part).
+1, Locate Object - This sword is a normal +1 sword, with the additional ability to cast the Magical spell Locate Object once per day.
+1, +3 vs. Trolls - Against Trolls, including Cave Trolls, this +1 sword becomes +3 in both melee and damage.
+1, +3 vs. Clerics - Same as above, except vs. Clerics and Warrior Priests.
+1 ,+2 vs. Trolls +3 vs. Undead - +2/+2 vs. Trolls and Cave Trolls, +3/+3 vs. Undead, including Skeletons, Zombies, Ghouls Whites,
Wraiths, Spectres, Mummies, Phantoms, Vampires, and up.
+1, +2 vs. Flyers, +3 vs. Ents - Flyers include any creature with the innate ability for winged flight.
+1, 2-8 wishes - This sword functions as a normal +1 Sword, except that the holder may use 2-8 wishes, as per the Greyhawk wish ring
wishes. These wishes should be limited, say, to wild card spells.
+1, Cursed - Can not be put down without a successful Remove Curse spell, and forces the holder to attack all monsters.
+1, Sharpness - This sword is a plus 1 sword, except when in the hands of a Paladin. When wielded by a Paladin, on a score 20% better
than needed to hit, and always or 90% or better, it severs a random limb (including neck). (See note below.)
+1, +3 vs. Dragons - +3 vs. random type of dragon.
+2 - +2 melee bonus.
+2, Charm Person - A normal +2 sword, except that the wielder may cast from 1-3 Charm Person spells per day.
+2, Nine-step draining - The first time this sword scores a 20 on hitting (Parker system), or 96% (Mahler), it drains one level. The next
time it drains 2, then 3, thru 9. After draining 9 levels the sword becomes a normal +2 sword permanently.
+2, Energy Level Drainer - On a critical hit, this sword drains one level from its opponent (subject to saving throw).
+2, Dragon Slaying - Does 4-40 points of damage against a random type of dragon. If a mission sword, its mission will always be against
that type of dragon.
-2, Cursed - This -2 sword forces the wielder to attack all monsters as with the +1 Cursed Sword. A Remove Curse or Wish (see Sword

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EXPLANATIONS OF MAGIC ITEMS SWORDS

+1, 2-8 Wishes above) must be applied before it can be put down. To make this item more entertaining it should probably be given
several powers (high Intelligence).
+2 Vorpal - On a roll of 10% above the basic score to hit or 86% or above in any case it will sever a random limb, first the neck, then any
other limb remaining if the fighter severed can continue to fight. It acts as a Holy Sword in the hands of a Paladin. (See note below.)
+3 - Adds 15% to one’s chance of hitting.
+3, +5 vs. Cold Creatures - This sword adds 15% to hitting probability, except when attacking Cold Creatures (Arctic Wolves, Snowcats,
etc.)
+3, +5 vs. Heat Creatures - Same as above, except vs. Heat creatures
+3, +5 vs. Earth - Same as above, except vs. Earth Creatures (Earth Elementals, Stone and Hill Giants, Dwarves, etc.)
+3, +5 vs. Air - As above, except against “flyers”.
+3, Dancing - After fighting continuously in melee for three rounds, the sword will fight on just as if it was being wielded, for three
rounds, at which time it must be picked up again. The cycle may be continued indefinitely.
+4, and +5 - Add 20% and 25% to hitting percentage, respectively.
Slaying - Acts as a dragon slaying sword, except against one particular random rolled creature.
Holy Sword - Provides complete anti-magic shell within 10’ of wielder (if wielded by a Paladin), but only up to a certain level of spell.
(see table for spell level)
Sacred Sword - As above, but used by Rangers vs. Clerical spells.
Mage Sword - A sword which may be wielded by a Magic User.
Sword Notes - At Dungeon master’s discretion, Vorpal blades and Swords of Sharpness may only sever limbs on a “critical hit”. Charac-
ters may pick up any sword (suffering d6 of damage per difference in alignment, double for Holy and Sacred), but may only use abilities
of a sword in their alignment. (The plus inherent in a sword may be used by anyone.) Note that the abilities listed above are independent
of abilities a sword may possess as a result of its intelligence.

Sword Abilities

Locate Stair Case - This ability allows the wielder to locate any Stair Case within 120’, as per detect spells.
Treasure Finding - Gives direction of nearest treasure, as well as distance. (Effective up to 360’). Treasure is defined as over 5000 worth
of precious metals and gems.
Resistance - Gives resistance to one of the four elements. (+2 on saving throw, -1 on each die of damage.)
Ventriliquism - Allows the wielder to project his voice, as per the spell.
Infravision - Allows the wielder to see as if he had infravision.
Read Languages - As per spell.
Detect Sloping Passages, Shifting Wall/Rooms, Traps, Secret Doors - Adds 2 (on a d6) to wielder’s roll to find any of the above.
Detect Height/Depth - Will give elevation to any nearby point within sight.
Detect Magic - As per spell.
Detect Evil - As per spell. (Evil)
Detect Life - As per spell.
Detect Gems, Metal, Gold, Silver, Copper - On a roll of 1-4 (d6), this ability detects if any of the above are within 120’, and will give
type and value of any that are held up to the sword.
Detect North - Will point out North to the wielder.

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ARMOR/SHIELDS EXPLANATIONS OF MAGIC ITEMS

Detect Enemies - Will detect Mal-intent to the wielder, subject to saving throw.
Detect Undead - Will reveal the direction of any undead within 120’.
Abilitv Notes - Number of, or limitations on, above abilities (i.e. 3/day, un-limited, 1/day) are left to DM discretion.

Extraordinary Abilities

ESP - As per the spell, and Medallion.


Clairaudiance, Clairvoyance - As per spell and potion
Telepathy, Teleportation - As per Helms and spells.
Telekinesis - As per spell thrown by a 10th level MU.
X-Ray Vision - Allows wielder to see through non-leaded or magic resistant walls, as per ring.
Illusion Generation - Allows creation of non-harmful illusions by wielder of the sword.
Levitation - Allows wielder to Levitate as if he had Boots of Levitation.
Fly - Allows wielder to Fly at 18” when desired.
Healing - Gives 1 Cure Light per hour, up to 6 per day, usable only by wielder.
Protection +2, 5’ radius - As per ring. Adds 2 to Armor Class and Saving Throw of everyone within a 5’ radius of the sword.
Strength - Adds 1-4 to the strength of the wielder for 1-10 turns, once per day.
Battle Fury - Adds one level to fighting ability for each consecutive round used (up to 10), as well as 10% per round to wielder’s chance
of not stopping until killing everyone in front of him.
Spell Turning - Will turn percentile of any spell (Roll for either magical or clerical). Note: Does not turn fingers.
Regeneration - As per ring.
Giant Strength - Gives wielder strength of 1 type of Giant once per day for 10 rounds.
Mind Blank - As per spell, once per day.
Mirror Image - As per Spell, once per day.
Speak Languages - Sword will speak all languages.
Tirelessness - Wielder will never become tired or weary from continued physical exertion.
Spell - Allows 1 spell, (roll for Clerical or Magical), of level 2-7 (roll d6+1) to be cast 1/day.

Armor/Shields

Armor of Resistance - This armor imparts one clerical resistance to the wearer, as per the ring version. It is +1 armor.
Armor of the Sea - This armor and helmet may be sealed so that the wearer may remain underwater or out of contact with the outer air
for up to 12 hour. This armor is buoyant due to air pockets, unless weights are used. This armor is magic, but has no plus.
Buoyant Armor - This armor has air pockets, so may keep itself and its wearer afloat. It cannot be sealed for underwater use. This armor
is +1.
Armor vs. Walls - When wearing this armor the wearer may pass with safety through a wall of flames and safely burst through magically
conjured walls of ice, stone and iron. If magic walls from “War of the Wizards” is used, the wearer may also destroy or pass through
these walls.
Armor of Vulnerability - As per book. (Grayhawk 47.)

