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LAST REVISION: 23 JANUARY 1997

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WELCOME TO A ...
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Version: 23 January 1997
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COMPILED AND PRODUCED BY XENO (mlsheltn@cc.memphis.edu)
All original information contained herein is subject to change without
notice, but will be rigorously made available and redistributed upon major
revisions of such information. The latest version, however, can always be
found at my homepage, http://www.people.memphis.edu/~mlsheltn.
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>> TABLE OF CONTENTS <<
I. INTRODUCTION
II. THE WEAPONS
A. *Sidhe Quarterstaff*
B. *Gauntlets of the Necromancer*
C. *Elvenwand*
D. *Ethereal Crossbow*
E. *Dragon Claw*
F. *Hellstaff*
G. *Phoenix Rod*
H. *Firemace*
I. Optional Considerations
III. THE EQUIPMENT
A. *Valador's Ring of Invulnerability*
B. *Shadowsphere*
C. *Mystic Urn*
D. *Tyketto's Tome of Power*
E. *Delmintalitar's Time Bomb of the Ancients*
F. *Torpo's Morph Ovum*
G. *Inhilicon's Wings of Wrath*
H. *Darchala's Chaos Device*
I. *Crystal Vial*
J. *Quartz Flask*
K. *Shield of the Heretic I*
L. *Shield of the Heretic II* OR *Enchanted Shield of the Heretic*
M. *Torch*
N. *Map Scroll*
O. *Tyketto's [Munitions] Bag of Holding*
IV. THE MONSTERS
A. Gargoyles (Basic and Fire)
B. Golems (Basic and Nitro)
C. Undead Warriors (Basic and Ethereal)
D. Sabreclaws
E. Weredragons
F. Ophidians
G. Iron Liches
H. Maulataurs
I. D'Sparil's Beast
K. Gas Pods
L. Miscellaneous: D'Sparil, his Disciples, and the Serpent Riders
V. SPELLS FROM HERETIC CHEAT CODES
A. Massacre
B. Quicken
C. Kitty
D. Engage
VI. DISCLAIMER
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>> WHAT'S HERETIC?: This Netbook presumes that anyone who has
gotten hold of it can effectively use the information presented herein
without necessarily knowing a great deal about the HERETIC game itself.
More information can be found about the game itself apart from what is
essential for the NetBook by searching for the quintessential FAQ, or
newsgroup, or whatever. I do not know where there is a HERETIC FAQ, but
they do have a Player's Guide somewhere.
>> "MINOR" WEAPONS VS. "MAJOR" WEAPONS: While neither game groups
their devices of mass destruction into "minor" and "major" weapons, I do so
for the purpose of keeping some perspective as far as damage potential,
rarity, and overall value is concerned. These groups as I have arbitrarily
allocated them are as follows (mostly influenced by the fact that you can't
get any of the major weapons in the Shareware version).
MAJOR: Hellstaff, Phoenix Rod, Firemace.
MINOR: Quarterstaff, Gauntlets, Elvenwand, Crossbow, Dragon Claw.
>> RANGES: All ranges are given in yards unless otherwise noted.
Not tens of yards, or tens of feet, just singe units of yards. Doing this
was a lot easier than other methods of ranging I've seen (the practicioners
of which shall rename nameless).
>> "POWER WEAPONS" VS. "MUNCHKIN WEAPONS": Some players are going
to view the weapons and devices from HERETIC and think of them as near-
artifacts (as the Dungeons and Dragons game defines an "artifact" or
"relic"), considering their lethality and power. Others will insist that
they be made equal to the common weapons of their respective roleplaying
environment. Both these views are equally valid and both are held by a lot
of people. Thus, I have written two sets of statistics and rules for each
group: The "Wimpy" stuff and the "Power" stuff. Whichever preference you
have, I hope you find it to your liking.
>> DRAT, I'M OUT OF AMMO!: All weapons using charges are
considered in this guid to be completely rechargeable, or not, depending on
whether the DM wants to make these devices a continuing part of the
campaign or a device that has limited use.
>> WHAT SYSTEM ARE YOU USING, ANYWAY?: This Netbook relies on the system
of gaming used by TSR's Dungeons and Dragons. This is partly because I play
in AD&D exclusively, and partly because I don't know enough about other
systems to make easy conversions. Since D&D is the dominant system used
among fantasy roleplayers, using it as a standard is completely reasonable
in my opinion.
>> NOTES ON WEAPONS AND ARTIFACT USAGE: For all weapons and artifacts,
anyone who touches them will automatically know their properties and usage.
The DM may waive or alter this property as they see fit.
And now to the meat of the matter ...
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The player of HERETIC ultimately finds eight different weapons
accessable to him during the course of his journeys to wipe out D'Sparil.
Here they are, in increasing level of potency, and a thumbnail sketch of
their effects, with both the (A) minor and (B) major powers.
POWERED-UP WEAPONS AND THE "TOME OF POWER": There is a magical item in
HERETIC known as Tyketto's Tome of Power. Its use is exclusively for the
enhancement of HERETIC weapon abilities, and in most cases the activation
of a power available only through the Tome, but such powers can be both
awesome and fearful.
If one wishes to use the weapons of HERETIC in a more generic sense, not
requiring the use or presence of a Tome of Power yet still use both the
unpowered and powered abilities, here are some suggestions:
1) Require that use of the major powers uses up more charges than
normal, perhaps x3 or x5 depending on how powerful they are. Many
weapons already do this, but not all, especially the ones that have
no charges at all, instead having a maximum use per day restriction.
At any rate, in actual game terms, here is a list of the use of
charges by the Major and Minor powers of each weapon:
Minor Major
Wand: 1 1
Xbow: 1 1
Claw: 1 5
H'staff: 1 5
P. Rod: 1 1 / 10 sec. of flame
Mace 1 5
2) Create a limit per day, per hour, per week, etc. limitation on the
use of the major powers.
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S I D H E Q U A R T E R S T A F F
MINOR: Simple stick. Nothing special. The power of a megatoothpick.
MAJOR: Is now a stick with super-nifty "hurt-'em-a-little-harder" power.
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WIMPY RULES
* Minor powers
+ Stats: damage as quarterstaff
Weight........4 Missile ROF...N/A
Size..........L Range S/M/L...N/A
Type..........B Damage S/M....1d6+1
Speed.........4 (fast) Damage L+.....1d6+1
Melee Reach...1 square Knockdown.....d10
+ Special Abilities: none.
* Major powers
+ Stats: damage is increased by +1.
+ Special Abilities: none, but does possess a pulsating blue aura.
* The Sidhe Quarterstaff has a +3 to its item saving throws.
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POWER RULES
* Minor powers
+ Stats
Weight........4 Missile ROF...N/A
Size..........L Range S/M/L...N/A
Type..........B Damage S/M....2d4+1
Speed.........4 (fast) Damage L+.....2d4+1
Melee Reach...1 square Knockdown.....d12
+ Special Abilities: none.
* Major powers
+ Stats: damage is increased by +3.
+ Special Abilities: A successful strike with the Quarterstaff
* The Sidhe Quarterstaff is immune to acid and normal fire damage, and
saves at a +5 for all other saving throws.
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G A U N T L E T S O F T H E N E C R O M A N C E R
MINOR: Delivers short-range electrical attack. Great for unarmed melee.
MAJOR: Has same attack, but with a better range. Also drains life energy.
Even better for unarmed melee.
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WIMPY RULES
* Power
+ Stats: as cestus +1
Weight........2 Missile ROF...N/A
Size..........S Range S/M/L...N/A
Type..........B Damage S/M....1d4+1
Speed.........2 (fast) Damage L+.....1d3+1
[E]...........0 (instant) Knockdown.....d6
Melee Reach...1 square
- Second data are for electrical attack [E]
+ Special Abilities: upon touch delivers a weak shock similar to the
effects of a *shocking grasp* spell.
- Damage: 1d4+3 at range, 2d4+2 by touch
- Duration: 1 rnd
- Range: touch.
- Maximum use: 10 minutes/day cumulative
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POWER RULES
* Minor powers
+ Stats
Weight........2 Missile ROF...N/A
Size..........S Range S/M/L...N/A
Type..........B Damage S/M....1d8+1
Speed.........2 (fast) Damage L+.....1d6+1
Melee Reach...1 square Knockdown.....d8
+ Special Abilities: delivers a *shocking grasp* spell-like effect.
Damage: 2d8+4 points at range, 3d6 by touch (per round)
Range: up to 4 yards
Maximum use: N/A
* Major powers
+ Same as unpowered but with x4 damage, as well as:
+ Upon touch will drain hp from a creature, replenishing any lost by
the wearer, up to his maximum.
+ Drainage: 1d4+3 points per round
+ Maximum use: 20 minutes/day cumulative
* NOTE: The electrical properties of the Gauntlets of the Necromancer
are such that a successful electrical shock or drain attack will
create a force of electrical attraction between the being and the
Gauntlets. This side effect applies only to substances which conduct
electricity, thus such exotic things as clay golems and water
elementals will not be drawn to the Gauntelts (fortunately!) but any
metallic dragon certainly would be.
+ This will have the ultimate result of preventing the victim from
fleeing or breaking away from the Gauntlet wearer's grasp.
+ The wearer must be careful not to be pulled off balance, depending
on how massive or immobile the victim is, if it is struggling. This
requires a DEX check per round. For every size category the victim
is smaller, the DEX check is made a +3; For every size category
above, add a -3 penalty. Of course, trying to keep a choke hold on a
Minotaur would be nasty business, but holding a Brownie would be
little trouble.
* COMPILER'S REMARK: These Gauntlets would make an excellent weapon for
a wrestling or boxing match. (punch!) (fzzzzzt!) (there went
his/her/its eyebrows/facial fur!)
* NOTE: Creatures having immunity to electricity are not affected by
this weapon.
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E L V E N W A N D
MINOR: Fires yellow bolts of yellow energy which instantaneously strike
their target. Good for firing at distance without needing to adjust for
things like wind or gravity.
MAJOR: Fires a spread of five bolts with a little better damage.
