Diablo Ii Rpg - Web Tables

  • October 2019
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Attack: d20+(Attack Bonus). At or above (target's AC) hits. Natural 1 counts as a roll of -10; natural 20 automatically hits. Initiative: d20+(Initiative Modifier). Highest goes first; one initiative per combat. Saving Throw: d20+(Save Modifier). At or above difficulty score succeeds. Skill Check: d20+(Skill Modifier). At or above difficulty score succeeds. Random Rooms: (roll 1d6) 1: Short Corridor (2x3) 2: Medium Corridor (2x6) 3: Long Corridor (2x9) 4: Small Room (3x4) 5: Large Room (4x5) 6: Special Room (stairs or quest room) Treasure Tables Kill List

Characters: Chartan Level 3 Sorcerer

List of Difficulties Encounter Levels Sorcerer Level One

Current magic items for sale: 1,600 gp - Book of (spell name) Random 3rd level spell 2,520 gp - Bronze Scepter 1d6, crit x2, 4 lbs., Small, Blugeoning +1 attack

Current normal items for sale: 5 gp - Cap +1AC (not cumulative with any protection) 5 gp - Leather Armor +1AC (not cumulative with armor) 10 gp - Skull Cap +1AC (not cumulative with armor) 10 gp - Mace (light) 1d6, crit x2, 6 lbs., Small, Bludgeoning 20 gp - Robe +1AC 30 gp - Saber 1d6, crit (19-20)x2, 4 lbs., Medium, Slashing 40 gp - Long Spear 1d8(2h), crit x3, 9 lbs., Large,

5,020 gp - Mask of Protection +1AC (not cumulative with armor) -2 damage taken from each attack 7,510 gp - Skull Cap of Absorption +1AC (not cumulative with armor) -3 damage taken from each attack 7,511 gp - Bolts of Quickness (11) +4 speed initiative bonus 7,515 gp - Kris of the Leech 1d4, crit (18-20)x2, 2 lbs., Tiny, Piercing Successful hit heals user 1d4 hit points

Piercing 40 gp - Hard Leather Armor +3AC 100 gp - Long Sword 1d8, crit (19-20)x2, 4 lbs., Medium, Slashing 150 gp - Crystal Sword 1d8, crit (18-20)x3, 5 lbs., Medium, Slashing

10,005 gp - Wearying Leather Boots +1AC (not cumulative with armor) Chosen foe flatfooted 1d4; Will save (DC20) negates 10,100 gp - Slayer's Flawed Diamond of Absorption +1 melee attack and rank with class skills (Barbarians only) -3 damage taken from each attack Power Item (rolled at party level +10): 15,010 gp Heavy Boots of the Tiger +1AC (not cumulative with armor) +15 hit points

I'm typing out the treasure table for our Diablo II AD&D game. So far, ? pages of fourteen done. Base Treasure Table (roll d20): 1 Trap (roll 1d20+CR) 1-15: 1d6 points of fire damage per level to all within 5 feet; Reflex save for half damage (DC=10+level) 16-19: Missile deals 1d4 points of damage, +1 damage per level; Reflex save for half damage (DC=10+level) 20: Gas (1d3: 1 Choking, 2 Rancid, 3 Strangling) 2-10 no treasure 11 Healing Potion (roll 1d20+CR) 1-5: Minor Healing (1d4+1) 6-10: Light Healing (2d8+3) 11-20: Healing (4d8+7) 21-30: Greater Healing (6d8+12) 31+: Super Healing (8d8+15) 12 Mana Potion (roll 1d20+CR) 1-5: Minor Mana (1 spell level) 6-10: Light Mana (2 spell levels) 11-20: Mana (4 spell levels) 21-30: Greater Mana (6 spell levels) 31+: Super Mana (8 spell levels) 13-17 (d20 x CR) gold pieces 18-20 Item (roll 1d20+CR) 1-15: roll d60 on base item table 16-17: roll d100 on base item table, then for appropriate prefix. 18-19: roll d100 on base item table, then for appropriate suffix. 20+: roll d100 on base item table, then for appropriate prefix and suffix. Base Item Table (roll d100): body armor 1-8 (d20+CR, uses d60 on prefix/suffix tables) head protection 9-13 (d20+CR, uses d60 on prefix/suffix tables) 14-16 foot protection (d20+CR, uses d60 on prefix/suffix tables) 17-18 hand protection (d20+CR, uses d60 on prefix/suffix tables) belts 19-20 (d20+CR, uses d60 on prefix/suffix tables) shields 21-25 (d20+CR, uses d60 on prefix/suffix tables) daggers 26-30 (d20+CR, uses d60+25 on prefix/suffix tables) swords 31-40 (d20+CR, uses d60+25 on prefix/suffix tables) clubs 41-44 (d20+CR, uses d60+25 on prefix/suffix tables) spears 45-48 (d20+CR, uses d60+25 on prefix/suffix tables) polearms 49-50 (d20+CR, uses d60+25 on prefix/suffix tables) axes 51-55 (d20+CR, uses d60+25 on prefix/suffix tables) bows 56-63 (d20+CR, uses d60+30 on prefix/suffix tables) crossbows 64-65 (d20+CR, uses d60+30 on prefix/suffix tables) wands 66-70 (d20+CR, uses d60+40 on prefix/suffix tables) staves 71-75 (d20+CR, uses d60+40 on prefix/suffix tables) accessories 76-79 (d20+CR, uses d40+30 on prefix/suffix tables) gems 80 (d20+CR, uses d40+30 on prefix/suffix tables) inscribed spells 81-90 (d20+CR, uses d10+90 on prefix/suffix tables)