50 ©1976–2023 Princeton Simulation Games Union


EXPLANATIONS OF MAGIC ITEMS ARMOR/SHIELDS

Paladin’s Armor - This is the only aligned armor being either Lawful or chaotic, hits taken by differing alignments being the same as
swords. The armor acts as simple +2 unless worn by a Paladin, in which case it gains the following powers: the armor may be made to
glow with a bright light giving -3 to opponent’s morale dice, dispelling shadows, turning trolls to stone, temporarily blinding opponents
of less than three dice. The armor also increases morale of allies by 3, and adds 2 to the paladins effective charisma.
Paladin’s Shield - This is the only aligned shield, behaving in all ways as a lawful or chaotic sword in respect to giving damage or
controlling wielder. (It has intelligence and ego). It acts as a +2 shield, but when worn by a paladin it adds 1 to his effective charisma,
-1 to morale dice of opponents, and will change its face to display any emblem or emblazoning (i.e. the Paladin’s). It can also produce
a blinding light (enveloping darkness) causing all within it to fight at -1 (-5%) if of opposed alignment or leaning and facing other than
away from the paladin. The light can also be channeled into a beam (target as a spell) which will blind an evil (good) opponent (-50%
saving throw) and do 4D6 damage (ST-10%). Blindness from shield lasts 2D8 Melee rounds.
Ranger’s Armor - This is unaligned leather armor which when worn by a Ranger has the virtue of permitting him full tracking, movement
and spell casting abilities combined with protection equal to AC 2 (w/shield, AC3 w/o).
Ranger’s Shield - This unaligned shield permits full spell casting abilities when used by a Ranger. It may carry a plus.
Armor of Etherealness - As per book. (Greyhawk p.47)
Shield of Missile Deflection - This shield, above and beyond its normal plus, has a plus 2 bonus against missiles.
Shield of Missile Attraction - As per book. (Greyhawk p. 47)
Shield of Withering - When grasped, this shield causes the arm of the grasper to wither and fall off if saving throw is failed. If throw is
made, the shield will act as any other of the magic shields and benefit the user permanently (he need never make his saving throw again
because of the shield, but others who may grasp it are in danger).
Shield of Throwing - Besides acting as a standard +1 shield, this item may be thrown, and owing to its sharp edge it causes 1-10 hits if
it hits. Against leather of less (AC7) the shield has a 10% chance of severing the neck of the victim (i.e. on a 91 to 00). The shield has a
90% chance of returning to the thrower, who during that melee round may use another weapon to fight (although without the protection
of the shield).
Shield of Reflection - Both sides of this shield are polished to such brilliance that Medusae, vampires, Catoblepas, amphisbaenae, etc,
become victims of their own stares. The shield is also excellent for use as a reflection signaler outdoors.
Shield of the Prophet - This aligned shield permits Clerics to throw spells while wielding it. When used hy a Prophet of the correct
religion, it has other abilities. This shield may have a plus.

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MEDALLIONS EXPLANATIONS OF MAGIC ITEMS

Medallions

ESP - As per spell, 3” range.


Medallion of Cowardice - Wearer will run away in a combat situation.
Medallion of Size Change - Allows Wearer to vary his size from 10 times to 1/10 of his size.
Medallion of Holding - Wearer may put up to 5000 GP item (less than 2’ on any side) into an inter-dimensional space in this medallion,
and 1/week may switch it for another item no more than 3’ away.
Medallion of Thought Projection - Functions as an ESP medallion on a roll of 6, or when tried for the first time. Otherwise projects the
wearer’s thoughts to a random person nearby.
Amulet vs. Crystal Balls and ESP - Complete protection versus Crystal Balls and ESP, except on a roll of 6 (on a d6).
Amulet of Inescapable Location - Appears to be Amulet vs. Crystal Balls, but allows the wearer to be located easily by these devices
(i.e. no saving throw).
Scarab of Protection from EHP’s - Will absorb 1-12 Fingers (including full fingers) of Death from Evil High Priests.
Scarab of Enraging Enemies - All enemies within a 6’ radius are enraged when it is uncovered. Roll 2d6 to determine their actions for
the next 6 melee rounds:
2-5: Attack each other
6-8: Do nothing
9-12: Attack user’s party.
This item has up to 24 charges.
Scarab of Insanity - As above, except for 12 turns.
Scarab of Death - Appears to be any other Scarab, but turns into a burrowing monster when worn, which will kill wearer in one turn with
no saving throw.
Talisman of Lawfulness - This Silver Medallion will allow a Lawful Cleric to sink an Evil High Priest to the center of the Earth (Subject
to saving throw, no ressurection). This item has up to 7 charges, and will give 5-50 hits if touched by an Evil High Priest, and 5-30 hits
if touched by other than a Lawful Cleric.
Talisman of Chaos Supreme - Has up to 6 charges and is the exact opposite of the Talisman of Lawfulness.
Talisman of Akbar - Worth 75,000 GP by itself, and only usable by Dervishes, Rangers and Paladins, in combination with the cup of
Akbar (see Cup of Akbar).
Amulet of Protection from Undead - Protects wearer from undead drains and Disease caused by Mummies. (not against physical dam-
age).
Medallion of Seeing - This medallion allows the wearer to see infravision and invisible through it. The wearer may wear this medallion
on his back and see behind him or may see again through it if he is blind.
“S” Medallion - This medallion makes the wearer immune to being slept.
“Galileo” Medallion - This medallion makes the wearer immune to all Clerical spells, and as he does not believe in Gods he is unwilling
to remove it. The wearer becomes contemptuous of all religions.
Paralyzation Medallion - When worn, this medallion paralyzes the wearer (subject to saving throw). A remove curse is necessary to
re-animate the wearer.

Crosses

+1, +2, +3 - These crosses add their pluses in level to any control (dispel) undead spell thrown by the bearer. They will also add to
Protection spells thrown by the bearer.
Dispel Cross - A +2 cross that will also dispel any Undead that would normally be protected against.

52 ©1976–2023 Princeton Simulation Games Union


EXPLANATIONS OF MAGIC ITEMS BALLS

Cross of the Gods - This +4 cross not only acts as a dispel cross, but also has an intelligence of 12 and increases divine intervention rolls
for all gods of the appropriate alignment. The cross adds 20% plus level of cleric to call to cleric’s god and decreases retribution by 10%.
For other gods of members of the clerics party, the numbers are 10%/5%.

Balls

Balls of Braverv - This matched pair of crystal balls protects the user from all fear spells and keeps his morale at a maximum. They are
useless when separated.
Crystal Ice Ball - Through use of this ball the user controls all cold based creatures (subject to saving throw). This ball also allows user
to freeze water instantly.
Bowling Ball - This ball may be rolled down a corridor (or other smooth surface) and it will knock all victims in its way off their feet
and doing 1-6 hits besides. Especially effective against fighters in plate.

Bags

Bag of the Winds - When opened, this bag releases a tornado-type wind which can be controlled and directed by the user. This wind
may be treated as a djinn whirlwind and lasts 4 m.rounds. Usable once per day.
Lead-lined Bag - Magic may not be detected through this bag. X-ray vision, wizard’s eye, etc., do not work through it.
Vacuum Bag - When opened, this bag, which contains a high vacuum, will draw in any mass of less than 1500 GP within 20’ (including
possible the opener, especially if he does not suspect the nature of the bag). Those drawn in are annihilated. Usable once per day.
Bag of Protection - Protects items stored inside from fireballs, snowballs, etc.

Censors

Censor Controlling Winds - This censor allows user to change direction and speed of wind within 1/2 mile. Speed may be increased to
no greater than light gale force.
Censor of Flight Disruption - This censor may be used to bring down any flying or levitating being. The victim will fall 50’ per melee
round, not fast enough to cause any damage. Usable against only one being at a time.
Censor of Trapping the Unbodied - This censor may be used to entrap up to 3 wights, wraiths, spectres or gaseous vampires who fail
to save vs. magic. The censor is also effective against all gaseous beings. The contained beings must be released before more may be
entrapped.
Censor of the Holy Herb - When used, will cause everyone within 10’, subject to inverted mental saving throw, to sit down and commune
with Satavia. Usable once per day.