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WIMPY RULES
* May also be called the *Elven Wand of Magic Missiles*
* Minor powers
+ Identical in function as the *Wand of Magic Missiles* (see DMG 157)
(Always hits its target if wizard is using it, otherwise must make
attack roll; initiative modifier of 0; ROF is up to 2 charges/rnd;
damage is 1d+1), except for the following:
+ Missiles can strike specific portions of a target upon a successful
DEX roll.
+ Range: 15 yards
+ Speed Factor: 0 (instant)
* Major powers: same as unpowered except for the following:
+ Number: Five magic missiles per charge
+ Damage: 1d6 damage each missile.
+ Range: 60 yards.
* Charges when found: 3d20 charges, and may be recharged.
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POWER RULES
* Minor powers
+ Always hits its target regardless of wielder's class or ability
+ Missiles can strike specific portions of a target as directed
+ ROF: up to 4 charges / rnd
+ Damage: 1d8+6
+ Range: N/A
* Major powers
+ same as unpowered except for the following:
- Number: Five magic missiles per charge, up to one charge per
round.
- Damage: 1d8+5 damage per missile.
- Range: horizon
* Speed factor: 0 (instant)
+ Any penalties to attack based on range do not apply to this weapon.
* Charges: 3d20+5
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E T H E R E A L C R O S S B O W
MINOR: Fires a spread of three ethereal bolts which can damage ethereal and
prime material planar creatures alike.
MAJOR: Fires more bolts, and does more damage.
NOTE: When a quarrel is placed in position the Crossbow's string magically
appears, cocked and ready.
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WIMPY RULES
* Minor powers
+ Stats: +1 weapon
Weight........7 Missile ROF...1/2rnds
Size..........S Range S/M/L...60/120/180 yd
Type..........(P) Damage S/M....1d6+1
Speed.........7 (average) Damage L+.....1d8+1
Melee Reach...N/A Knockdown.....d6
+ Special ability: Can damage ethereal creatures for half-damage minus
two points.
* Major powers
+ Stats
- Damage is increased by +3
- The Ethereal Crossbow also fires two bolts in addition to the
original quarrel having the same damage, but no other magical
effects of the original quarrel are duplicated. A separate to-hit
roll must be made for all three bolts.
* Regular light quarrels can be used, as well as magical quarrels
without hindrance to magical traits
* Bolts when found: 4d10 light quarrels
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POWER RULES
* Minor powers
+ Stats: as light crossbow +1
Weight........7 Missile ROF...2/rnd
Size..........S Range S/M/L...60/120/180 yd
Type..........(P) Damage S/M....4d6+1
Speed.........7 (average) Damage L+.....3d8+1
Melee Reach...N/A Knockdown.....d10
+ Special ability: Ethereal creature damage
- Any bolts shot from the Ethereal Crossbow can damage ethereal
creatures as if they existed on the Prime Material plane.
- The ability to detect ethereal beings is not bestowed by the
Crossbow or its use.
* Major powers: same as powered except for the following:
+ Damage is increased by +3
+ The Ethereal Crossbow also fires two bolts in addition to the
original quarrel having the same damage and ethereal injury ability
but no magical effects of the original quarrel are duplicated.
- A separate to-hit roll must be made for all three bolts.
+ The Ethereal Crossbow gives its user the power to detect ethereal
creatures as a *gem of seeing*, but only as it pertains to ethereal
creatures.
+ When a silver string is tied to a bolt, the bolt is stringed and
fired, the Crossbow shoots it into the Ethereal Plane and is fully
able to damage or otherwise effect creatures on that plane of
existence.
* Regular light quarrels can be used, as well as magical quarrels
without hindrance to magical traits
* Charges: 4d10+5 ordinary quarrels in-quiver, plus a chance of finding
one or more minor magical quarrel(s).
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D R A G O N C L A W
MINOR: A more powerful cousin of the Elvenwand, but has blue energy bolts.
The bolts from this weapon instantaneously makes contact with either the
target or innocent bystanding other guy or object, whatever is in the way
at the time the Claw is activated.
MAJOR: Fires a single large energy bolt that splits into eight far more
powerful bolts in all directions. Great for clearing an enclosed space or
firing into a crowd.
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WIMPY RULES
* Minor powers
+ Stats
Weight........2 Melee Reach...1 square
Size..........S Missile ROF...1/rnd
Type..........B (S) Range S/M/L...35/65/195
Speed.........2 (fast) Damage S/M....1d4+1/1d4+1
[C]...........5 (average) Damage L+.....1d3+1/1d4
[M]...........0 (instant) Knockdown.....d6
- Second data are for the claw attack [C]
- Third data are for the missile attack [M]
+ Special Abilities: none
* Major powers
+ Stats: same as unpowered, except for the following:
+ Power: Fires a blue energy bolt that reaches its target almost
instantaneously
- Each energy bolt does 1d6+1 points of damage.
- Attack success is automatic at a range of less than 20 yards. At
Short Range a bonus of +10 is applied; for Medium Range a bonus of
+5 is applied; at Long Range, the attack is normal, up to
line-of-sight.
- Attacking a moving target may incur a penalty of -1 to -4,
considering the DEX/Aim of the attacker, the size of the target,
the speed at which it is moving, etc., as appropriate.
* Charges when found: 3d8+12 charges
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POWER RULES
* Minor powers
+ Melee stats: has same stats as normal cestus (cf. Gauntlets of
Necromancer)
Weight........2 Melee Reach...1 square
Size..........S Missile ROF...2/rnd (N/A) (4/rnd)
Type..........B (S) Range S/M/L...N/A (N/A) (N/A)
Speed.........2 (fast) Damage S/M....1d6+1 / 1d6+1 / 1d8+1
[C]...........5 (average) Damage L+.....1d4+1 / 1d6 / 1d8+1
[M]...........0 (instant) Knockdown.....d6
- first data are for the cestus attack
- second data are for the claw attack [C]
- third data are for the missile attack [M]
+ Power: Fires a blue energy bolt that reaches its target almost
instantaneously
- Any penalties to attack based on range do not apply to this weapon
(because of instantaneous strike)
* Major powers
+ Stats: Melee damage is increased by +4
+ Power: It shoots off a blue explosive buckyball
- It is not an instantaneous impact, but it is nearly unavoidable
(but not impossible); the speed factor is +1.
- Metallic armor is transparent to the energy of the buckyball; skin
armor (leather, hide, skin, etc.) will reduce damage by half.
- Success may be automatic or require a DEX/Aim roll, depending on
the size of the target, the speed at which it is moving, etc., as
appropriate (DM's descretion)
+ Damage from main buckyball: 4d8
+ The greater explosive buckyball detonates on impact, transforms into
a cloud of 10d4 lesser orbs that fly in all directions.
- Anyone in the area has 100% of being struck by one of the lesser
buckyballs, minus 10% for every five feet of distance from the
point of impact
- Each lesser buckyball does 5d6+6 pts of damage, no saving throw.
* Charges: 5d10+10
* NOTE: Against dragons, draconians, and dragon-kin, the Dragon Claw
inflicts double damage, due to the Claw's dragonbane enchantments. The
Dragon Claw itself is partially made of dragonhide.
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H E L L S T A F F
MINOR: Fires red bolts of energy (same as Elvenwand and Dragonclaw but
does not instantaneously strike its target) from the Depths themselves.
MAJOR: Deploys a larger bolt of potent energy which, upon impact, also
causes a secondary cloudburst of hellfire and brimstone to rain down upon
the unwitting target. Very bad for your health if it's you.
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WIMPY RULES
* Minor power: discharges a stream of red energy along the axis of the
rod (by pointing the horns). Unlike the Elven Wand and Dragon Claw, it
does not have instantaneous impact.
+ Range: 30 yards.
+ Maximum ROF: 2/rnd
+ Each bolt upon impact will do 1d8 pts of damage.
* Major powers
+ When powered, the Hellstaff will throw enhanced energy bolts doing
3d12 points of damage, but using ten charges at a time.
+ Once each time it is powered-up, regardless of a limited version of
the priest 5th level *flamestrike* spell can be invoked, doing 1d12
points of damage to anything within a ten-foot radius each second
they remain within the area of effect until the power expires after
ten seconds. A successful DEX roll should enable someone to avoid
flamestrike damage completely. The same saving throw can be made as
for *flamestrike*.
* Charges when found: 5d20+5 bolts
* NOTE: Creatures having immunity to fire are not affected by this
weapon.
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POWER RULES
* Minor power: Discharges a stream of red energy bolts along the axis of
the rod (by pointing the horns). Unlike the Elven Wand and Dragon
Claw, it does not have instantaneous impact.
+ ROF: 8/rnd
+ Damage: 2d8 each
* Major powers
+ When powered, the Hellstaff will throw single enhanced energy bolts
doing 6d6+4 points of damage each.
+ ROF for the power bolt is 1/3rnds
+ Upon impact the power bolt will cause a torrent of magma rain to
fall upon a 10 foot radius area. Anything caught in the deluge will
suffer 5d4 points of damage for every turn of exposure
* Charges: 10d10 charges
* NOTE: Creatures having immunity to fire are not affected by this
weapon.
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---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---
P H O E N I X R O D
MINOR: Taps the power of the sun to launch a single projectile that is sure
to get the attention of anything near ground zero (that is, unless they die
not knowing what hit 'em, which is more likely).
MAJOR: Truly a formidable weapon. Powered-up, it will spray a stream of
volcanic fire which will overwhelm almost anything in mere seconds. Those
who die by this weapon will truly die in agony.
-X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X-
WIMPY RULES
* Minor powers
+ Power: launches a single flaming arrow, shaped like a flying
phoenix, which fireballs everything within a 10-foot radius upon
impact.
* Damage
+ Direct Hit: 8d6 (3d6 without save, 5d6 with save versus breath
weapon for half damage).
+ Blast radius (10 feet): 5d6, save vs. breath weapon for half damage.
+ Any inanimate objects caught in the blast must save versus magical
fire or be destroyed or caught afire.
+ Range S/M/L: 50/100/260 yd
* NOTE: With each use of the minor power, the wielder is forced back
three feet. If unprepared, or if not "set to receive charge", the
wielder must make a DEX check or be knocked down by the weapon
discharge (similar to arquebus and siege weapon recoil)
* Major powers: Shoots an infernal stream of magical fire (must be in
the direction the Rod is pointed.)
