AD & D - description of all the standard collection of magical items and spells AD & D.
AD & D Magic 1
In toys, which are An official Advanced Dungeons and Dragons
product main problem is the magic. ilk, I will give a
description of all the standard collection of magical items and
spells AD & D. This guide is intended only for those who play
kompyuternye simulation AD & D. As a Dungeon
Master, I know that players are much more interesting to
yourself to find out the essence of magic things. I still will
not express such things like, for example, to remove the curse
from things to get rid of rings. Firstly,
this is not in kompyuternoy version, and secondly, it is
interesting to suffer and find a way get rid of, for example,
an evil ring.
If anyone interested in a more complete description of any
thing, he can send Soap (2:50 / 311.8).
And NdM means to generate N random numbers from 1 to M and
add.
Zel I (Potions)
Potions mostly kept in the ceramic,
crystal, glass or metal metallic
vials or bottles. In one tank contains sufficient liquid to one
drink per person.
Opens and drink potions to 1, but
is still 1d4 +1, while it is in effect.
Similarly, with oil.
Mixing
Behavior 2 zelev after mixing unpredictably. There are 2
rules: delusion potion can be mixed with anything you like, but
treasure finding never with anything do not mix.
In other cases, the following happens:
Explosion - 1%
Deadly Poison - 2%
Poison - 5%
Both potions being destroyed - 7%
One of the potion is destroyed, others remain
no change - 10%
Both potions are half the force - 10%
Both potions are in full force, if they
actions are not opposites - 55%
Both potions operate at 150% efficiency
- 9%
Discovery. There is a fundamentally new
Potion - 1%
Action nepermanentnogo potion lasts 1d4 +4 turns (turns).
Animal control.
Potion allows you to control vypivshemu
animals. 5d4 - the size of a giant rat. 3d4 - the size of a
man. 1d4 weight more than 1 / 2 tons. Potion controls
only a certain type of animal. Animals
with the intelligence of 5 and more can sometimes resist this.
Clairaudience.
Similarly, the spell of magician, only the radius of action
is limited to 30 yards. Effect lasts 2 turns.
Clairvoyance.
Similarly, the spell of magician, only the radius of action
is limited to 30 yards. Effect lasts 1 turn.
Climbing.
A player drunk the potion likely to fall off the cliff ANY
1%. And increases depending on the mail and weight, that
character is.
Delusion.
This potion acts on the brain and drunk
character starts to believe it any useful potion. In 90% of
cases not only the owner of potions believes that it
useful, and all the people around him.
Human Control.
The adoption of this potion allows us to take kontrolrovat
maximum of 32 level or HD humanoids. Behaves the same as
charm person. Effect lasts 5d6 rounds.
The following types of potions:
Dwarves
Elves / Half-Elves
Gnomes
Halflings
Half-Orcs
Humans
Humanoids (gnolls, orcs, goblinsb, etc.)
Elves, Half-Elves and Humans
Invisiblityyu
Similarly, the spell mage invisiblity.
When taking each 1 / 8 Potion duration
increases by 3-6 strokes.
Invulnerability.
This potion does adopt sustainable
all non-magical weapons, as well as
shock natural weapon is less than
4 HD. AC menshaetsya at 2 and protection from
all other damages on uvelchivaetsya
2. Only lasts 5d4 rounds. Only warriors
can use this potion.
Levitation.
Also acts as the spell levitate, only the maximum weight is
limited 600 lbs.
Longevity.
This reduces the potion drunk by age
1d12 years. When making a potion is a 1% probability that the
effect will be counterproductive.
Oil of Acid Resistance.
Clothing or skin is covered with this oil
becomes resistant to acid.
Lasts 1,440 rounds (1 day). In contact with acid damage is
deducted from the remaining time steps. One bottle enough to
create a man-sized for 24 hours.
Oil of Disenchantment.
This potion removes all enchantments imposed
the treated object or an organism. The action lasts for 1d10
+20 turns.
Oil of Elemental Invulnerability.