Stones

Throwing Stone - This stone may be used as a weapon being +3, +5 vs. cat-like creatures. It has a 60’ range and return when being used
by a hobbit. (Does 1-3 +3 damage.)
Stone of Building - When commanded, this brick will become a wall of dimensions equivalent to that of a wall of flames from a helm of
brilliance. This wall is equivalent in strength to the wall of stone spell and may be brought down only by grasping the correct stone in
the wall.
Firestone - This stone throws 1 4-die fireball per day.

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BRAZIERS EXPLANATIONS OF MAGIC ITEMS

Stone of Petrification - This object has two states, stone and flesh. If it is touched in its stone state it will turn toucher to stone if he fails
to save. The stone will then turn to a greyish block of flesh which may be used to turn any petrified person back to flesh after which the
block will return to its stone state. The flesh brick will turn any stone up to 10’ x 10’ x10’ to flesh and turn a stone golem to a flesh one.

Braziers

Brazier of Commanding Fire Beings - Same as Crystal Ice Ball, except for fire-based creatures.
Brazier of Reforging Rings - A magic user or armorer of the 6th level or more may use this brazier to melt a magic ring and reforge it
into another. There is a 45% chance for the desired ring, 20% chance for a ring of the opposite nature, 20% chance for a random ring,
15% chance for a non-magical ring. A ring may be reforged only once.
Brazier of Attracting Salamanders - When lit, this brazier will summon a cold-based salamander who will attack the user. Any other
salamanders within 500’ will also come and take up the attack.
Brazier of Swallowing Fireballs - Any fireball thrown at the user of this brazier has an 85% chance of being harmlessly swallowed.

Bowls/Cups

Cup of Oberon - This cup pours forth a liquid which is 1) a healing and refreshing potion for elves (cures 2-7 hits), 2) wine for men and
hobbits, and 3) vinegar for dwarves.
Cup of Akbar - Use with Talisman of Akbar is described in Strategic Review #II,2.
Cup of Love - This cup causes the person who drinks from it to fall in love with the first person of the opposite sex that he sees.
Bowl of Delicious Foods - This bowl will dispense delicious foods, including fruits, meats, nuts, etc. which will stop or pacify a pursuing
monster thus: Non-intelligent beings 95%, semi-intelligent 75%, intelligent 45%. The food also adds +3 to negotiation dice for all who
eat of it.
Cup of the Assassin - Once per day the cup may be used to make a ”Mahler type” poison. (d6 surge, 1 hit per round, saving throws
before the surge and every 20 rounds until dead.) This poison may be mixed with a drink un-noticed.
Cup of Revulsion - The person who drinks from this cup is caused to despise, distrust and generally dislike the first person he sees.
Bowl of Forgetfulness - Any magic-user looking into this bowl shall lose 1 level of spell casting every 10 M.Rounds, with saving throw
applicable every level. Until a saving throw is made, the magic-user is hypnotized and can not look elsewhere. Spell levels may only be
regained by the magic-user, when going up levels to an ordinarily non-spell level level.

Bottles

The Braxen Bottle - Described in Strategic Review

Brooms

Flaming Broom - This broom may be lit by any flame to produce a pyrotechnics display equivalent to the spell.
Sweeping Broom - When user attempts to sweep his speed is increased, allowing him to easily sweep away centipedes, spiders, pocket
Armenians and any other small objects or creatures. Dust of appearance or disappearance is also easily swept away.
Broom of Cleanliness - Through use of this broom a chambermaid may be summoned who will not only clean up any unwanted filth but
also has control over all members of the clean-up crew monsters. Although the chambermaid will not, for instance, battle a dragon she
will easily clean up green slime or yellow mold, send a carrion crawler on its way, etc.

54 ©1976–2023 Princeton Simulation Games Union


EXPLANATIONS OF MAGIC ITEMS HELMS

Witch’s Broom - When used by a witch, this broom acts as a staff of power with the additional powers of flying and polymorphism. All
others who touch it are turned to toads if they fail to save.

Helms

Helm of Ice - As Helm of Brilliance, but adds to Snowballs, causes Wall of Ice, extinguishes fires, etc.
Helm of Earth - As Helm of Brilliance, but adds to negotiation dice with earth creatures, creates wall of stone, etc.
Helm of Dancing - This helm causes the wearer to dance continually. His boots become tap shoes resulting in a great deal of noise. The
helm may not be removed but will not operate within 10’ of a paladin with a holy sword. The wearer may fight or cast spells while
dancing and may dance up walls or across ceilings.
Helm of Greed - The helm increases the greed of the wearer by +2. The wearer can distinguish all types of metals and and the value of
gems. When worn the helm seems golden studded with gems as a helm of brilliance and wearer will never willingly part with it. There
is a 10% chance that any person who sees the helm will attempt to kill the wearer if he lawful (the viewer), 40% if neutral and 85% if
chaotic. Add 10% to Dwarves’ roll.

Carpets

Djinn Carpet - This carpet is actually a djinn who may be summoned 2-5 times after which he is freed.
Horse Blanket - When used as a horse blanket this carpet acts as horseshoes of speed; doubling the horse’s speed. Beyond this, the
blanket also doubles the speed of any steed; be it pegasus, camel, dragon or whatever.
False Flying Carpet - This carpet acts as a flying carpet but has a 25% chance each flight of ceasing to work at a random time.

Drums

Talking Drum - With this drum a person can send messages up to 40 miles provided there is a person who is familiar with the ‘language’
there.
Rhumba Drum - When played, this drum causes all human-types within earshot who do not save vs. magic except the player, to begin
dancing. A dancer can not attack or flee, being entirely involved in his dancing. He does, however get another saving throw every 1-10
m.rounds and is freed when playing is ceased.
Thunder Drum - When played, this drum causes a violent thunder storm to appear within two turns. Usable outdoors only.

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CHIMES EXPLANATIONS OF MAGIC ITEMS

Chimes

3ewelled Chimes - Although magic may be detected on these chimes and they are worth 30,000 g.p. they will shatter and become
worthless if rung.
Chimes of the Pharoahs - When rung, this chime causes 6 mummies to appear and attack the ringer and his party.
Chime of Time - When rung, this chime has the same effect as a time stop spell. There is, however a 10% chance each time it is used
that it will instead transport the ringer and all others within 10’ to a different time.
Chime of Light - When rung, this chime gives off continuous light which remains until the chimes is rung again. Equivalent to a magic
user’s continual light.
Chime of Peace - When rung, chime silences all argument among a party (the players themselves) and allows the ringer to make the
decision himself. Usable twice per expedition. The effect of this chime is to give the ringer such incredible charisma (noticed only by
his party) that all members of his own party will obey.
Chime of Enchantment - When rung, this chime enchants any mithril armor or shield +1. Usable once per month. The armor or shield
must be solid mithril forged by at least a 6th level armorer. For each 2 levels above 6th, the armorer may manufacture armor which will
take an additional +1 enchantment, up to maximum +4. Ringing this chime near a mithril weapon enchants it giving it the ability to hit
as a magic weapon but giving it no bonus.

Pipes

Pipes of the Woods - By playing these pipes, a person may communicate with any bird-type as a speak with animal spell.
Pipes of Sanity - When played, these pipes cause all insane, charmed, held, and otherwise mentally controlled or deranged people to be
returned to normal.
Pipes of Diminution - By playing these pipes, the user may shrink giant insects and animals (only those whose name contains the word
“giant”) back to normal size if they fail their saving throw. These pipes have no effect on Giants. (i.e. Hill, Stone, Frost, etc.)
Pipes of Subdual - When played while an attempt is being made to subdue an enemy, these pipes increase the chance of successful
subdual by 30% per melee round, subject to saving throw.