+ One charge equals one turn of major power use (non-continuous use is
cumulative and portions of charges cannot be saved for the next
power-up)
+ Damage: 2d10+4 damage per round, no saving throw (average of 1.5
points per segment).
+ Inanimate objects caught by the Phoenix Rod must save vs. magical
fire at a -8 penalty or be incinerated or melted; the saving throw
is repeated for each turn of exposure.
+ At close ranges, the wielder will also be subject to one - half
blast radius damage (one - quarter damage if the save vs. breath
weapon is successful).
* Charges When Found: 3d4+2
* NOTE: Creatures having immunity to fire are not affected by this
weapon.
-X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X-
POWER RULES
* Minor Power: launches a single flaming arrow which, upon impact,
fireballs everything within a 10-foot radius.
+ Damage
- Direct Hit: 6d10+8 (no save). NOTE: Do not add in the 5d6 below
for being within the blast radius, because this is already figured
into the damage for a direct hit.
- Within blast radius: take 8d12+12, save vs. breath weapon for half
damage.
+ any objects caught in the blast must save versus magical fire at -4
penalty or be destroyed or caught afire.
+ Range S/M/L: 75/125/300
* Major Power: shoots an infernal stream of magical fire (must be in the
direction the Rod is pointed.)
+ Damage: 10d20 damage per round, no saving throw (average of 10.5
points per segment).
+ Inanimate objects caught by the Phoenix Rod must save vs. magical
fire at a -12 penalty or be incinerated or melted; the saving throw
is repeated for each turn of exposure.
+ At close ranges, the wielder will also be subject to one - half
blast radius damage (one - quarter damage if the save vs. breath
weapon is successful).
* NOTE: Creatures having immunity to fire are not affected by this
weapon.
-X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X-
---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---
F I R E M A C E
MINOR: Lobs a stream of explosive spheres into the air much like a catapult
or a baseball launcher, but with better aim. At close distances, it can be
likened to attacking someone with a thousand slingshots at all once.
MAJOR: Try to picture being hit upside your head with a ton of mithril.
Need more be said?
-X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X-
WIMPY RULES
* Minor powers
+ Stats as a Footman's Mace +2
Weight........10 Missile ROF...N/A (1/rnd)
Size..........M Range S/M/L...N/A (50/100/150)
Type..........B (-) Damage S/M....1d6+3 / (1d6+4)
Speed.........7 (average) Damage L+.....1d6+2 / (1d6+3)
Melee Reach...1 square Knockdown.....d10
- Second data are for the missile attack [M]
+ Power: Fires a magical Mace Sphere from the head of the Firemace,
along the axis of the Mace's shaft.
- On impact, a sphere will cause 1d6+4 / 1d6+3 points of damage.
- The magical attack is the same if the Mace itself were swung
squarely into the area of impact against the target.
- The damage is more kinetic than by fire, thus objects should save
versus crushing blow instead of fire.
- The Mace Spheres act more like a bombardment projectile; aiming
higher will increase range at the expense of line of sight
- Range S/M/L: 50/100/150 (assumes a level angle of attack)
- With a little trigonometry one may be able to figure new ranges
depending on angles of 30 degrees, 45 degrees, etc.
- Mace Spheres are not affected by wind; their trajectory cannot be
affected by wind resistance or naturally- or magically-created
high winds
* Major powers
Same as unpowered, except for the following:
+ fires 1d4+1 magical missile spheres, launched in any desired spread
within a cone of a 10 - foot radius (can be fired in an arc or in
line at a target).
+ Each sphere has a 10% change of being "super-charged", able to
inflict triple damage over normal (1d6+4 / 1d6+3 x3)
* Charges: 6d6+4
* NOTE: Creatures having immunity to fire or electricity take only half
damage from this weapon, and creatures having immunity to both are
completely immune to it.
-X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X-
POWER RULES
* Minor powers
+ Stats as a Footman's Mace +2
Weight........10 Missile ROF...N/A (12/rnd)
Size..........M Range S/M/L...N/A (80/160/250)
Type..........B (-) Damage S/M....1d6+3 (2d4+3)
Speed.........7 (average) Damage L+.....1d6+2 (2d4+2)
Melee Reach...1 square Knockdown.....d10
- Second data are for the missile attack [M]
+ Power: Fires a silver magic missile sphere from the head of the
Firemace, along the axis of the Mace's shaft.
- fires 1d4+1 magical missile spheres, launched in sequence (can be
fired in an arc or in line at a target).
- ROF is 1/rnd
- On impact, a sphere will cause 2d4+4/2d4+3 points of damage.
- Each sphere has a 10% change of being "super-charged", able to
inflict triple damage over normal.
- Range S/M/L: 80/160/250 (assumes a level angle of attack)
+ Attack/Damage Effects
- The magical attack is the same if the Mace itself were swung
squarely into the area of impact against the target.
- The damage is more kinetic than by fire, thus objects should save
versus crushing blow instead of fire when they are struck by a
Mace Sphere.
- The Mace Spheres act more like a bombardment projectile; aiming
higher will increase range at the expense of line of sight (but
only a fool or a kender would think of aiming straight up, mind
you)
- With a little trigonometry one may be able to figure new ranges
depending on angles of 30 degrees, 45 degrees, etc.
* Major powers
+ Stats: Same as unpowered except:
- only one silver magic missile Megasphere is discharged.
- Speed is increased by +3.
- Damage is increased by +20.
- Knockdown is d20.
+ Power: The Firemace will produce a single Mace Megasphere,
apparently five feet in diameter, behaving the same way as a normal
mace sphere, except for the following:
- A creature must save vs. disintegration at a -10 penalty or suffer
the Consequences.
NOTE: Treat the Firemace as a +3 magical weapon vs. creatures
resistant or immune to nonmagical weapon.
- A successful save will result in taking one d8 of damage per
level/HD. Creatures dying in this manner cannot be resurrected,
but can be reincarnated. The Firemace merely pulverizes the
ability of the body to contain the spirit so that the flesh can
never live again. Such a corpse cannot even be raised to undead
status or be otherwise animated.
+ Range for a Megasphere is 24/48/75 (assumes a level angle of attack)
+ This powered-up ability consumes twenty charges each
* Charges: 12d6+8
* NOTE: Creatures having immunity to either fire or electricity take
only half damage from this weapon, and creatures having immunity to
both are completely immune to it.
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---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---
O P T I O N A L C O N S I D E R A T I O N S
These are suggestions that would improve the weapons of HERETIC further
or to hinder them in some way. Some of these suggestions would be quite
potent and it is advisable that if any weapon is made too powerful using
these additional powers, the DM should also include one or more negative
powers to balance out the weapon, or even declare it an "artifact," with
all the responsibilities and dangers associated with such devices,
including artifact possession. Such a practice might even need to be
extended to include using the Power Rules (see above) for the weapons, but
it is all DM's discretion; I have no business telling anyone how to run
their own campaign.
-X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X-
1) Give the weapons, or only the major ones, some intelligence. If they
speak any languages, one should be an Elven language (In HERETIC, the
story had the player as a Sidhe Elf).
-X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X-
2) Specific Ammunition
* Most HERETIC weapons require ammunition specific to the weapon in
order to power it.
* Thus, HERETIC weapons may require special ammunition to be recharged.
A list of the types of ammunition for each weapon is listed below.
There are two forms: one that had a little bit of ammo, and one that
had a lot of it. Both are included (first lesser then greater):
+ Quarterstaff: (none)
+ Gauntlets of the Necromancer: (none)
+ Elvenwand: "wand crystal", "crystal geode"
+ Ethereal crossbow: "ethereal arrows", "quiver of etheral arrows"
+ Dragon claw: "claw orb", "energy orb"
+ Hellstaff: "lesser runes", "greater runes"
+ Phoenix rod: "flame orb", "inferno orb"
+ Firemace: "mace spheres", "pile of mace spheres"
-X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X-
3) Allow all the weapons, or perhaps only the Greater weapons, to have the
ability to damage creatures immune to nonmagical weapons, according to
their magical bonuses (if any).
\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/
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/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\
-------
I I I
-------
\\\\\ \\\ \ \ \\\\\ \\\\ \ \ \\\\\ \ \ \\\\\
\ \ \ \ \ \ \ \ \\ \\ \ \\ \ \
\\\ \ \ \ \ \ \\\\ \ \ \ \\\ \ \ \ \
\ \ \\ \ \ \ \ \ \ \ \ \\ \
\\\\\ \\\\ \\\ \\\\\ \ \ \ \\\\\ \ \ \
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---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---
In many respects HERETIC is no different from any other game of the
fantasy genre. In it, one can find enchanted shields, a bag of holding,
vials and flasks of healing, and other objects that belong in a fantasy-
type campaign. However, in terms of this Netbook I assert that HERETIC has
its own special kind of magic items with abilities unique to that object,
or at least that general category of object.
Note that with "maximum use", unless "per day" is specified, the item is
not reusable beyond X number of times, period (i.e., it dissolves,
disintegrates, teleports elsewhere, etc., after it has been used X times).
If there is no "maximum use", the device can be "on" all the time, of
course.
Also note that as with all magical devices, higher beings such as
deities, avatars, and other beings can choose to ignore the powers of
devices that may otherwise affect them in some way.
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---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---
* V A L A D O R ' S R I N G O F I N V I N C I B I L I T Y *
USE: When activated by the command word "Valador", the Ring makes its user
undamagable, or nearly so.
-X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X-
WIMPY RULES
* POWER:
+ Grants a limited skin of invulnerability
+ AC is raised by +10 for the duration of use
* LIMITS
+ Duration of use: 6 rounds
+ Maximum use: once
+ The wearer senses are distorted and suppressed, resulting in
symptoms such as partial deafness, color blindness, low vision,
blurry vision, etc., as a side effect of the magical cloak generated
by the Ring.
+ Attack rolls and surprise checks made at -2
-X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X-
POWER RULES
* POWER: Grants temporary but complete immunity from all harm.
+ Immunity from all normal and magical damage.
+ Progression of poison and disease will be frozen (but not cured) --
such conditions may, however, still be treated in the meantime.
+ Any other loss of HP from external sources will be averted.
* LIMITS
+ Duration of use: 6 hours.
+ Maximum use: once.
