Micro #27
24 февраля 2000 |
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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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