56 ©1976–2023 Princeton Simulation Games Union


EXPLANATIONS OF MAGIC ITEMS LYRES

Superior Pipes - These pipes drown out, and thus render ineffective, all magic items which function through sound such as horns, chimes,
drums, lyres, and other pipes which are played during the same melee rounds. The high pitch of sound emitted from these pipes gives
the user a 5% chance each melee round that it is used of becoming permanently deaf, however.
Pipes of Insanity - When played, these pipes cause instant insanity to befall all within hearing range, including the player, who fail to
save VS. magic.

Lyres

Lyre of Truth - When played, this lyre causes all who listen who fail to save to tell only the truth and answer all questions asked of them.
Lyre of Sealing - When played, this lyre lays an enchantment on any door equivalent to a hold portal spell. In addition, this harp seals
doors, cracks, panels, etc. air and water tight for up to one hour, after which another round of playing is needed to reinforce the spell.
Through use of this lyre such feats as creating a seaworthy boat out of driftwood or sealing a tent from the effects of poisonous gas may
be accomplished. Note that at least 80% of the surface area must be real material.
Lyre of Stormbringing - When played, this lyre causes a tremendous gale (with lightning) to form within 5 turns. The gale will last as
long as the lyre is played, Usable outdoors only.
Angel’s Harp - This harp causes the player to become instantly lawful and his soul immediately ascends to heaven. No saving throw and
no resurrection.
Fochlucan Harp - (Strategic Review)
Mac-Fuirmidh Harp - (Strategic Review)
Doss Lyre - (Strategic Review)
Canaith Lyre - (Strategic Review)
Cli Mandolin - (Strategic Review)
Lyre of High Degree - Has all the abilities of the preceding four harps, as well as allowing the using Bard to cast spells as if he were one
level higher.
Lyre of Higher Degree - As above, but adds two Bard levels to spell casting ability, and may only be used by Bards of 7th college.
Lyre of the Highest Degree - As above, but adds three Bard levels to spell casting abilities, and may only be used by Bards of the highest
college.

Figurines

Figurine of the Creature - Figurine of a monster, which, when placed upon the ground will serve the user for one task (battle, etc.). Note
that on a re-action roll of 2 (on 2d6) the monster will attack the user.
Figurines of the Gods - There are as many different types of these figurines as there are gods. Possession of one of these figurines by a
God’s follower increases his divine intervention call by 2-12%, and decreases retribution roll by 3-18%. Note that any character may be
the follower of only one God which he picks when he reaches second level and he may not change gods unless he changes alignment. If
touched by anyone other than a follower of the God, these figurines cause damage depending upon the alignment, following and nature
of the person.
Figurine of Life Energy - These figurines may be used to store life energy as a magic jar by the user once per month. Note that this
figurine may be already occupied.
Figurine of Service - It can turn into a fighter, magic user, cleric, and thief each once only. Each time it will be of level 2-5 (d4+1). Roll
each time. It will serve for one day, and then revert to being a figurine. After the fourth use, it turns to dust.
Figurine of Truth/Untruth - It has the use of ESP, clairaud., clairvoy., and X-Rays to determine information. The catch is that it only
answer one question per day. It will tell the truth 2/3 of the time and lie 1/3 of the time.

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NECKLACES EXPLANATIONS OF MAGIC ITEMS

Figurine of Untruth/Truth - Same as Figurine of Truth/Untruth, but lies 2/3 of the time, and tells the truth 1/3.
Figurine of Ego Switch - The person who picks this up finds his mind inside the figurine, while the ego that was in the figurine is now
in the body. (No saving throw vs. this). Roll as you normally would on that level of the dungeon, in order to determine the human type
the ego belonged to. Take particular note that the ego could be of any alignment or level. (Even a lawful who had been trapped in there
for a long time, would be willing to let someone else take his turn at it). Now the person trapped in there can switch places with anyone
new who touches the figurine. The one thing to remember is that the ego that had been in the figurine has no axe of his own to grind,
although he may, depending on his alignment, not want anyone else to find out what happened, and thus may not want anyone else to
touch the figurine.

Necklaces

Necklace of Pearls - This necklace is made of one of each of the pearls listed in Blackmoor.
Necklace of Safe Landings - This necklace allows the wearer to fall safely from any height.
Necklace of Languages - This necklace allows the wearer to speak any human language (but not monster or animal languages). Under-
standing these languages is another matter entirely.
Necklace of Pure Breath - This allows the wearer to breathe poisoned, smoked, or otherwise impure air harmlessly.
Rosary of Prayer Beads - (Strategic Review)

Misc. Misc. Magic

Net of Powerlessness - When entrapped in this net, a magic-user will find his spell points completely drained. The points must be
recovered in a normal manner. (i.e. sleep).
Wings of Death - Appear to be Wings of Flying, but at the first opportunity will kill the user.
Asperger of Baptism: Law (Fire the Arquebusiers).
Asperger of Baptism: Chaos (Fire the Arquebusiers).

Horns

Horn of Deafness - This horn causes all victims within 50’, including the player, to become deaf for one day. (subject to saving throw.)
Horn of Summoning - When blown, this horn summons one random monster from table appropriate to Level of Dungeon where placed,
who will aid or attack the summoner, depending on alignment, etc.
Horn of Silence - When this horn is blown it has the same effect as a silence spell.
Horn of Plenty - From this horn a constant flow of fruits and vegetables may be poured. It makes a great centerpiece at Thanksgiving.
Fog Horn - When blown, this horn spews forth thick black fog which quickly spreads and obscures vision for all.
Horn of Healing - When blown toward a diseased victim, this horn instantly cures him. Each time it is used, there is a 3% chance that it
will shatter.
Horn of Animating the Dead - Animates dead per the spell, when blown. Usable once per day.

58 ©1976–2023 Princeton Simulation Games Union


EXPLANATIONS OF MAGIC ITEMS GAUNTLETS

Gauntlets

Mickey Mouse Gloves - When worn by an animal of approximately human size these gloves give the animal full dexterity as if he had
human hands.
Gloves of Silence - When worn, the index fingers of these gloves may be used to stop up one’s ears to resist the effects of a horn of
deafness, harpy’s song, lamia’s whistle, etc.
Gauntlets of Strangulation - These gauntlets act like gauntlets of ogre power, but in stress situations there is a 30% chance that they will
force the wearer to attack and attempt to strangle a member of his own party. Strangulation can be stopped only by killing wearer; sleep
and charm having no effect in this situation. Strangulation takes the victim’s constitution in melee rounds minus ten but at least two
rounds. Once these gauntlets have shown their true nature they may only be removed with a successful remove curse spell.
Gloves of Concealment - Adds 10% to a thief’s base chance of palming an item.
Gloves of Power - When hit by these gloves, the opponent is affected as if walking through the appropriate elemental wall. (Roll for
type, as Sword Resistances.) When worn by a Magic-User, adds 1 to each die when throwing spells of that element.
Gauntlets of Removing Traps, Picking Locks - Adds 10% to a thief’s normal chance of performing that ability.
Gauntlets of Adhesion - These will appear to be some other type of gauntlet, until they reveal their true nature. When touching a stone
object, there is a 1/6 chance they will adhere for 2d6 melee rounds. Require remove curse as vs. 20th level MU or Cleric.
Strangler’s Gloves - Will strangle an opponent in 1 1/2 minutes, or 3 melee rounds, and may not be removed except as breaking a wizard
lock. (Killing the user does not remove the gloves.) Anyone attempting to remove the gloves, except the person being strangled, the
person strangling, or a Magic-User throwing a knock, will have a 50% chance of breaking the victim’s neck. Note that the user may only
stop strangling someone if he rolls to break a wizard lock, and may only pull his hands out of the gloves while strangling someone by
risking a 50% chance of breaking his fingers (-10 dex). Any weapon used while wearing the gloves will be -1 on damage.