+ The wearer senses are distorted and suppressed, resulting in
symptoms such as partial deafness, color blindness, low vision,
blurry vision, etc., as a side effect of the magical cloak generated
by the Ring.
* NOTE: Use of this device may be ignored by deities, demigods, et al.
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---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---
* S H A D O W S P H E R E *
USE: A nearly weightless, glass bubble, with a distinct image of an
indistinct human face somehow imbued into the sphere in such a way that the
visage is always turned towards the viewer.The Shadowsphere is activated by
smashing it in the palm of one hand with the fist (preferably gloved or
gauntleted) of the other.
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WIMPY RULES
* POWER: The user and all items and equipment on his person immediately
take on the appearance of a ghostlike form. He is not nearly so
invisible as one cannot see him in broad daylight, but indoors is
difficult to see an man-sized individual under the influence of the
Shadowsphere.
* LIMITS
+ Duration of use: 12 rounds
+ Maximum use: once
-X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X-
POWER RULES
* POWER: The user and all items and equipment on his person immediately
take on the appearance of a ghostlike form. He is not nearly so
invisible as one cannot see him in broad daylight, but indoors is
difficult to see an man-sized individual under the influence of the
Shadowsphere. The Shadowsphere is activated by smashing it in the palm
of one hand with the fist (preferably gloved or gauntleted) of the
other.
+ For thieves, the Hiding In Shadows skill becomes 95% for the
duration
+ Creatures encountering the user incur a -3 on surprise checks
+ Creatures attacking the user incur a -2 on attack rolls for every
range category distant.
* LIMITS
+ Duration of use: 4 turns
+ Maximum use: once
-X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X-
---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---
* M Y S T I C U R N *
USE: When found, it has a small quantity of sweetened clear liquid. This
liquid will evaporate immediately if poured out, reappearing in the dregs
of the Mystic Urn. If ingested, however, the power of the Urn takes effect.
-X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X-
WIMPY RULES
* Instantly restores an amount of HP to the character or creature equal
to the number and size of their HD
- Examples: a 10th level warrior would get 10d10 HP, a fifth level
wizard would get 5d4, and a 7HD creature would get 7d8 (including
any HD plusses or minuses that some creatures possess, such as
Minotaurs, which would get 6d8+3 HP)
- This device does not replenish a character's or creature's HP above
their maximum, nor does it restore extra HP gained in such ways as
berserker rages.
* Maximum use: once only (the Urn crumbles to dust once it has been
droughted)
-X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X-
POWER RULES
* POWERS
+ Instantly restores a character or creature to full health as the
clerical *heal* spell.
+ The Urn heals all disease and other injury as the clerical *heal*
spell.
+ The Urn will restore such damage as caused by mummies and similar
sources, and has a 75% chance of curing such conditions outright.
* Maximum use: once only (the Urn crumbles to dust once it has been
droughted)
-X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X-
---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---
* T Y K E T T O ' S T O M E O F P O W E R *
USE: Methods used to discover invisible and hidden things will reveal the
presence of an ethereal, translucent silver skull face on the front cover.
This skull face is otherwise invisible and undetectable except to an
individual who activates the Tome. This ethereal skull eventually fades
back into invisibility at which point the Tome's effect expires.
-X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X-
WIMPY RULES
* POWERS
+ The magical force that transfers from the Tome to the character can
be transfered at will to any melee weapon, enabling it to cause
double damage; this includes unarmed combat.
* LIMITS
+ Duration: one hour
+ Maximum use: once only (that particular Tome no longer responds to
the character; the skull face does not appear to that person again
unless it is detected for by other means)
* OPTIONAL RULE: HERETICal weapons may have Major Powers that are
inaccessable or otherwise cannot be invoked without the aid of a
Tyketto's Tome of Power.
-X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X-
POWER RULES
* POWERS
+ With the use of Tyketto's Tome of Power, any weapons used by the
character causes double damage (triple on an attack roll of 19-20).
+ He gains a THAC0 bonus of +2 due to the magical influence on his
reflexes and senses.
+ The prime requisite attributes of the user's class are raised by +2
if the score is below 16, or +1 if 17 or above (Racial maximums are
ignored)
* LIMITS
+ Duration: one day
+ Maximum use: once per character (see above)
+ Any extra abilities, spells, or other powers gained by the character
as a result of his enhancement by the Tome are lost when the Tome's
power expires.
-X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X-
---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---
* D E L M I N T A L I T A R ' S T I M E B O M B
O F T H E A N C I E N T S *
USE: In its inert state, the Time Bomb is hardly the size of the palm of a
human's hand. It also appears empty until someone set it on one of its
bases on the ground, at which point grains of sand appear inside it in the
upper half of the hourglass and apparatus expands to one foot high and four
inches across. The Time Bomb detonates when all the sand runs into the
lower half of the hourglass.
The hourglass cannot be stopped once it begins its countdown. Any
attempt to disturb it before the sand has run through will cause it to
detonate immediately.
-X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X-
WIMPY RULES
* DAMAGE
+ Range: 0 - 5 feet: 3d6+1
+ Range: 5 - 10 feet: 2d6+1
+ Range: 10 - 15 feet: 1d4+1
* TIMER: 5 seconds (in game - time, I suggest a DEX check to escape the
blast radius)
-X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X-
POWER RULES
* DAMAGE
+ Range: 0 - 5 feet: 10d12
+ Range: 5 - 10 feet: 6d8+2
+ Range: 10 - 15 feet: 1d10+4
* TIMER: 3 seconds (in game - time, I suggest a DEX check at a -3 to
escape the blast radius)
-X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X-
---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---
* T O R P O ' S M O R P H O V U M *
USE: When a victim is hit by an egg hurled or dropped on him, he
immediately gets temporarily polymorphed into a chicken. All weapons and
items on his person are also affected by the change. The individual can use
anything requiring only coherent thought to activate, but all spells being
cast are interrupted and no spell requiring verbal or somatic components
can be cast.
The egg can be used at point-blank, but when targetting at a distance an
attack roll must be made, as if throwing a rock. A fumble would indicate
the user had crushed it in hand, or that it flew up and landed on him
instead, or that he missed and hit something else.
An egg landing on an inanimate object is not affected, nor are amorphous
lifeforms as slimes, jellies, or oozes ... they simply deflect the objects,
crush them without effect, or encapsulate them within themselves.
-X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X-
WIMPY RULES
* LIMITS
+ An individual is polymorphed if they save vs. level with 1 being an
automatic resistance (i.e., an individual at 3rd level / 3 HD must
roll a 3 or less to resist the change). Individuals of greater than
20 HD are immune to the change.
+ Normal system shock checks must be successful during change from
original shape to chicken and vice-versa, or the individual is
stunned for one round and is unable to take any action.
* DURATION: 9 rounds, then the individual is shapechanged back into its
original form.
* "MONSTROUS" STATS OF MORPH CHICKEN
INTELLIGENCE: Unchanged
ARMOR CLASS: 7
MOVEMENT: 18 (Flightless)
HIT DICE: #HD x 2 = hp
(If the victim had 5 HD then they have 10 hp)
THAC0: Unchanged
NO. OF ATTACKS: 5/2
DAMAGE/ATTACK: Peck/Peck (1d4 / 1d4); Peck/Peck/Peck (1d4/1d4/1d4)
SPECIAL ATTACKS: Nil
SPECIAL DEFENSES: Nil
MAGIC RESISTANCE: Nil
SIZE: T (2' wingspan)
MORALE: N/A if PC; -5 penalty if creature or NPC
XP VALUE: 15
-X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X-
POWER RULES
* LIMITS
+ Individuals below 10th level / 10 HD are polymorphed (no save)
+ 10th - 30th level / 10 - 30 HD), individuals are polymorphed if they
save vs. level at -10 (10th level / 10 HD must save with 1, 20th
level / 20 HD must save with 10 or less)
+ Individuals greater than 30th level / 30 HD are immune.
+ Unless a system shock check is made when polymorphed into the
chicken, and return to normal form and is successful, the individual
is stunned for 1d6 rounds and is unable to take any action.
* DURATION: 3 turns, at which time the individual is shapechanged back
into its original form.
* "MONSTROUS" STATSOF MORPH CHICKEN:
INTELLIGENCE: Unchanged
ARMOR CLASS: 7
MOVEMENT: 18 (Flightless)
HIT DICE: #HD = hp
(If the victim had 5 HD then they have 5 hp)
THAC0: 20
NO. OF ATTACKS: 2
DAMAGE/ATTACK: Peck/Peck (1d2-1 / 1d2-1)
SPECIAL ATTACKS: Nil
SPECIAL DEFENSES: Nil
MAGIC RESISTANCE: Nil
SIZE: T (2' wingspan)
MORALE: N/A if PC; -5 penalty if creature or NPC
XP VALUE: 7
-X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X-
---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---
* I N H I L I C O N ' S W I N G S O F W R A T H *
USE: The Wings of Wrath are activated by placing it on the head (or helm)
of the user; it disappears and is surrounded by an aura to which is
attached a pair of appropriately - sized wings on the back.
-X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X-
WIMPY RULES
* POWER: allows completely - controlled flight.
+ better than the wizard spell *levitate*; the Wings of Wrath allows
movement in any direction.
+ The movement rate in level flight is unchanged.
+ Movement up or down is 1/2 normal movement.
+ Movement is fully subject to wind currents and wind-altering spells.
* DURATION: 12 rounds
-X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X-
POWER RULES
* POWER
+ Allows completely - controlled flight. It is better than the wizard
spell *levitate*; the Wings of Wrath allows movement in any
direction.
+ The movement rate in any direciton is 150% normal.
+ Consider natural wind speed to be 1/4 with respect to its effect on
the power of the Wings of Wrath.
+ When the user is being thrown around or otherwise affected by a
wind-affecting spell, activating the Wings of Wrath allows him a
save vs. paralyzation to reduce the effect of the spell to 1/4 for
as long as the Wings of Wrath continue to function.
* DURATION: 4 turns
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---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---
* D A R C H A L A ' S C H A O S D E V I C E *
USE: The Chaos Device comes in two identical parts. One of them (doesn't
matter which part) is placed in a strategic location and the other is
carried. Whenever the bearer of the Chaos Device places the carried part on
the ground and stands on it with both feet, he is instantly teleported to
the location of the other half of the Chaos Device. Both parts of the Chaos
Device disintegrate once they are used (by the user stepping on or
teleporting onto them).