91-00

perishables

(see perishables table)

Prefixes: improves armor class 1-20 21-35 improves saving throws 36-39 affects foe's reaction 40 affects fatigue 41-45 improves skills and spells 46-49 cursed 50 capricious 51-55 affects visibility 56-60 affects number of castable spells 61-62 affects magical items 63-70 affects user's stats 71-77 improves attack scores 78-82 improved damage improves attack scores 83-90 and improves damage 91-00 affects item's charges Suffixes: reduces damage taken 1-20 21-25 effect when attacked 26-27 improves durability 28-30 affects movement 31-35 increases hit points 36-45 improves skills and spells 46-49 cursed 50 capricious 51-53 improves recovery 54-56 affects spell preparation 57-60 affects casting in combat 61-63 improves treasure finding 64-67 improves light sources 68-70 reduces effects of hazards 71-73 increases damage 74-75 improves minimum damage 76-77 affects attack speed 78-80 adds damage effect 81-82 restores on a successful hit 83-84 damages armor or weapons affects weapon proficiencies 85 86-90 affects available uses

(d20+CR) (d20+CR) (d20+CR) (d20+CR) (d20+CR) (roll base item's prefix roll again) (roll again on prefix table using d100) (d20+CR) (d20+CR) (d20+CR) (d20+CR) (d20+CR) (d20+CR) (d20+CR) (d20+CR)

(d20+CR) (d20+CR) (d20+CR) (d20+CR) (d20+CR) (d20+CR) (roll base item's prefix roll again) (roll again on prefix table using d100) (d20+CR) (d20+CR) (d20+CR) (d20+CR) (d20+CR) (d20+CR) (d20+CR) (d20+CR) (d20+CR) (d20+CR) (d20+CR) (d20+CR) (d20+CR) (d20+CR)

90-00

allows the casting of a spell, maximum 10d10 charges, all are rechargable (except inscribed spells)

(d20+CR)

Armor (roll d20+level, use d60 on prefix/suffix tables) 1-4 5-6 7-9 10-12 13-14 15-17 18 19-21 22-23 24-25 26-27 28 29 30 31-32 33 34 35 36+

Cape Rags Cloak Robe Quilted Armor Leather Armor Hard Leather Armor Studded Leather Armor Ring Mail Scale Mail Chain Mail Breast Plate Light Plate Splint Mail Plate Mail Field Plate Ancient Armor Gothic Plate Full Plate

AC 10 AC 10 AC 10 AC 10 AC 8 AC 8 AC 7 AC 7 AC 7 AC 6 AC 5 AC 5 AC 4 AC 4 AC 3 AC 2 AC 2, absorbs 1 hp of damage per attack AC 1 AC 1

XP 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0

GP 5 10 15 20 25 30 40 50 100 120 150 200 200 250 600 2,000 3,750 4,000 5,000

Headgear (roll d20+level, use d60 on prefix/suffix tables) 1-10 11-14 15-18 19 20-23 24-27 28 29+

Cap Skull Cap Helm Mask Full Helm Great Helm Bone Helm Crown

AC 9 for head shots AC 8 for head shots AC 7 for head shots AC 6 for head shots AC 5 for head shots AC 4 for head shots AC 3 for head shots AC 2 for head shots