Girdles

Girdle of Polymorphism - This girdle allows the wearer to change form once per day. Once in this new form, he must stay such for the
rest of the day. The girdle has the same abilities and limitations as a polymorph self Spell. There is a 10% chance that the user will
become a random creature instead of the one which he desires.
Girdle of False Strength - This girdle appears and acts as one of the girdles of giant strength, but each time the girdle’s strength is used,
the wearer loses one point of strength. When he is down to no strength points, he becomes a shadow.
Girdle of False Polymorphism - This girdle acts as a standard girdle of polymorphism, but there is a 40% chance each time it is used that
the user will be permanently polymorphed into a random creature.
Living Girdle - When worn, this girdle becomes a horrible constricting snake which will crush the life from the wearer in 7-12 m. rounds
if a remove curse is not thrown or oil of slipperiness applied.
Girdle of Pockets - This girdle has 20 pockets, each of which may hold anything that can be held in the hand. Any one can be removed
quickly if a roll against a person’s dexterity is made. Items held do not add to encumbrance, and being in another plane are treated
similar to items in a portable hole.
Girdle of Levitation - As Boots of Levitation, except that the user must keep one hand free to control the girdle.
Girdle of Mage Binding - Prevents a magic-user from throwing spells and drains all his spell points into itself, where it may be used in
conjunction with Mage Chain to power magical devices. Requires a Remove Curse to remove,
Girdle of Power Storage - Can be removed and still store spell points, but on as many as the magic-user has.
Note: Under a constant spell point system (i.e. Mahler as opposed to Tihor), if a higher level magic-user puts on a girdle filled by a
lower level magic-user, the spell points stored are reduced by the ratio of their levels.
Girdle of Protection - As per Bracers of Protection, but in addition protects the genitals from radiation.
Reducing Girdle - Causes wearer to lose weight down to what is healthy for his size.

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CLOAKS EXPLANATIONS OF MAGIC ITEMS

Girdle of Reduction - Allows wearer to shrink up to 1/10 of normal size.

Cloaks

Robe of Anti-Magic - This robe makes the wearer immune to all magic spells but also renders all magic items touched non-magical and
does not allow magical (or clerical spells) to be thrown.
Cloak of Horse Control - Woven of magical straw, this cloak allows the wearer to control any hay eating animal including cattle, sheep,
unicorns, pegasi, deer, and of course horses. Only one animal may be controlled at a time and he gets a saving throw.
Manta Ray Cloak -(Blackmoor).

Ropes

Trick Rope - With this rope, the user may perform the Rope Trick once per day (same as spell).
Snake Rope - When thrown out this rope breaks into 4 snakes, each having 3 hit dice. They inflict 1-6 on a hit and thereafter 1-8 hits per
melee of constriction. Any snakes killed may not by used again.
Tight Rope - When thrown across a pit or chasm, this rope stiffens and flattens out, making a solid bridge up to 50’ long.
Strangler’s Rope - Like Strangler’s Gloves, but if used in close proximity does not have Wizard Lock ability. May be used as a thrown
rope, and will strangle on a critical, but if used this way by an un-trained person, will have a 1/3 chance of returning on the user.

Mirrors

Mirror of Holding - Magic items are not reflected by this mirror, making identification easy, If, however, the magic item is touched to
the mirror, it disappears from the holder and appears in the mirror. If the same person who placed the item in the mirror touches it again,
he regains possession of the item. No other person may regain it. As with a bag of holding, the items are in another dimension and are
trapped there if the mirror is smashed unless another such mirror is found.
Mirror of Recharging - This mirror acts as a mirror of holding, but when the item is removed it has been recharged one charge. This
ability is usable once per month.
Mirror of Destruction - This mirror acts as the above mirrors, but the item cannot be removed from it.
Mirror of Doubling - By use of this mirror, the user may create a mirror image of himself. The mirror image mimics every move of the
user.
Mirror of Truth - This mirror will answer one yes/no question per week with 95% chance of veracity.
Mirror of Deception - Allows an Illusionist to throw spells one level higher than normal. Allows a magic-user to throw Phantasmal
Forces as a first level spell. (Applies to Illusion spells only for an Illusionist. )
Mirror of Entrapment - Looking into this mirror (as per Mirror of Life Trapping), the person will be held with a strong charm, as long as
the mirror remains unbroken, and is held in line of sight. Consider mirror to be 3 hit points and Armor Class 7,
Mirror of Reflection - As shield of reflection, but must be held in two hands. (no protective value,)
Mirror of Reversal - When a spell is thrown past the person holding the mirror, roll a d10:
1-4: Spell is reflected back.
5-7: % is reflected back.
8-9: Spell proceeds normally
10: Spell has double effect.
Mirror of Movement - Stepping into this mirror will allow the character to step out of any other mirror of which he it consciously aware
(leaving the mirror behind.)

60 ©1976–2023 Princeton Simulation Games Union


EXPLANATIONS OF MAGIC ITEMS BOOKS AND DECKS

Books and Decks

Manual of Recognizing Opportunities - Adds one point to Luck. As with all magical books of this type, the manual will only work for
the first person who reads it.
Manual of Gainful Exercise - Adds one point to Strength, as above.
Manual of Bodily Health - Adds one point to Constitution, as above.
Manual of Quickness of Action - Adds one to Dexterity.
Tome of Clear Thought - Adds one to Intelligence.
Tome of Understanding - Adds one to Wisdom.
Tome of Leadership and Influence - Adds one to Charisma.
Manual of Golems - As Greyhawk, but with no penalty for anyone touching the Manual. As with all of these books this one can not be
told from any other except by employing two FULL WISHes.
Book of Purile Nonsense - Anyone who can use Magic User spells loses one point of Intelligence if he reads this book. Anyone who
can use Clerical spells and reads this book loses one point of Wisdom. If someone who can be affected by the book reads it it loses all
potency, otherwise it remains a mystery, Fighters and Thieves thinking that it seems rather entertaining.
Book of One Prayer - Basically a multi-use clerical scroll of one spell. Determine spell as per a scroll. There is a 10% chance of
“dudout” per usage, as with its big brother the Book of Infinite Spells.
Book of One Spell - As above but for one magic-user spell.
Deck of Amberian Trumpts - This will appear to be a normal deck of cards in all respects (as do all decks). It will however have either
1, 2, 4, 6 picks (roll D4.) When a card is drawn it will have a portrait of the person who drew it. This is now his card. If two characters
have cards with each others pictures on them they may talk to each other through the cards while they are within 10” by holding up the
card and concentrating on the picture of the person to be contacted on it. If the other person has the card on him but not out he will get
a sense that someone is trying to contact him. If both persons possessing the cards are willing one can draw the other through to him.
There is no chance of error with this method of teleportation. (These are a much weaker version of the cards from Zelazny’s Amber
series.
Deck of a Few Things - Deck of 8 cards, total of 4 picks, at most one per person. The card taken must be returned to the deck before
another pick may be made. The eight picks may be diced for (8-sided) or an equivalent random method may be devised.

1. Gain 10% of current experience points.


2. MU scroll of 1 spell appears.
3. Clerical Scroll of 1 spell appears.
4. Help from 4 dwarven Fighters (Level One) for 1 hour, once, on demand.
5. If picked by a Thief or Fighter, picker can turn any dagger into a +2 (magical) for one hour, once, on demand.
6. Picker blinded for 2D4 days, no saving throw.
7. One monster from Mahler table 4 (Greyhawk table 2) attacks picker enraged and with suprise. Will vanish with anything that
came with him when either dies.
8. Paralyzed for 80 minutes, no saving throw.

Deck of Several Things - As above but, 14 cards, 6 picks, once (one pick) max per person. Card must be returned for deck to work,

1. Gain 20% of current experience points.


2. MU scroll of one spell (Add 20% when determining spell level.)
3. Clerical scroll of one spell (+20% on level as 2.)

©1976–2023 Princeton Simulation Games Union 61


TRIDENTS EXPLANATIONS OF MAGIC ITEMS

4. Help from 3 elven Fighters (third level) for one hour when you call, once. They each have 10 Magical Arrows +1, which will
vanish when they leave.