Both pieces of the Chaos Device must be on the same plane to function.
In fact, if the bearer tries to carry one part to another plane, it will
not planeshift with him but reappear next to the interdimensional portal or
at the portal's former location.
-X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X-
WIMPY RULES
* RANGE: The two halves of the Chaos Device must be within one mile of
each other or else they will not function.
-X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X-
POWER RULES
* RANGE: The two halves of the Chaos Device need only be within 1,000
miles of each other to function properly.
+ Beyond that range, the user will teleport exactly 1,000 miles from
the location of the first half in the direction of the second half,
though it is not guaranteed that he will end up in a habitable
location (if the other half lies on a continent on the other side of
the ocean, the user may find himself in the middle of that ocean).
-X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X-
---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---
* C R Y S T A L V I A L *
-X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X-
WIMPY RULES
* POWER: When the potion is drunk from the Vial, the imbiber is healed
as if a *cure light wounds* is cast upon him.
+ The imbiber cannot receive more hp than his maximum.
* Can be used only once.
-X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X-
POWER RULES
* POWER: When the potion is drunk from the Vial, the imbiber is healed
of 10% of his total HP, rounded down.
+ Examples: having 80 hp = 8 hp healed; having 57 hp = 5 hp healed)
+ This effect occurs regardless of level or HD.
+ The imbiber cannot receive more hp than his maximum.
* Can be used only once.
-X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X-
---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---
* Q U A R T Z F L A S K *
-X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X-
WIMPY RULES
* When the potion is drunk from the Flask, the imbiber is healed as if a
*cure serious wounds* is cast upon him.
+ The imbiber cannot receive more hp than his maximum.
* Can be used only once.
-X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X-
POWER RULES
* POWER: When the potion is drunk from the Flask, the imbiber is healed
of 25% of his total HP, rounded down.
+ Examples: having 80 hp = 40 hp healed; having 57 hp = 14 hp healed)
+ This effect occurs regardless of level or HD.
+ The imbiber cannot receive more hp than his maximum.
* Can be used only once.
-X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X-
---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---
* S H I E L D O F T H E H E R E T I C I *
USE: The Shield of the Heretic partially insulates against any fire - based
attacks.
SIZE OF SHIELD: Small (see ARMS & EQUIPMENT GUIDE, pp. 36 - 37)
-X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X-
WIMPY RULES
* POWER: Normal fire damage is reduced by 2 points per damage die.
* LIMITS
+ The Shield of the Heretic does not protect against magical fire
damage.
+ The Shield of the Heretic can absorb up to 20 points of deflected
damage before it is destroyed or otherwise rendered useless.
+ The Shield cannot be activated or deactivated at will; it absorbs
damage whether or not it is directly used to protect against frontal
attack (such as being worn on the back)
-X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X-
POWER RULES
* POWERS:
+ Normal fire damage is reduced by 4 points per damage die.
+ Magical fire damage is reduced by 1 point per damage die.
* LIMITS
+ The Shield of the Heretic can absorb up to 100 points of deflected
damage before it is destroyed or rendered useless.
+ The Shield cannot be activated or deactivated at will; it absorbs
damage whether or not it is directly used to protect against frontal
attack (such as being worn on the back)
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---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---
* S H I E L D O F T H E H E R E T I C I I *
O R
E N C H A N T E D S H I E L D O F T H E H E R E T I C
USE: The Shield of the Heretic is given immunity against any fire, ice, and
electrical attacks.
SIZE OF SHIELD: Medium (see ARMS & EQUIPMENT GUIDE, pp. 36 - 37)
-X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X-
WIMPY RULES
* POWER:
+ For each point of damage the wearer is protected from, the Shield
itself takes damage, up to its maximum, when it is destroyed.
+ Once each day, the Shield regenerates one hp of damage each as its
user has levels / HD (i.e., 11th level = 11 hp), but its wearer will
take as much damage as the shield regenerates.
- This is done by the command phrase "As Fate Intends".
- The shield will yield as much damage as will not kill its wearer
outright, and up the maximum amount absorbed (but system shock
rolls apply for excessive damage, greater than 50 hp damage, etc).
- Damage absorbed by the shield are treated as normal healable
wounds.
* LIMITS
+ The Shield of the Heretic can absorb up to 40 points of deflected
damage before it is destroyed or rendered useless.
+ The Shield cannot be activated or deactivated at will; it absorbs
damage whether or not it is directly used to protect against frontal
attack (such as being worn on the back)
-X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X-
POWER RULES
* POWER:
+ For each point of damage the wearer is protected from, the Shield
itself takes damage, up to its maximum, when it is destroyed.
+ Once each day, the Shield regenerates one hp of damage each as its
user has levels / HD (i.e., 11th level = 11 hp), but its wearer will
take as much damage as the shield regenerates.
- This is done by the command phrase "As Fate Intends".
- The shield will yield as much damage as will not kill its wearer
outright, and up the maximum amount absorbed (but system shock
rolls apply for excessive damage, greater than 50 hp damage, etc).
- Damage inflicted by the Shield are treated as normal healable
wounds.
* LIMITS
+ The Shield of the Heretic can absorb up to 200 points of deflected
damage before it is destroyed or rendered useless.
+ The Shield cannot be activated or deactivated at will; it absorbs
damage whether or not it is directly used to protect against frontal
attack (such as being worn on the back)
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---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---
* T O R C H *
NOTE: This magical torch is identical to a *Torch of Continual Fire*.
REFER TO:
1. *Realmspace*.
2. *Encyclopaedia Magica*, Volume Four, p. 1452.
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---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---
* M A P S C R O L L *
NOTE: This magical map is identical to a *Map of Mapping*.
REFER TO:
1. *Dragon* magazine, issue 125.
2. *Encyclopaedia Magica*, Volume Two, p. 693.
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---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---
* B A G O F H O L D I N G *
NOTE: This magical bag is identical to a *Bag of Holding*.
REFER TO:
1. *Dungeon Master Guide*, p.
2. *Encyclopaedia Magica*, Volume One, p. 135.
\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/
-X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X-
/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\
-----
I V
-----
\ \ \\\ \ \ \\\ \\\\\ \\\\\ \\\\ \\\
\\ \\ \ \ \\ \ \ \ \ \ \ \
\ \ \ \ \ \ \ \ \\\ \ \\\ \\\\ \\\
\ \ \ \ \ \\ \ \ \ \ \ \
\ \ \\\ \ \ \\\ \ \\\\\ \ \ \\\
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---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---
The monsters of HERETIC ask for no quarter and give none in return. They
may also be considered in every sense to have a 0 Intelligence, or even
cratures with such a low intelligence have a survival instinct. They run
away if they're hurt badly enough. But HERETIC's critters are an exception
to this.
To make the beasties somewhat more realistic than a 3D game engine, I
have changed a few aspects of the monsters. Instead of building into every
beast a Combat description of "close to melee range as soon as possible and
start pounding", there has been a little creativity in making up new
strategies based on more factors than can be written about here. I am
fairly sure, however, that most HERETIC - playing people who are also
interested in the NetBook will agree to most of what have been written.
Where observation and the HERETIC game guide has not been clear
regarding monstrous statistics, I have improvised. But then, this entire
NetBook is ALL improvisation, is it not?
Note that while I am using the pattern previously established by AD&D's
Monstrous Manual in giving the creatures' stats, certain categories have
simply been omitted because of their irrelevance. In truth, such qualities
as morale are not even a feature of HERETIC; it is nonetheless included as
speculation to provide realism.
Here are some statistics that are to be considered universal:
Climate/Terrain: The Abyss (or any place crawling with evil)
Organization: Tribal (they mostly keep to their own species)
Activity Cycle: Nocturnal (what else do you expect of evil beings)
Diet: Carnivorous (duh, pass me your femur!!)
Treasure: Very Broadly Suggested, but DM's Pleasure
Alignment: Chaotic Evil OR
Neutral (in case they don't have the INT to hate you)
XP: Not Specified (DM's Pleasure)
Note that one statistic shown under a category of a creature with two
subtypes applies to both versions of that creature.
The Miscellaneous subsection to this division of the NetBook is
concerned with D'Sparil, his Disciples, and the Serpent Rider shown at the
completion of Episode Three of HERETIC. The
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---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---
G A R G O Y L E S
NOTES: There are two types of Gargoyles: Rock and Fire. The Fire Gargoyles
are twice as tough as the Rock version and can belch balls of fire, but
otherwise they are identical.
These Gargoyles go for a pack kill; they prefer large groups, for
individually they pose no match to anyone. In groups, they can fence prey
in and eventually wear it down.
DART ATTACK: Gargoyles have the ability to move at twice their normal
flight speed for a limited period of time (1 round). This is the equivalent
of a "charging" maneuver made on horseback, with all the relevant bonuses
and penalties (see PHB, p. 96).
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WIMPY RULES
(ROCK GARGOYLE : FIRE GARGOYLE)
Frequency: common : uncommon
Intelligence: semi- (2)
Treasure: maybe
No. Appearing: 1d8 : 1d6
Armor Class: +10
Movement: 6, Fl 18, Dart 36
Hit Dice: 4 hp : 1 HD
THAC0: 20 : 19
No. Of Attacks: 2 : 3
Damage/Attack: 1d2+1 / 1d2+1 (claw/claw)
Special Attacks: dart : dart, flame attack (1d2)
Special Defenses: nil
Magic Resistance: nil
Size: T (2')
Morale: unsteady (7)
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POWER RULES
(ROCK GARGOYLE : FIRE GARGOYLE)
Frequency: common : uncommon (60% : 30%)
Intelligence: semi- (3)
Treasure: maybe
No. Appearing: 2d6 : 2d4
Armor Class: +10
Movement: 12, Fl 18, Dart 36
Hit Dice: 2 HD : 4 HD
THAC0: 18 : 15
No. Of Attacks: 2 : 3
Damage/Attack: 1d8+4 / 1d8+4 (claw/claw)
Special Attacks: dart : dart, flame attack (1d8)
Special Defenses: nil
Magic Resistance: nil
Size: T (2')
Morale: steady (9)
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---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---
G O L E M S
NOTES: There are four subtypes of Golems: Prime Abyssal, Prime Nitro,
Ethereal Abyssal, and Ethereal Nitro. In general, nitrogolems are a little
tougher than Abyssal Golems, and can temporarily project their elemental
spirit in the form of a "smart" missile.