XP 0 0 0 0 0 0 0 0

GP 5 10 15 20 30 50 200 250

Accoutrements (roll d20+level, use d60 on prefix/suffix tables) XP 1-5 Gloves AC 8 for hand shots 0 6-7 Sash AC 8 for waist shots 0 8-10 Leather Boots AC 8 for foot shots 0 11-15 Bracers AC 5 for hand shots 0 16-17 Belt AC 5 for waist shots 0 18-20 Chain Boots AC 5 for foot shots 0 21-25 Gauntlets AC 3 for hand shots 0 26-27 Girdle AC 3 for waist shots 0 28+ Plate Boots AC 3 for foot shots 0

GP 5 5 5 15 15 15 40 40 40

Shields (roll d20+level, use d60 on prefix/suffix tables) 1-10 11-16 17-21 22-25 26 27 28-30 31+

Buckler Small Shield Large Shield Kite Shield Spiked Shield Bone Shield Tower Shield Gothic Shield

-1 AC for one attack per round -1 AC for two attacks per round -1 AC -1 AC -1 AC, off-hand attack for 1d4/1d4 -2 AC for melee attacks -1 AC, -2 AC vs. missile attacks -2 AC, minimum STR 18

XP 0 0 0 0 0 0 0 0

GP 10 15 20 50 100 150 250 500

Knives (roll d20+level, use d60+25 on prefix/suffix tables) 1-10 11-14 15-20 21+

Dagger Throwing Knife Blade Kris

1d4/1d3, 10/20/30 (ROF 2/1) 1d3/1d3, 10/20/30 (ROF 3/1) 1d4/1d4, 10/20/30 (ROF 1/1) 1d4+1/1d4, 10/20/30 (ROF 1/1)

XP 0 0 0 0

GP 5 10 20 40

Swords (roll d20+level, use d60+25 on prefix/suffix tables) 1-5 6-10 11-13 14-15 16-17 18 19-23 24-27 28 29-31 32-35 36+

Dagger Short Sword Sabre Blade Scimitar Falchion Long Sword Broad Sword Claymore Bastard Sword Two-Handed Sword Great Sword

1d4/1d3, 10/20/30 (ROF 2/1) 1d6/1d8 1d6+1/1d8 1d6+1/1d8+1 1d8/1d8 2d4/1d6 1d8/1d12 2d4/1d6+1 1d8+1/1d12+ 1d8/1d12 one-handed, 2d4/2d8 two-handed 1d10/3d6 1d12/2d8 two-handed, minimum STR 18

XP 0 0 0 0 0 0 0 0 0 0 0 0

GP 5 10 20 25 30 35 50 75 100 150 300 500

Clubs (roll d20+level, use d60+25 on prefix/suffix tables) 1-8 9-10 11-17 18-21 22-24 25-30 31-32 33+

Club Spiked Club Mace Morning Star Flail War Hammer Maul Malus

1d6/1d3, 10/20/30 (ROF 1/1) 1d6/1d6, 10/20/30 (ROF 1/1) 1d6+1/1d6 2d4/1d6+1 1d6+1/2d4 two-handed 1d8/1d8 two-handed 1d10/1d8+1 two-handed, minimum STR 18 1d10/1d10 two-handed, minimum STR 18

XP 0 0 0 0 0 0 0 0

GP 1 5 10 20 50 60 200 200

Spears (roll d20+level, use d60+25 on prefix/suffix tables) 1-8 9-15 16-17 18-21 22-24 25-30 31+

Javelin Spear Pilum Glaive Trident Pike Brandistock

1d6/1d6, 20/40/60 (ROF 1/1) 1d6/1d8, 10/20/30 (ROF 1/1) 1d6+1/1d8, 10/20/30 (ROF 1/1) 1d8/1d8, 10/20/30 (ROF 1/1) 1d6+1/3d4 1d6/1d12, x2 damage when set for charge 1d10/2d6, minimum STR 18, cannot be disarmed

XP 0 0 0 0 0 0 0

GP 5 10 25 30 30 40 100

Polearms (roll d20+level, use d60+25 on prefix/suffix tables) 1-8 9-15 16-19 20+

Bardiche Scythe Poleaxe Halberd

2d4/2d6 two-handed 1d10/1d12 two-handed, minimum STR 18 1d10/1d12 two-handed, minimum STR 18 1d10/2d6 two-handed, minimum STR 18