5. One random Protection Scroll appears.

6. One dose of a random potion, correctly labeled.

7. Turned to stone, no saving throw.

8. One monster attacks the picker first, then anyone else in sight. It vanishes, along with anything on it, once it is killed. To determine
which Greyhawk table the monster comes from, take the level of the picker, divide by 2, and round up. (If using the Mahler tables,
level of picker=table of monster). The monster has complete surprise.

9. Lose one point from a random non-prime requisite.

10. Lose 10% of your current experience points. The next picker, if there is one, gets one half of this experience including the result
of his own card.

11. Add one point to a random non-prime requisite.

12. If a fighter, may add +2 to any sword (it’s now magical) for one hour, when you call for it once.

13. If a thief, get one haste OR invisibility spell on yourself, when you call once.

14. You have a luck of 18 for ten minutes, when you call once. (For those who don’t use luck, give +3 (15%) on saving throws for ten
minutes).

Cursed Decks: These are similar to regular decks of the same name except that the first pick forces you to continue picking until all
picks are gone. Each pick takes one melee round, and you cannot explain what is going on as you pick. (Others may not like you taking
all the picks but they cannot talk you out of it. Sleep or death, however, will probably stop the picker).
Special Decks: These are similar to regular decks of the same name except that one person may take as many of the available picks as
he wants, rather than being restricted to one pick. (Wise guys can try to pretend that this is a cursed deck).

Tridents

Trident of Water Breathing - As long as the trident is grasped, the user can breath under water.
Trident of the Sea - This trident resembles the above but after a few hours’ use, the user becomes a merman and must remain under water
for good.

Bracers

Bracers of Poisonous Touch - The wearer of these bracers gains a poisonous touch; anything hit by his bare hand must save vs. poison
or suffer the same effects as Mahler poison.
Bracers of Energy Storage - Will store up to a magic user’s wisdom worth of spell points.
Bracers of Protection - Allow the wearer to throw up one of the following per day: protection from lycanthropes, magic, undead, or
elementals, the effect being the same as the scroll.
Bracers of Pacifism - Appear to be bracers of defense until the wearer is involved in a battle. They then paralyze the wearer’s arms,
preventing him from participating in any aggressive action during the battle. After the battle the wearer returns to normal until the next
battle. A remove curse is needed to be rid of this item.
Bracers of Energy Draining - As girdle.

62 ©1976–2023 Princeton Simulation Games Union


EXPLANATIONS OF MAGIC ITEMS CUSPS

Cusps

Cusps of Elven Sight = See Invisible - Allow wearer to see invisible.


Cusps of Wizard’s Sight - Allow wearer to use one Wizard’s Eye per day.
Cusps of Dwarven Sight - Allow wearer to (ed: some text omitted) distinguish metals, and evaluate gems and jewelry as a 6th level
jeweller.
Cusps of Protection - Protect the wearer from the gazes of medusae, basilisks, vampires, etc, as well as from Power Word Blind, eyes of
charming, and all other attacks to or through the eyes.
Cusps of Knowing Sight - Wearer will always make his saving throw against phantasmals and illusions, including illusionist’s spells
where appropriate.

Cubes

Wondrous Enhancer of Jewels - Can be used to multiply jewels’ value by ten.


Cube of Mimicking Sounds - Ventriloquises, as per spell. Can also record and play back sounds.
Wondrous Pulverizer of Jewels - Multiplies gem values by zero.
Cube of Radiation - Causes all who approach within 10’ to become violently ill with radiation sickness in 7-12 turns. Death will result
in 10 more turns unless the player rolls his constitution or under on 3D8. Survivors fight at 12 efficiency and spells cost double for the
remaining week if a Cure Disease is not thrown. They gain +1 on armour class 60% of the time, and MU’s and clerics gain one point in
their prime requisites 75% of the time. An x-ray vision ring or sword will identify this cube.
Little House of Tranquil Dwelling - EPT
Cube of Control over Tiny Iron Golems - Will summon and control a 2’ high Iron Golem. He can smash holes in walls, etc. and fights
as 14 that of a regular Iron Golem.

Horseshoes

+n Horseshoes - Give the wearer +n on hitting probability and damage.


Horseshoes of Flight - Allow the wearer (and rider) to fly as a keretoro for up to 2 hours, after which the wearer must rest 4 hours.
Usable once per day.
Horseshoes of Pacification - Wearer becomes immune to panic; even fear spells have no effect.
Horseshoes of Endurance - Wearer need never rest.
Horseshoes of Polymorphism - Seem to be one of the above types, but there is a 20% chance each time the horse (or whatever) is ridden
that it will become a random monster of 4th level or higher and attack the rider.

Boots

Boots of Water Walking - As ring of same name.


Boots of Sure-footedness - Wearer stands almost no chance of being knocked off his feet. These boots are effective even on oil of
slipperiness and glare ice.
Forty-league Boots - Allow the wearer to leap up to one hundred miles. They may be used once per day and the wearer must rest one
hour after use.

©1976–2023 Princeton Simulation Games Union 63


FLAIL/MORNING STAR EXPLANATIONS OF MAGIC ITEMS

Diseased Boots - Appear to be one of the above, but impart a disease –leprosy or athlete’s foot are suggested– to the wearer.

Flail/Morning Star

Level Blasting - Drains one, two, or three levels (Spiritual Saving Throw) appropriately, when wielded by a Demonic being.
Entanglement - As a sword of sharpness (on critical) will either wrap about its target’s arms, preventing spell casting, or tripping man-
sized opponents, and larger than mansized opponents on a Wizard Locked door.

Maces

Mace, +1, +2, +3 - Adds(+ times 5)% to hitting percentage, and its plus to damage.
Mace of Disruption - Dispels undead, on a hit, as a cleric of 8th level. (per Men and Magic).
Mace of the Undead - This +1 mace, when wielded by the undead, not only drains life energy as its wielder normally can, but also causes
the “black breath” which is a quickly spreading deterioration of body and spirit, the victim losing one point of strength per ten m.r. until
the victim is down to 3, whereafter he has one day of life left, being totally immobile. The part of the body struck by the mace (if a
limb) becomes immobilized immediately. Cure may be effected only by a patriarch, 10th level paladin or 9th level ranger. If athelas is
used, curer may be two levels lower. Those killed by black breath may not be resurrected. Any man-type who grasps the mace suffers
the same as a hit.
Mace of Return - Known as “Casey’s Bat” this mace not only makes a handy weapon but can be used to bat a fireball (or snowball) back
toward thrower. The bat never misses and it functions even during surprise rounds (alternatively, it may be made to miss the first three
times).
Mace of Healing - When wielded by a cleric this mace allows him to cure as many hits on his fellows as he has caused with his mace
during that day above and beyond any he may normally cure.

Warhammers

Lightning Hammer - When a hit is scored on a throw, 2 lightning bolts fly from the head of this hammer, hitting the two nearest people,
other than victim and cause 4 dice damage if they fail to save. The hammer does not have return.
Warhammer of Slaying - When thrown by a dwarf, this hammer continue in a straight line until it hits person or creature and will embed
itself causing death. If the target has a dexterity bonus give him a chance to deflect equal to his normal missile bonus. If the hammer is
deflected it will return and slay its thrower. Otherwise it will not return.
Warhammer of Mercilessness - This +1 warhammer can not be released and it requires of its owner the killing of a certain number of
man types by it per month. The killed must be killed by it single handedly, and it gains levels by experience gained through kills. It is
+1 and requires at least one kill of one man type of one hit die or more at first level, +2 with two victims of two dice or more at second
level, etc. It will take victims of wielders own party if no others can be found.