There are few but important differences between the Ethereal and non -
Ethereal subtypes. They are immune to nonmagical weaponry; attacks from
such merely pass through them without a trace. Because of their shadowy
appearance, there is a -2 penalty to attack against these two subtypes.
Aside from the ability of Elemental Projection, there is no exception to
the general rules of Golems; pummeling with their fists suits them fine.
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WIMPY RULES
(ABYSSAL : NITRO)
Frequency: common : rare
Intelligence: non- (0)
Treasure: none
No. Appearing: 1d2 : 1
Armor Class: +7
Movement: 8
Hit Dice: 1 HD : 1 HD + 2
THAC0: 19 : 19, * 9
No. Of Attacks: 2
Damage/Attack: 1d4 / 1d4 (fist/fist)
Special Attacks: elemental projection (1d12+3)
Special Defenses: nil
Magic Resistance: nil
Size: M (6')
Morale: mindless (N/A)
* Refers to the attack accuracy of the Elemental Projection.
-X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X-
POWER RULES
(ABYSSAL : NITRO)
Frequency: common : uncommon
Intelligence: non- (0)
Treasure: none
No. Appearing: 1d4 : 1d4
Armor Class: +7
Movement: 8
Hit Dice: 4 HD : 5 HD
THAC0: 15 : 14, * 7
No. Of Attacks: 2
Damage/Attack: 2d8 / 2d8 (fist/fist)
Special Attacks: elemental projection (4d8)
Special Defenses: nil
Magic Resistance: nil
Size: m (6')
Morale: mindless (N/A)
* Refers to the attack accuracy of the Elemental Projection.
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---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---
S A B R E C L A W S
NOTES: Comparable to the *Alien* monsters of H.G. Giger, quick as lightning
and just as deadly. They have scythes for arms and have a thirst for the
enemy, particularly in ribbons. Any improvement to their armor class is not
due to any tough hide, but to their impressive parrying ability with their
natural blades wielded as well as any master swordsman.
POWER RULES: Sabreclaws, due to their excellent senses, gain a +3 to
surprise rolls and can track prey with a 30% accuracy.
-X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X-
WIMPY RULES
Frequency: uncommon
Intelligence: 5 (low)
Treasure: as dead victims' possessions
No. Appearing: 1d3
Armor Class: +6
Movement: 15
Hit Dice: 2 HD
THAC0: 18
No. Of Attacks: 3
Damage/Attack: 1d4 / 1d4 / 1d4 (claw/claw/claw)
Special Attacks: nil
Special Defenses: nil
Magic Resistance: nil
Size: M (6')
Morale: 13 (elite)
-X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X-
POWER RULES
Frequency: uncommon
Intelligence: 6 (low)
Treasure: as dead victims' possessions
No. Appearing: 1d4+3
Armor Class: +6
Movement: 18
Hit Dice: 7 HD + 4
THAC0: 10
No. Of Attacks: 4
Damage/Attack: 2d8+2 / 2d8+2 / 2d8+2 / 2d8+2 (claw/claw/claw/claw)
Special Attacks: nil
Special Defenses: nil
Magic Resistance: nil
Size: M (6')
Morale: steady (12)
-X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X-
---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---
U N D E A D W A R R I O R S
NOTES: The Undead Warriors were raised by D'Sparil, armed with throwing
axes, and made to serve as a grisly standing army.
There are two types of Undead Warriors: Prime and Ethereal. Like the
Golems, there is little difference between other than there is a -2 penalty
for attacking them and that they cannot be harmed by nonmagical weapons.
Undead Warriors are not known for brains; they simply know their target,
you, and they seek only to crowd you in and start pounding.
THROWING AXES: Undead Warriors possess two types of axes: Red and Green.
The Red axes are much deadlier, but rarer than the Green ones. The
percentages are detailed below.
TURNING UNDEAD: Undead Warriors have no energy - draining abilities, and
can be turned; this is determined by their HD (see PHB p. 103). Note that
Ethereal versions of Undead Warriors are to be considered 1 HD greater than
their non - Ethereal counterparts.
-X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X-
WIMPY RULES
Frequency: uncommon
Intelligence: non- (0)
Treasure: as former life?
No. Appearing: 1d2
Armor Class: +4
Movement: 12
Hit Dice: 2 HD + 4
THAC0: 17
No. Of Attacks: 2 : 3 (melee/missile)
Damage/Attack: Melee: 1d4+2 / 1d4+2 (fist/fist)
Missile: 1d6 (Green Axe) : 2d4+2 (Red Axe) (10%)
Special Attacks: nil
Special Defenses: nil
Magic Resistance: nil
Size: L (7')
Morale: mindless (N/A)
-X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X-
POWER RULES
Frequency: uncommon
Intelligence: non- (0)
Treasure: as former life?
No. Appearing: 1d3
Armor Class: +4
Movement: 12
Hit Dice: 10 HD
THAC0: 10
No. Of Attacks: 2 : 3 (melee/missile)
Damage/Attack: Melee: 3d8 / 3d8 (fist/fist)
Missile: 4d8 (Green Axe) : 7d8 (Red Axe) (33%)
Special Attacks: nil
Special Defenses: nil
Magic Resistance: nil
Size: L (7')
Morale: mindless (N/A)
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---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---
W E R E D R A G O N S
NOTES: A variety of lycanthrope (almost?) unique to the Abyss, Weredragons
sport a powerful breath weapon in addition to their sour demeanor and an
uncanny resemblance to a Tarrasque.
There is fortunately no Ethereal version of a Weredragon, but an
inventive (or cruel?) DM mightly surely think of a reason to disagree.
(hint, hint)
Weredragons typically lumber slowly closer, but continue to attack from
a distance. They are smart enough to know that they are sooner able to hurt
you (or keep you on your toes) than you are to hurt them, from a distance.
It is intelligence more than cowardice that urges them away from a quick
and dirty kill.
-X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X-
WIMPY RULES
Frequency: rare
Intelligence: 8 (average)
Treasure: nil
No. Appearing: 1d4+1
Armor Class: +3
Movement: 12
Hit Dice: 2 HD
THAC0: 18
No. Of Attacks: 1 : 1 (melee/missile)
Damage/Attack: 1d10 (bite)
1d12+3 (breath weapon: magma)
Special Attacks: nil
Special Defenses: nil
Magic Resistance: nil
Size: L (7')
Morale: champion (16)
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POWER RULES
Frequency: rare
Intelligence: 10 (average)
Treasure: nil
No. Appearing: 1d3
Armor Class: +3
Movement: 12
Hit Dice: 11 HD
THAC0: 9
No. Of Attacks: 1 : 1 (melee/missile)
Damage/Attack: 3d8 (bite)
4d8 (breath weapon: magma)
Special Attacks: nil
Special Defenses: nil
Magic Resistance: nil
Size: L (7')
Morale: fanatic (18)
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---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---
O P H I D I A N S
NOTES: Often thought of as royal guardsmen, Ophidians are the last ranks of
the army that protects D'Sparil's particular niche of the Abyss, also known
as the Dome of D'Sparil.
Ophidians have a thick reptillian hide, able to take more damage than
any of the previous creatures. One would not guess this from their size; it
OPHIDIAN TRIDENT: An Ophidian's only weapon is its trident. Only the
Ophidians have sure knowledge of how to use their own weapon, although
extensive divination might reveal some clues. If a DM allows a player to
capture and successfully operate an Ophidian Trident himself, it is
recommended that he pattern the weapon after the Hellstaff, which is the
HERETIC weapon with the closest resemblance to it.
The Ophidian Trident fires four magic missiles each round: three smaller
red bolts (from each point of the trident) and one large purple one (from
the shaft), which causes more damage than the smaller three.
The 3 small bolts and the 1 large one are treated as two separate
attacks, independently targeted. Thus an Ophidian might miss its target
with the first three shots and tag it on the fourth, or aim at two separate
targets in the same combat sequence.
An Ophidian does not fight to the death. If forced to flee, it will
quickly call for reinforcements -- much stronger reinforcements.
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WIMPY RULES
Frequency: rare
Intelligence: 11 (very)
Treasure: their uniforms are highly decorated, but any
substantial would be kept in their common lair
No. Appearing: 1d2+1
Armor Class: 0
Movement: 6
Hit Dice: 3 HD + 4
THAC0: 16
No. Of Attacks: 2 (trident -- see above)
Damage/Attack: 1d8
Special Attacks: nil
Special Defenses: nil
Magic Resistance: nil
Size: M (5')
Morale: elite (14)
-X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X-
POWER RULES
Frequency: rare
Intelligence: 12 (very)
Treasure: their uniforms are highly decorated, but any
substantial would be kept in their common lair
No. Appearing: 1d4+2
Armor Class: 0
Movement: 6
Hit Dice: 14 HD
THAC0: 6
No. Of Attacks: 2 (trident -- see above)
Damage/Attack: 1d8 / 1d8 / 1d8 : 4d8 (trident shots)
Special Attacks: nil
Special Defenses: nil
Magic Resistance: nil
Size: M (5')
Morale: elite (14)
-X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X-
---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---
I R O N L I C H E S
NOTES: An Iron Lich is one of the nastiest horrors of D'Sparil's minions.
Aside from the immediately unsettling appearance of a giant helmeted skull
of an undead, one shudders when trying to picture the size of the body it
once stood upon. Nevertheless, the Iron Lich has the innate ability of
levitating up to 5 feet off the ground. It can traverse low inclines but
cannot levitate to the top of a sheer cliff.
Iron Liches constitute the lower echelons of command of the army of
D'Sparil. Accordingly, they will no doubt be accompanied by the legions of
those under their control. Of course, few adventurers or troops will ever
encounter them without already realizing this, for D'Sparil's chief
lieutenants never, ever travel alone. They may even be encountered as
groups of Liches, though there are not many who can claim to have seen it.