XP 0 0 0 0

GP 20 40 50 80

Axes (roll d20+level, use d60+25 on prefix/suffix tables) 1-9 10-12 13-17 18-21 22-24 25-30 31-32 33+

Small Axe Throwing Axe Axe Large Axe Broad Axe Battle Axe Great Axe Giant Axe

1d6/1d4 1d4/1d4, 10/20/30 (ROF 1/1) 1d6/1d6 1d6/1d6 1d6+1/1d6+1 1d8/1d8 two-handed 1d10/1d10 two-handed, minimum STR 18 1d12/2d8 two-handed, minimum 18/00

XP 0 0 0 0 0 0 0 0

GP 5 10 10 15 20 50 200 200

Bows (roll d20+level, use d60+30 on prefix/suffix tables) 1-5 6-9 10-11 12-17 18-21 22-24 25-29 30-31 32+

Arrows (1d12) Short Bow Hunter's Bow Long Bow Composite Bow Short Battle Bow Short War Bow Long Battle Bow Long War Bow

damage as per bow 1d6/1d6, 50/100/150 (ROF 2/1) 1d8/1d8, 50/100/160 (ROF 2/1) 1d8/1d8, 50/100/170 (ROF 2/1) 1d8/1d8, 40/80/170 (ROF 2/1) 1d8/1d8+1, 50/100/150 (ROF 2/1) 1d8+1/1d8+1, 50/100/150 (ROF 2/1) 1d8+1/1d8+1, 50/100/170 (ROF 2/1) 1d8+1/1d8+1, 50/100/170 (ROF 2/1)

XP 0 0 0 0 0 0 0 0 0

GP 3 30 50 75 100 150 250 300 500

Crossbows (roll d20+level, use d60+30 on prefix/suffix tables) 1-5 6-12 13-18

Bolts (1d20) Light Crossbow Crossbow

19

Repeating Crossbow

20+

Heavy Crossbow

damage as per crossbow 1d4/1d4, 60/120/180 (ROF 1/1) 1d4/1d6, 70/140/210 (ROF 1/1) 1d3/1d3, 40/60/80 (ROF up to 5/1), one round to reload 1d4+1/1d8+1, 80/160/240 (ROF 1/2)

XP 0 0 0

GP 3 40 80

0

200

0

50

Wands (roll d20+level, use d60+40 on prefix/suffix tables) 1-10

Wand

11

Torch

12 13 14+

Bone Wand Yew Wand Scepter

1d2/1d2 1d3/1d2 fire damage when lit, can be reused, light radius 30' 1d3/1d2, Necromancers only 1d2/1d3, Sorcerers only 1d3/1d3

XP 0

GP 10

0

20

0 0 0

70 80 100

Staves (roll d20+level, use d60+40 on prefix/suffix tables) 1-9 10-18 19-21 22-24 25-30 31+

Short Staff Long Staff Gnarled Staff Composite Staff Battle Staff War Staff

1d4/1d4 1d6/1d6 two-handed 1d6/1d6+1 two-handed 1d6+1/1d6+1 two-handed 1d6+1/1d8 two-handed 1d8/1d8 two-handed

XP 0 0 0 0 0 0

GP 10 25 30 50 75 100

Accessories (roll d20+level, use d40+30 on prefix/suffix tables) 1-6 7-17 18

Charm Ring Flag

19

Orb

20+

Amulet

effect active if carried on person worn on hand, one per character draped over body, one per character worn on arm, cannot wear shield, one per character worn on neck, one per character

XP 0 0 0

GP 50 75 100

0

150

0

200

Gems (roll d20+level, use d40+30 on prefix/suffix tables) XP GP 1-7 Chipped Jewel roll 1d6 0 50 8-13 Flawed Jewel roll 1d6 0 100 14-19 Jewel roll 1d6 0 250 20-25 Flawless Jewel roll 1d6 0 500 22-24 Perfect Jewel roll 1d6 0 1,000 Use the 1d6 rolled above to determine the type of gem found; 1: amethyst, 2: diamond, 3: emerald, 4: ruby, 5: sapphire, 6: topaz.