The effect of this oil is similar Potion
of Invulnerability, only plus to this
increases resistance to the forces generated by one of the
major elements (Air, Earth, Fire, Water) effect lasts 8 days.
Oil of Etherealness.
Allows you to pass through any solid
objects such as down or up. At the same time
impossible to touch any one of the things. Lasts 1d4 +4 speed,
or until washed away by a weak acid solution. All creatures in
a state invisible.
Fire Breath.
This potion allows us to take spew
flame vtechenie 1:00 of the adoption.
Liquid enough for 4 belching flames 10 'wide and 20' in length,
which causes 1d10 +2 damage. When belching double portion of
the fire becomes a cone of fire 20 'wide and 80' long and deals
5d10 damage. If the victim is a resistance against the dragon's
breath, it decreases by 2 times. If we accept the attempt to
breathe fire on proshevstvii 1:00 since the adoption, in 10% of
fire burn him from inside. With the application of double
damage.
Fire Resistance.
Prinyavshy it is potion becomes stable
to all kinds of normal fire. And so the same
partial resistance to magic fire
(Wall of fire, fireball). Effect lasts
1 turn.
Flying.
Has accepted the opportunity to fly, similar to spell
magician fly.
Gaseous Form.
Prinutie this potion making and accepting
all his belongings and gaseous engines can at 3 per round.
Speed can be increased by spell gust
of wind. and take action only
Tina spells or Cold ray Lighting bolt
and the Fire Ball, and then in half strength.
Effect lasts 1d4 +4 turns.
Giant Control.
Potion allows you to control two giants in the charm monster.
Control takes 5d6 turns. Potion can control the following types
of giants:
Hill Giant
Stone Giant
Frost Giant
Fire Giant
Cloud Giant
Storm Giant
Giant Strength.
Bolus can be used only to warriors. Power of accepting
increased to 19-25.
Growth.
This potion increases accepted with all his belongings in a
4-fold. Force increases dostyatochno to be magnified things
but not uvelchivaet forces in the battle. Movement is increased
by 4 times.
Healing.
Works the same as Extra healing, but
treats only 2d4 +2 damage.
Heroism.
This potion gives the opportunity to
to temporarily uvelchit level
if the level before the adoption was less than 10.
The level of additional optional
accepted levels nye Hit Dice
0 4 4d10
1-3 3 3d10 +1
4-6 2 2d10 +2
07.09 a 1d10 +3
Diminution
After drinking potion size drunk
becomes 5% of normal. All items
because the same decrease. The effect lasts 1d4 +6
moves.
Dragon control
Drinking this potion is equivalent to the charm
monster to a certain type of dragons within 60 yards. The
dragon is less chance of not fall under the charm monster than
if it were an incantation.
Potions are for:
White Dragon
Black Dragon
Green Dragon
Blue Dragon
Red Dragon
Brass Dragon
Copper Dragon
Bronze Dragon
Silver Dragon
Gold Dragon
Evil Dragon (Black, blue, green, red and white)
Good Dragon (Brass, copper, gold and silver)
Elixir of Health
This is a non-magical elixir heals all diseases and restores
all the damage. When taking half of the elixir cured all
damage and 2 disease.
Elixir of Meadness
Once a drop of the elixir will be
adopted by the victim becomes completely insane. Cure can only
spell heal, restoration, or wish. The effect of the spell is
similar confusion. Accepted temporarily loses all the magic
abilities.
Elixir of Youth
It is very rare elixir. If you drink
bottle entirely, then the age is reduced by
1d4 +1 years. If the first try only
drop and then a drink, then the strength potion
reduced to 1d3.
ESP
Does the same thing-that and a similar
mage spell and lasts for 5d8 rounds (rounds) ie, 5-40 minutes.
Extra-Healing
Restores 3d8 +3 in making full and 1d8 for each one-third
when taking on parts.
Text taken from Inet'a. Processed 25/02/2000
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AD & D - description of all the standard collection of magical items and spells AD & D.
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