WEAPONS: An Iron Lich is built like a juggernaut -- what it lacks in
mobility, it makes up in offensive power, in spades. It has four types of
destruction available to it:
* ICE BALLS: a single sphere of compressed ice, exploding like
shrapnellike ice shards on impact; range and damage is given below.
* COLUMN OF FIRE: range, height, and damage are given below; width of
the column is 6 feet.
* WINDSTORM: summons a miniature tornado that will affect up to one
Large - sized creature. The tornado does not instantly engulf the
target; an attack roll must be made by the Iron Lich first. Even if
the windstorm misses its target, it will continue to move until it is
blocked by a solid immobile object.
A tornado launched into a crowd is likely to catch someone even if
they were not the intended victim.
Note that a player caught in a windstorm can escape it with the
casting or use of any flying spell, ability, or magic item. Thus, a
character caught in a windstorm could use the Wings of Wrath to escape
the effects.
Whenever a character or creature is caught by the tornado against a
wall, it suffers a +1 to damage per round due to being thrown against
it. If caught in a corner, it suffers +2 per round; caught in a narrow
dead-end (such as an narrow alley blocked off on three sides), +3 per
round.
Other statistics for the windstorm power are given below.
The Iron Lich also has a melee weapon: its bite. It has jaws of
unadulterated steel that will gnaw easily through flesh; it is essentially
a floating meatgrinder. The teeth are not quite considered weapons of
sharpness, although they are comparable; a roll of 20 indicates an
amputation of a random appendage of the victim, INCLUDING the head (which
is one advantage over a weapon of sharpness).
DEFENSES: The Iron Lich is immune to petrificaion and polymorphing attacks;
even the petrification gaze of a medusa has no effect on it. Likewise, an
Iron Lich is immune to the effects of Torpol's Morph Ovum, described
elsewhere in this NetBook.
It is also immune to all forms of *fear* effects of creatures that have
fewer HD / levels than itself. It is resistant to *dragon fear*, able to
ignore the *fear* power of any dragon up to 1/2 its own HD, rounded up.
Iron Liches have limited Magic Resistance.
UNDEAD: Liches are considered to be free - willed undead. They do not have
energy - draining abilities. Also:
* WIMPY: Iron Liches are considered to be Liches/11+ HD with respect to
turning.
* POWER: Iron Liches are considered to be Special Undead with respect to
turning, with a penalty of -3 against success.
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WIMPY RULES
Frequency: very rare
Intelligence: 13 (high)
Treasure: some gold (check the helmet)
No. Appearing: 1
Armor Class: -3
Movement: 6
Hit Dice: 11 HD + 4
THAC0: 8
No. Of Attacks: 1 : 1 (melee/special)
Damage/Attack: 3d4 (bite) * amputation on 20
Special Attacks: (see above for complete description)
1. ice balls
* damage (direct hit only): 1d4
* damage from ice shard shrapnel: 2d6
* range: 90 yards
* radius of shrapnel: 2 yards
2. column of fire
* damage: 2d8+2 (save vs. breath for 1/2 damage)
* range: 60 yards
* height: 20 yards
3. windstorm
* range: 20 yards
* duration: 1d3 rounds
* damage/rnd: 1d6-1/round
Special Defenses: nil
Magic Resistance: 10%
Size: L (9')
Morale: fanatic (18)
-X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X-
POWER RULES:
Frequency: very rare
Intelligence: 14 (high)
Treasure: some gold (check the helmet)
No. Appearing: 1d2+1
Armor Class: -3
Movement: 6
Hit Dice: 35 HD
THAC0: 2
No. Of Attacks: 1
Damage/Attack: 6d8 (bite) * amputation on 20
Special Attacks: (see above for complete description)
1. ice balls
* damage (direct hit only): 1d8
* damage from ice shard shrapnel: 3d8
* range: 150 yards
* radius of shrapnel: 2 yards
2. column of fire
* damage: 5d8 (save vs. breath for 1/2 damage)
* range: 100 yards
* height: 50 yards
3. windstorm
* range: 50 yards
* duration: 1d6+4 rounds
* damage/rnd: 4d4-1/round
* NOTE: damage adj. for walls is x2 for POWER RULES
Special Defenses: nil
Magic Resistance: 10%
Size: L (9')
Morale: fearless (19)
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---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---
M A U L O T A U R S
NOTES: A giant (GIANT???) version of a Minotaur, a Maulotaur is to a
Minotaur what a Sherman tank is to a VW bug. It is as if some demented mage
decided that Minotaurs were simply too wussy and prissy for his taste
(which is probably how they were first created). In terms of origin,
Maulotaurs are brethren of their lesser kin, though it is not known how
Maulotaurs and Minotaurs react to members of the other subtype.
Maulotaurs have four different attacks: (1) they can physically maul
their victims by charging with lowered horns; (2) their Large - sized maul
weapon can throw a spread of magical hammerhead bolts; (3) their Maul can
strike summon magmic fire from the ground and send it headlong through the
earth at their victims' feet; (4) if their victims are close enough, they
will pound them senseless with the Maul itself. The first three attacks are
ranged and the last is melee.
IMMUNITIES: Maulotaurs are immune to fire and petrification/polymorph
attacks. Magical cold attacks will do double damage, provided the
Maulotaur's Magic Resistance is overcome first.
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WIMPY RULES:
Frequency: very rare
Intelligence: 15 (exceptional)
Treasure: nil
No. Appearing: * 01 - 80: 1
* 81 - 99: 2
* 00: 3
Armor Class: -7
Movement: 6
Hit Dice: 37 HD + 4
THAC0: 2
No. Of Attacks: 2 : 1 (melee/missile)
Damage/Attack: 2d10+8 / 2d10+8 (maul/maul)
Special Attacks: 1. Charge / Maul attack
* Damage: 5d6
* Distance: 20 yards
2. Hammerhead missiles
* Damage: 2d6
* Range:
3. Magma Summoning
* Damage: 5d12
* Range:
Special Defenses: as Minotaur (see Monstrous Manual, p. 252)
Magic Resistance: 50%
Size: H (12')
Morale: fearless (20)
Miscellaneous: 1. Strength of 20
2. +3 to surprise rolls
3. Infravision
4. Can track prey with 75% accuracy
5. Immunity to *maze* spells
-X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X-
POWER RULES:
Frequency: very rare
Intelligence: 16 (exceptional)
Treasure: nil
No. Appearing: *01 -- 80: 1
*81 -- 99: 2
* 00: 3
Armor Class: -7
Movement: 6
Hit Dice: 60 HD
THAC0: 2
No. Of Attacks: 3 : 2 (melee/missile)
Damage/Attack: 2d12+12 (fist/fist)
Special Attacks:
1. Charge / Maul attack
* Damage: 5d6
* Distance: 20 yards
2. Hammerhead missiles
* Damage: 2d6
* Range: 60 yards
3. Magma Summoning
* Damage: 5d12
* Range: 200 yards
Special Defenses: as Minotaur, all adjustments doubled.
(see Monstrous Manual, p. 252)
Magic Resistance: 50%
Size: H (12')
Morale: fearless (19): retreats only if obviously overpowered
Miscellaneous: 1. Strength of 24
2. +4 to surprise rolls
3. Infravision
4. Can track prey with 95% accuracy
5. Immunity to *maze* spells
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D ' S P A R I L ' S B E A S T
O R
A B Y S S A L S E R P E N T S
NOTES: The second name, although not appearing anywhere in the original
game, is suggested by me as a possible name for the species of D'Sparil's
Beast: (a) D'Sparil and co. is reputed to have originated from the Abyss;
(b) there are Hexen creatures called Serpents that exactly resemble
D'Sparil's Beast. Hence the name.
Abyssal Serpents are among the most feared of the minions of the Order.
While they themselves have little intelligence or command in the hierarchy
of the armies of the Abyss, Abyssal Serpents remain the closest companions
of its rulers, and is no less true of D'Sparil and his mount.
WEAPONS: An Abyssal Serpent can throw deadly fireballs or chew on its
enemies with teeth which have the equivalent of swords of sharpness, even
deadlier than the jaws of Weredragons or Iron Liches: +3 as a magical
weapon, +1 to attack and damage, severing normal/armored with a roll of 19
to 21, severing larger - than - human - size on a roll of 20 or 21, and
solid metal or stone with a roll of 21.
HASTE: An Abyssal Serpent also has the ability to *haste* itself once per
day. It will likely use this power only in desperation, when it is near
defeat. How long an Abyssal Serpent can maintain its *haste* power is
unknown.
IMMUNITIES: Abyssal Serpents have an immunity to all forms of fire attacks.
-X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X-
WIMPY RULES:
Frequency: very rare
Intelligence: semi- (4)
Treasure: probably (check the bridle and barding)
No. Appearing: 1
Armor Class: -4
Movement: 9
Hit Dice: 25 HD
THAC0: 2
No. Of Attacks: 1
Damage/Attack: 3d12 (bite)
Special Attacks: 6d8 (fireball)
Special Defenses: nil
Magic Resistance: 30%
Size: L (5')
Morale: steady (11)
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POWER RULES:
Frequency: very rare
Intelligence: semi- (4)
Treasure: probably (check the bridle and barding)
No. Appearing: 1
Armor Class: -4
Movement: 9
Hit Dice: 48 HD
THAC0: 2
No. Of Attacks: 1
Damage/Attack: 8d8 (bite)
Special Attacks: 10d8 (fireball)
Special Defenses: nil
Magic Resistance: 30%
Size: L (5')
Morale: steady (12)
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---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---
M I S C E L L A N E O U S :
D ' S P A R I L , H I S D I S C I P L E S ,
A N D T H E O T H E R S E R P E N T R I D E R S
These cannot be truly called "monsters" since they are specific beings.
The instruction manual to the game HERETIC mentions that the Disciples were
formerly Sidhe Elves themselves; I may as well assume that Disciples are
Elves which have those powers that are shown in the game. D'Sparil himself
is only known as a "Serpent Rider," and from the background he is known as
the weakest among them. Only the game HEXEN will be able to shed more light
on this Order of the "Serpent Riders", which will itself be made into a
NetBook sometime in the future (once I get a powerful enough computer to be
able to afford to buy and play the game!).