Inscribed Spells (roll d20+level, use d10+90 on suffix table only) 1-17 18

Scroll Rune

19+

Book

one use at minimum level to cast spell set once (as glyph of warding) read once to gain spell, allows one improvement class for spell

XP 0 0

GP 25 50

0

100

improves armor class (roll d20+level) 1-5 6-10 11-12 13-16 17-18 19-21 22-23 24-25 26-27 28-29 30+

Sturdy Fine Strong Grand Valiant Glorious Blessed Awsome Saintly Holy Godly

-1 to AC (weighs same as normal) -1 to AC -1 to AC, -2 against missiles -2 to AC -2 to AC, -3 against missiles -3 to AC -3 to AC, -4 against missiles -4 to AC -4 to AC, -5 against missiles -5 to AC -5 to AC, -6 against missiles

XP 400 500 750 1,000 1,250 1,500 1,750 2,000 2,500 3,000 3,500

GP 2,000 2,500 3,750 5,000 6,250 7,500 8,750 10,000 12,500 15,000 17,500

improves saving throws (roll d20+level) 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17

Tawny Azure Crimson Ocher Pearl Beryl Coal Jasmine Lapis Burgundy Tangerine Ivory Jade Jet Pyrite Cobalt Garnet

18

Coral

19 20 21 22 23 24

Crystal Viridian Ebony Crysolite Sapphire Ruby

25

Amber

26 27 28 29 30+

Diamond Emerald Obsidian Topaz Prismatic

+1 save vs. acid +1 save vs. cold +1 save vs. fire +1 save vs. lightning +1 save vs. mind spells and effects +1 save vs. poison +1 save vs. spell +2 save vs. acid +2 save vs. cold +2 save vs. fire +2 save vs. lightning +2 save vs. mind spells and effects +2 save vs. poison +2 save vs. spell +3 save vs. acid and -25% damage from acid +3 save vs. cold and -25% damage from cold +3 save vs. fire and -25% damage from fire +3 save vs. lightning and -25% damage from lightning +3 save vs. mind spells and effects +3 save vs. poison and -25% damage from poison +3 save vs. spells and -25% damage from spells +4 save vs. acid and -50% damage from acid +4 save vs. cold and -50% damage from cold +4 save vs. fire and -50% damage from fire +4 save vs. lightning and -50% damage from lightning +4 save vs. mind spells and effect +4 save vs. poison and -50% damage from poison +4 save vs. spells and -50% damage from spells +2 on all saves +3 on all saves

XP 400 400 400 400 400 400 400 800 800 800 800 800 400 800 1,200 1,200 1,200

GP 2,000 2,000 2,000 2,000 2,000 2,000 2,000 4,000 4,000 4,000 4,000 4,000 2,000 4,000 6,000 6,000 6,000

1,200

6,000

1,200 1,200 1,200 1,600 1,600 1,600

6,000 6,000 6,000 8,000 8,000 8,000

1,600

8,000

1,600 1,600 1,600 2,000 3,000

8,000 8,000 8,000 10,000 15,000

affects foes's reactions (roll d20+level) 1-6

Subduing

7-10 11 12-16

Wearying Phasing Depleting

17-19

Howling

20

Chaotic

21-23 24-26 27-29 30+

Subjugating Fatiguing Exhausting Overwhelming

foe saves or gets +5 initiative penalty for 1d4 rounds foe saves or loses initiative for 1d4 rounds foe saves or next attack is at 50% damage foe saves or loses initiative 2d4 rounds foe saves or suffers fear for 1d4 rounds (if 4hd or less) foe saves or changes to random alignment for 1d4+1 rounds foe saves or loses initiative for 4d4 rounds foe saves or is slowed for 1d4 rounds foe saves or is slowed for 2d4 rounds foe saves or is slowed for 3d4 rounds

XP

GP

1,500

7,500

2,000 2,000 2,000

10,000 10,000 10,000

2,500

12,500

2,500

12,500

2,500 2,500 3,000 3,500

12,500 12,500 15,000 17,500

Here is a list of the evil we have cleared from our reality. The subsequent shift in reality has forced us to reasses our success. We have started our list over. Bone Warrior (Skeleton) - 9 Dark One (Fallen One) - 2 Hungry Dead (Zombie) - 3 Returned Mage (Skeleton) - 2 Shadow Beasts (Scavengers) - 6

Action Balance on uneven floor Balance on 7-12 inch wide surface Balance on 2-6 inch wide surface Balance on surface less than 2 inches wide Balance on angled surface Balance on slippery surface Climb knotted rope and wall Climb rope and wall, knotted rope Climb ruined wall of tower Climb uneven surface with narrow handholds (typical dungeon or ruins) Climb rough surface (natural rock or brick wall) Climb slippery surface Climb bracing against perpendicular walls Climb bracing against two opposite walls Counterspell Open door: simple wooden door Open door: good wooden door Open door: strong wooden door Open door: iron-barred wooden door Open door: iron door Open door: Hold Portal or Arcane Lock Save against spell Spell Resistance