Spears/Javelins

Heat-Seeking Javelin - When thrown, this javelin acts as +5 (hit probability only) against closest warm-blooded creature in its line of
flight. Note that this javelin may be attracted toward fire and, for instance, might pass by an ogre to hit a balrog. It has no bonus vs.
reptiles and giant insects and is -5 vs. cold-based creatures. This missile is non-flammable. As with all javelins it must be thrown to be
effective.
Cold-Seeking Javelin - The opposite of the above, this javelin is +5 vs. cold creatures and -5 vs. fire. It is not damaged by cold.

64 ©1976–2023 Princeton Simulation Games Union


EXPLANATIONS OF MAGIC ITEMS ARROWS/QUARRELS

De-Were Spear - When any lycanthrope is hit by this spear, it is returned to its human form for 10 melee rounds. The spear is also
effective against any creature which has changed shape such as dopplegangers and polymorphed creatures. The spear also does its
standard damage.
Light-Seeking Javelin - When thrown this javelin will head toward the nearest source of natural daylight at 9”.
Spear of Revenge - For every hit caused by this spear, the wielder receives a like number. These hits need not come simultaneously,
making it difficult to ascertain the nature of the spear.

Arrows/Quarrels

Arrow (Quarrel) of many shots - When fired, this arrow splits into 2-7 pieces, each with its own chance of hitting, each doing +1 (2-7)
points of damage, and all going after a single target. When the pieces are brought together the arrow reforms.
Cupid’s Arrow (Quarrel) - This arrow is a +1 arrow which, when it hits, causes the victim to become the tireless follower of the archer
if he fails to save vs. poison. Usable once.
Cursed Arrow - When fired, this arrow will hit a member of the archer’s own party, most likely the one in front of him.
Black Arrow of Life Draining (Quarrel) - This +1 arrow drains one life energy level from victim if it hits. Usable once.
Flaming Arrow (Quarrel) - When fired, this arrow burst into flame, doing triple damage to undead, double damage to trolls. Hit proba-
bility is +1, +2 vs. trolls and +3 vs. undead.
Enchanted Arrow (Quarrel) - This arrow will always hit non-magically armored opponents or non-enchanted monsters. Against others
it has +3 hit probability.
Arrow (Quarrel) of Doom - When made, these white arrows are cursed, ()see West curse system), and when hit by one, the victim is
treated as having read a scroll with the prescribed curse.
Arrow (Quarrel) of the Forest - When fired in the forest, this .arrow +1 will fly around trees in its path to hit its target. It is +2 when fired
by elves or Rangers.
Arrow (Quarrel) of Death - Being hit by this arrow is equivalent to having a high level finger of death thrown at you. One use.
Arrow (Quarrel) of Illumination - Upon firing this arrow generates a continual light spell. One use.
Arrow (Quarrel) of Entanglement - Generates a Web, as in the spell, upon hitting.
Arrow (Quarrel) of Tracking - Once aimed at someone, the arrow will follow him as closely as possible once fired.

Daggers

-2, Poisoned - This dagger has -2 to hit, but a hit with one will cause the injection of a “Mahler Type” poison. (see Cup of the Assassin)
“Ronkel” Dagger - Being created by the followers of Ronkel, the Grim Reaper, and anyone killed by it shall be unresurrectable.
Opal Dagger - When dipped in poison, the dagger will absorb it, and hold it un-detectable in its hilt, injecting it into its next victim.
Must be refilled after each use.
Dagger of the Ringwraiths - May only be wielded by an Undead. Even if not slain by this dagger, a hit will cause a piece of the dagger
to break off and start burrowing towards the victim’s heart. A cure disease will keep the victim alive for one week, during which time
the wound must be purified by an Elven Patriarch, or the victim will die unresurrectably.
Winged Dagger - When thrown towards an enemy by a magic-user, this dagger will sprout wings and fight its opponent as the magic-user
himself would, until the dagger is either recalled, or hit; at which point it will drop to the ground (or if recalled, will return). Treat the
dagger as AC2 for purposes of being hit.
Cursed Dagger - Acts as a Cursed Sword (+1).
Mage Dagger - This dagger, when used by a magic-user, will store one spell which the magic-user could normally throw.

©1976–2023 Princeton Simulation Games Union 65


EXPLANATIONS OF MAGIC ITEMS BOWS

Bows

Elven Bow - Acts as a standard +1 bow when used by a man or hobbit, as -1 when used by a dwarf and a +3 bow when used by an elf.
The bow is also +5 vs. dwarves and ghouls.
Cursed Bow - This bow seems to be a +1 bow but arrow will hit random person 25% of the time instead of the intended victim.
Bow of Speed - This bow allows two shots per melee round and a single shot even if surprised.

Crossbows

Crossbow of the North - This crossbow needs no quarrels. When fired, it shoots an icy bolt which acts as a +3 magic arrow, +5 vs. fire
based creatures. In addition, if the bolt hits a cold-blooded creature (reptile, giant insect, etc.) the creature will be slowed to half speed
for 10 melee rounds if it fails to save vs. paralyzation.
Crossbow of the Lakes - This crossbow hurls missiles which are +2 through water. (that is, if the bow if fired under-water or if it is fired
from the air into the water). If fired in air only it is -1.
Crossbow of the Fifth Dimension - This crossbow fires a bolt which enters the fifth dimension and seeks out the nearest being. It will
thus damage ethereal and astral beings, out of phase spiders, blinking blink dogs, etc. This crossbow uses standard missiles.
Crossbow of Many Shots - This crossbow may be used to fire three bolts at the same target.
Cursed Crossbow -As cursed bow.

Axes

Vorpal Axe - This acts as a +2 axe but in the hands of a dwarf will sever the heads of goblins, ores, hobgoblins, kobolds and gnolls if a
score of two above that required to hit is scored. Against trolls and giants the axe will sever a limb if it scores four above that needed to
hit, ogres three.
Cleaving Axe - With this axe the user may chop through 1’ of wood, 3” of stone or 1” of iron per melee round. Treat other materials
proportionally. The axe has no hit bonus and does not damage magic.
Twirling Axe - When thrown, this axe becomes a deadly spinning weapon with +3. If it fails to hit the person at whom it is aimed it will
continue on and go toward another person until it hits after which it will return to thrower, the entire attack having taken but one melee
round. In addition, if a 20 is scored the axe will sever a limb. It will also penetrate any material softer than wood, therefore if aimed at a
person wearing only leather it will always hit.

Diamonds

Greed - increases Greed of owner by six during the next period of extended rest or when deciding who will get certain treasure (especially
including the Diamond).
Egotism - increases the Ego of bear by 6 during the next stress situation, particularly a battle. He will become contemptuous of any
adversary if his Ego rises over 15 and will in general attack, using normal weapons and abilities in preference to any special abilities...
he will never call for Divine Intervention.
Explosion - Will cause any object indicated (within 12’) to explode with the force of its hit points (all beings with hit dice being evaluated
as if they had rolled the maximum possible.) It can effect only relatively small or light objects or creatures. There is 1/6 chance of the
user blowing himself up each use,
Escape - (Thief’s only) attunes to its owner and allows him to act as a thief four levels higher. One charge.
Demonic Attack - opens a portal for a Demon of planes 3-12 to appear. Demon will be hostile to party.