Type of Roll Balance Skill Balance Skill Balance Skill Balance Skill Climb Skill Climb Skill Climb Skill

Difficulty Class 10 10 15 20 +5 +5 0 15 15

Climb Skill

20

Climb Skill

25

Climb Skill Climb Skill Climb Skill Spellcraft Skill Strength Check Strength Check Strength Check Strength Check Strength Check

+5 -5 -10 15+(spell level), then cast same spell 13 18 23 25 28 +5 or +10 d20+(save modifier)10+(spell level)+(caster's ability bonus) d20+(caster level) (Creature's Spell Resistance)

This table is lifted directly from the Dungeon Master's Guide (table 4-1). Now that I know how to use it properly, I can make sure we're not taking on encounters three or four levels too high. Encounter Five Seven Ten One Two Three Four Level or Six to Nine to Twelve 1 1 or 2 1/2 1/3 1/4 1/6 1/8 1/8 2 2 or 3 1 1/2 or 1 1/2 1/3 1/4 1/6 3 3 or 4 1 or 2 1 1/2 or 1 1/2 1/3 1/4 4 3, 4, 5 2 1 or 2 1 1/2 or 1 1/2 1/3 5 4, 5, 6 3 2 1 or 2 1 1/2 1/2 6 5, 6, 7 4 3 2 1 or 2 1 1/2 7 6, 7, 8 5 4 3 2 1 1/2 8 7, 8, 9 6 5 4 3 2 1 9 8, 9, 10 7 6 5 4 3 2 10 9, 10, 11 8 7 6 5 4 3 11 10, 11, 12 9 8 7 6 5 4 12 11, 12, 13 10 9 8 7 6 5 13 12, 13, 14 11 10 9 8 7 6 14 13, 14, 15 12 11 10 9 8 7 15 14, 15, 16 13 12 11 10 9 8 16 15, 16, 17 14 13 12 11 10 9 17 16, 17, 18 15 14 13 12 11 10 18 17, 18, 19 16 15 14 13 12 11 19 18, 19, 20 17 16 15 14 13 12 20 19+ 18 17 16 15 14 13

Sorcerer Spells Level One Fire Bolt (S1) Range: 90 feet Area: one creature Duration: Instantaneous Save: half damage A small bolt of fire flies from the caster's fingertips to the creature in range, inflicting 1d6 points per level of fire damage. Maximum damage for a fire bolt is 10d6 points of damage. Frost (S1) Range: 0 Area: 10-foot radius Duration: 1 round/level Save: special Solid ground in a 60-foot radius around the caster freezes over, except for a 15-foot diameter "eye" in the center of the effect, forming a slick blue-tinged surface. Any creature trying to move on the icy surface can choose to move carefully, moving and attacking at half their normal rate. Those choosing to move or attack normally most make a successful saving throw vs. spell each round or fall. Frozen Armor (S1) Range: 0 Area: caster Duration: 1 turn/level Save: none Ice coalesces, forming a frigid iceball that orbits around the caster. The ice satellite absorbs the first 1 point of damage taken by the caster, before shattering. Every 2 levels beyond first level achieved by the caster allows the creation of an additional iceball, which all work together to protect the caster. A caster can be protected by a maximum of 10 iceballs. Ice Bolt (S1) Range: 90 feet Area: one creature Duration: instantaneous Save: special A small shard of ice flies from the caster's fingertips to the creature in range, inflicting 1d4 points of cold damage per level of caster (save vs. spell for half). Those who fail their saves move as if slowed for 3 rounds, while those who make their saves move as if slowed for 1 round. Maximum damage is 10d4 points of damage. Identify Item (S1, N1) Range: 0 Area: 1 item/level Duration: 1 round/level Save: none The identify item spell allows one magical item from the world of Diablo to be positively identified by

full name and function. All combat bonuses, powers, and charges are revealed. Most magical items (including scrolls) in the world of Diablo cannot be used until this spell is employed to unlock their secrets; however, potions of healing and mana can be recognized and used without recourse to this spell. Certain quest items also may not yield to this spell - in such cases, the services of a powerful sage or similar entity may be required.

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