©1976–2023 Princeton Simulation Games Union 67


RUBIES EXPLANATIONS OF MAGIC ITEMS

Rubies

Commanding Fire - (3-18 charges) Allows a fighter the same general control over fire as a Pyrotechnics spell and the ability to create
a full fire from embers or to command a normally burning object to leap up into consuming flames or quickly gutter out, Each such
command of course uses up one charge, if the fighter is bound or gagged it uses up two charges, if both, then three charges.
Commanding Chaotic Demons - Subtract 2 from a Demon’s Saving Throw against Bind Demon, 4 if it is Chaotic.
Casting Fireballs - Allows the magic user to cast Fireball if he is currently not able, or if he can cast it, it gives him double his level in
damage dice.
Melting Metals - (Thieves only) Allows any thief to melt any metal other than truesteel at a rate of 10 GP equiv. per melee round.
Magical metals may not be melted until dis-enchanted.
Summoning Fire Elementals - (Fighters and Thieves only) Allows bearer to summon and control elementals as a magic-user: (1/day).
Cooking Fire - (Fighters and Clerics) Allows those classes to raise a cooking fire in any pile of sticks or other combustible material. This
will take five melee rounds.
Infravision - (Fighters, Clerics, and Thieves) Allows one of these classes to see in the dark as per the Infravision spell (1 charge/day.)
Transformation into a Monster - Changes the wielder into a monster at random (roll on the appropriate wandering monster table.) The
monster attacks the party until slain or subdued and then freed by a Dispel Magic and Remove Curse.
Fiery Death - (All) this kills the character holding it by immolation in natural fire of three plus his level in six sided dice of damage. A
ring or spell of FIRE RESISTANCE will remove the first three dice of damage.

Opals

The Shimmering Shield (All) which allows the user to raise the shimmering shield which acts as a double strength force shield (see
Greyhawk, Carnelian Cube) but can only be brought down by 100 hits from the spells listed (especially FIREBALL and LIGHTENING
BOLT) or from fighters (treat as attacking a Wall with Armor Class 0 – Note: Attacking the Shield does no damage to the people within
it unless it is first brought down. The shield is shaped like a sphere with a radius of five feet around the wielder, thus he alone can move
at his normal speed, while a second person would reduce the speed to half the lower of their speeds, and a third would totally immobilize
them all.
The Polychromatic Illusion (All) appears to be a Shield as above by is in fact just an illusion of one and any damage done to it is
transmitted directly to the wielder.
The Arena of Death (All) also appears to raise the Shield but this shield is in fact a double shield, the outer one the actual Shimmering
Shield, and the inner one the Barrier of BirSauran, God of Arenas, Cohort of Yani, The Deathgod, who will match any within the shield
against a being of their own class equipped with their own type of arms and, of course, of the same level. If the character has higher or
equal relevant Characteristics (including hit points) the battle may be fought by the simple 1,2,3 I win, 4,5,6 You don’t lose method. If
the character wins he receives the experience and will be granted one request appropriate to the character’s level and present equipment.
Illumination (M,F,T) casts illumination equivalent to a clerical LIGHT spell. The illumination moves with the Opal and will last up to
24 hours.
Perpetual Night (M,F,T) acts as a clerical DARKNESS spell but the dark moves with the Opal and will last up to 24 hours.
Sealing Portals (M,C) will close any portal created by a OPEN PORTAL spell, the Opal above, or a normal door. The effect of the spell
is to seal the door closed and to meld the molecules along its edge so that it acts as a wizard lock plus one for fighter’s to open or a tenth
level wizard lock (or the wielder plus three, which ever is higher) for KNOCKS.
Transformation into a Monster (All) acts as the Ruby, see above.

68 ©1976–2023 Princeton Simulation Games Union


EXPLANATIONS OF MAGIC ITEMS EMERALDS

Emeralds

Commanding Water (F) allows the fighter to cause shallows and shallow ponds (UP to 10’ deep) to part or lower for up to his level in
turns, he can also cause water to behave strangely making various shapes and frothings for up to one turn.
Commanding Lawful Demons (C) acts as the Ruby above except with regard to Angels, Lawful Demons, and those bound on a Lawful
mission.
Creating Potions (Alchemists other than Magic-Users) allows such an alchemist to create any potion he knows of from a small sample
and a gallon of water, or any standard potion that he knows of from with just the water.
Opening Portals (T,C) opens all portals: normal ones open at once, Held ones after 5 melee rounds and Wizard Locked ones after the
caster’s level in melee rounds.
Closing Portals (T,C) closes and locks the portal as a WIZARD LOCK from a magic-user of level seven, or the caster’s level, whichever
is higher.
Controlling Plants (All) allows the wielder to control plants like the potion but will affect large plants (up to four times normal size) for
twice as many turns.
The Green God (All) adds ten per cent to divine intervention from the Green God, and doubles Retribution, or reveals any hidden or
faded writing on a scroll, parchment or in a book, this item has a 5x(IQ) per cent chance of revealing the general nature of a Magical
Book, and a 3 per cent chance of revealing its exact nature (Grevhawk books here,... it will almost always reveal the nature of ‘normal’
books found.
Icy Death (All) kills its wielder by freezing him to death doing the same basic damage as the Ruby of Fiery Death above, and with the
same effects with regard to the COLD RESISTANCE as are listed for FIRE RESISTANCE.
Transformation into a Monster (All) acts as the Ruby, see above.
Phantasmals - Allows the user to create phantasmals as the spell (which uses a charge), and to identify other phantasmals or illusions as
such (which does not.)

Sapphires

Commanding Neutral Demons (C) acts as Ruby and Emerald above, but only with regard to Neutrality instead.
Casting Lightning Bolts (M) see Ruby of Casting Fireballs.
Flaming Weapons (F,C,T) allows the wielder to flame any weapon he holds for a period of one half day (72 turns standard) per level of
the wielder.
Seeming Innocence (T) allows a Thief to convince the party that he is innocent as if he had a charisma of 19.
Obvious Guilt (T,F) makes this character appear to be obviously guilty of whatever seems most relevant at the time. It acts like a Sapphire
of Seeming Innocence, until the gem is used in earnest.
Electrocution (All) kills by lightning-like electrocution, See Ruby of Fiery Death, above.
Invisibility to Infravision (All) as name indicates, but does not effect normal vision. Effect lasts a number of turns equal to level of
wielder.
Elven Silence (All) acts as elven boots, duration in turns is equal to level of wielder.
Distant Echoes (All) seems to be the above gem of Elven Silence, but instead attracts wandering monsters by causing echoes at great
distances in the dungeon or woods, doubles wandering monster rolls, always at extreme distance.
Changing Class (All) there is only 1/6 chance of being restored to original class by an additional application. This gem normally has 1-6
charges.
Transformation into Monster (All) acts as the Ruby, see above.

©1976–2023 Princeton Simulation Games Union 69


FIGHTER’S GEMS EXPLANATIONS OF MAGIC ITEMS

Fighter’s Gems

Weapon +1, +2, +3 - When implanted in the base of a metal weapon adds its bonus or penalty to the weapon’s attacks. A weapon with
communicative abilities will convey that it desires the gem.
Defense +1, +2 - When emplaced in a non-magical suit of metal armor (plate or chain) or a metal shield will give its bonus to the wearer’s
defense.
Resistance - A gem of resistance will, when implanted in a suit of armor (plate of chain, as above), give one Resistance as indicated on
the table.

Pearls

Black, Gold, Red, Silver, Pink, White - Blackmoor.


Death - As a Deathstone.
Great Price - An extremely valuable pearl. Worth at least 75,000.

Ioun Stone

See Strategic Review.

Deathstone

These extremely dangerous magical gems, which appear as some other gem, were usually foully stolen, often from an Idol. Thus they
carry terrible curses against anyone who attempts to hold them or use their powers. Touching such a stone causes one D6 of damage per
level (No Saving Throw.) It is never exhausted but whenever in use (when first used and every twenty melee rounds thereafter) the curse
will attempt to take effect:

01-40 No immediate effect


41-60 Instant death (normal saving throw, unmodified by items.)
61-80 Teleport into sticky situation in history of idol, god, or worshipers. (Or one West curse.)
81-00 Lose two levels (one w/ saving throw.)

General Gem Notes: Gems normally have 3-18 charges, or under the Mahler “dudout” system just under a 10% chance that any attempt
to use a gem after the first will reveal that it has “just run out” of charges. Implanted in a mithril crown (1000 g.p. weight of mithril
required to make, encumbers 100) will reduce the “dudout” to 1% per usage. Fighter’s Gems do not have any chance of “dudout”. Note
also that
(Ed. note: yes, the whole book really does end with “Note also that”.)

70 ©1976–2023 Princeton Simulation Games Union

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