For those people who are interested in putting D'Sparil and his
Disciples into an RPG-type setting, stats are still provided below:
\/\/\/\/\/\/\/
D I S C I P L E S O F D ' S P A R I L
NOTES: A Disciple of D'Sparil are those Sidhe mages who were seduced by
D'Sparil into betraying their own people and embracing the black magic of
the Order. In return, D'Sparil has given them permanent mastery of
levitation, unnatural strength even for a wizard, and a potent version of
the *magic missile* spell devised by the Serpent Riders as an improvement
over the weaker 3rd - level wizard spell. This spell is known in this
NetBook as *D'Sparil's Improved Magic Missile*.
WIMPY RULES
Frequency: rare
Intelligence: 17 (genius)
Treasure: unknown (make it up)
No. Appearing: 1d2
Armor Class: +7
Movement: 12, levitate 9
Hit Dice: 3 HD
THAC0: 15
No. Of Attacks: 1 : 1 (melee/missile)
Damage/Attack: 1d4 + 7 / 1d6+2 : (fist) / (magic missiles)
Special Attacks: missile attack
Special Defenses: nil
Magic Resistance: nil
Size: M (5')
Morale: average (10)
POWER RULES
Frequency: rare
Intelligence: 18 (genius)
Treasure: unknown (make it up)
No. Appearing: 1d4+1
Armor Class: +7
Movement: 12, levitate 12
Hit Dice: 9 HD
THAC0: 11
No. Of Attacks: 1 : 1 (melee/missile)
Damage/Attack: 4d6+8 / 3d8+4 : (fist) / (magic missiles)
Special Attacks: magic missile attack
Special Defenses: nil
Magic Resistance: nil
Size: M (5')
Morale: average (10)
*D'SPARIL'S IMPROVED MAGIC MISSILE*
WIMPY: 1d6+2
POWER: 3d8+4
Casting Level: 5th
Range: 90 yards + 15 yards/level
Components: V, S
Duration: Instantaneous
Casting Time: 1
Area of Effect: 1 or more creatures in a 5 - yard cube
Saving Throw: none
*D'Sparil's Improved Magic Missile* is a more powerful version of the
1st - level Wizard spell. It is identical in execution except for the
following: damage is increased to the amount specified above (WIMPY or
POWER), and three missiles are discharged regardless of level. The amount
of damage shown above applies only if a creature is hit with one magic
missile; just as with the original spell, more than one missile can be
directed towards a target and missiles can be directed to its own target.
\/\/\/\/\/\/\/
D ' S P A R I L
O R
S E R P E N T R I D E R S
NOTES: D'Sparil is the mastermind and is the assumed lord and creator of
most of the creatures listed in this NetBook. It is probable that the
weredragons, gargoyles, golems, and abyssal serpents were not of D'Sparil's
hand, existing before he came to power, but there is no way to know for
sure. It is sufficient to say that he is the master of all the creatures
ever encountered in the interplanar lands that lead to the Dome of
D'Sparil.
D'Sparil is a powerful mage. This statement is simple enough, but it is
a gross understatement, and is a given for any being with the power to
establish an empire spaning across the dimensions of the multiverse.
WEAPONS: In practice he prefers a tight selection of offensive methods; his
relentless, grandoise schemings of strategy and tactics are centered around
those few modes of attack. He is also embued with supernatural strength
just as his Disciples are, only he has no levitation powers. Why, might one
ask? One might speculate his answer with four words: 'I need it not'.
CREATURE STATISTICS OF D'SPARIL / SERPENT RIDERS
WIMPY RULES
Frequency: extremely rare (according to legend, only three exist)
Intelligence: supra-genius (19)
Treasure: unknown (make it up)
No. Appearing: 1
Armor Class: 9
Movement: 12
Hit Dice: 9 HD + 28
THAC0: 2
No. Of Attacks: 1
Damage/Attack: per spell
Special Attacks: spells -- see below
Special Defenses: nil
Magic Resistance: 85%
Size: M (6')
Morale: 20 (fearless)
* Should a DM desire to have D'Sparil as a part of a campaign, it is
suggested that D'Sparil be treated as a 25th - level necromancer.
POWER RULES
Frequency: extremely rare (according to legend, only three exist)
Intelligence: supra-genius (20)
Treasure: unknown (make it up)
No. Appearing: 1
Armor Class: 9
Movement: 12
Hit Dice: 22 HD + 5
THAC0: 2
No. Of Attacks: 1
Damage/Attack: per spell
Special Attacks: spells -- see below
Special Defenses: nil
Magic Resistance: 85%
Size: M (6')
Morale: 20 (fearless)
* Should a DM desire to have D'Sparil as a part of a campaign, it is
suggested that D'Sparil be treated as a 30th - level necromancer.
D'SPARIL'S ATTACKS
This first type of attack consists of a more improved version of the
improved magic missile spell he has taught his disciples, called
*D'Sparil's Much Improved Magic Missile*, not to be confused with the two
lesser spells with shorter names.
*D'SPARIL'S MUCH IMPROVED MAGIC MISSILE*
WIMPY: 4d4 per missile
POWER: 7d8 per missile
Casting Level: 10th
Range: 90 yards + 15 yards/level
Components: V, S
Duration: Instantaneous
Casting Time: 1
Area of Effect: 1 or more creatures in a 5 - yard cube
Saving Throw: none
This spell is identical in execution as the other two except for the
following: damage is increased to the amount specified above (WIMPY or
POWER), and three missiles are discharged regardless of level. The amount
of damage shown above applies only if a creature is hit with one magic
missile; just as with the original spell, more than one missile can be
directed towards a target and missiles can be directed to its own target.
D'Sparil often couples the casting of this spell with Summoning a
Disciple of his into the midst of combat while the target has been
temporarily distracted or disoriented by the attack. If that Disciple is
accidentally killed by the magic missile or appears in solid rock or
whatever, it is most unfortunate ... but their devotion and readiness to
die for him is touching. From them D'Sparil expects everything, and that is
what he receives.
*DOMINION*
This artifact is a staff of meteoric iron sheathed in gold, ending in a
spearhead with two tines on either side like a trident. D'Sparil uses
*Dominion* to maintain his authoritarian power over his subordinates. It is
also alternatively called the Staff of D'Sparil but *Dominion* is its
proper name.
*Dominion* is an intelligent item; it has no great intellect (INT 7) but
it is able to interact well with whomever owns it. Dominion has three
powers:
1. Cast an electrical ball - lightning discharge.
Range: unknown
Damage
WIMPY: 4d12+12
POWER: 5d8+75
2. Teleport its wearer to any spot within a 100 - foot radius of its
present location instantaneously.
3. Allow its wielder to cast two spells simultaneously, with one
additional spell on top of that for every five experience levels.
Anyone touching *Dominion* will instantly take 3d6+7 : 5d12+20
(WIMPY:POWER) points of damage per round unless they know the command word,
but that information is privy only to D'Sparil and the most trusted members
of his Court.
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---
V
---
\\\ \\\\ \\\\\ \ \ \\\
\ \ \ \ \ \ \
\\\ \\\\ \\\ \ \ \\\
\ \ \ \ \ \
\\\ \ \\\\\ \\\\\ \\\\\ \\\
F R O M
\ \ \\\\\ \\\\ \\\\\ \\\\\ \\\\\ \\\
\ \ \ \ \ \ \ \ \ \
\\\\\ \\\ \\\\ \\\ \ \ \
\ \ \ \ \ \ \ \ \ \
\ \ \\\\\ \ \ \\\\\ \ \\\\\ \\\
C H E A T C O D E S
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---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---
This section is not really a part of the game of HERETIC. I merely
allowed myself a bit of leeway and had some fun with it, while writing a
NetBook that had to have exacting standards. But I think you will enjoy it
at least a little.
With cheat codes, there is no randomness in their function and success
is automatic. But it seems so much like casting a spell when I type in the
cheat code MASSACRE on the keyboard, and hear the music of the deaths of
all the monsters I have not killed so far on the current level, that I
could not help but invision speaking the magical words and gesticulating. I
get the same impression when I "cast" god mode on myself, via the cheat
code QUICKEN.
At heart, I am more a fighter than a wizard, so I must admit to no great
experience in role-playing wizards or magic - users in general. What spells
I have tried to create from HERETIC's cheat codes is hopefully original
enough to be interesting. Because cheat codes really have no function other
than to make the game easier, there are no "WIMPY" or "POWER rules as a
means of having a check on the power of these spells. On the other hand, I
tried to make them good enough to be useful, yet fair enough to prevent
munchkins from abusing them too badly.
An astute observer may note that not all the HERETIC cheat codes have
been added; this is because I could not find any use for it as a spell, or
that all the ideas I could come up with for it were too powerful. Below is
a list of all the cheat codes I know of, starred if they are used. A brief
description of their use in HERETIC is also given. There are probably
others that exist, but I don't know about them because I have never needed
them and so eventually forgot all about them. The other codes are listed in
case any users of this netguide wish to propose some use for them or want
to make something up among the players in their own circle.
A. Massacre * - kills everything on the current level.
B. Quicken * - god mode (can't be killed)
C. Rambo - get all weapons and full ammo
D. Kitty * - allows walking through walls
E. Skeleton - get all keys
F. Ravmap - show full map of the current level
G. Engage * - warp to a given level
I have done what I could to assign the new spells to an appropriate
school or sphere and spell level. If the DM feels he has a better opinion
of its proper position and learning level, then he can reassign it. The
assignments provided are merely suggestions.
Also please note that the fact that *Quicken* is listed twice is not an
accident. There is one spell for wizards and one for priests, but are not,
I think, in any way interchangable. (grin)
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---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---
*MASSACRE*
Level: WZ VIII
School: Necromancy
Range: 0
Components: V, S, M
Duration: Instantaneous
Casting Time:
Area of Effect: All creatures within 6 feet per level of caster
Saving Throw: special
When this spell is cast, all living creatures of fewer than 30 HD / 40th
level within the area of affect instantly take eight times their HD or
level in damage. Those saving vs. death magic take only four times. The
bodies of creatures who die as a result are consumed in flames (any
possessions on their persons either saving vs. fire or being destroyed).
Any living creatures greater than 30 HD / 30th level take only one point
of damage per HD / level.
The material components of this spell are a Maulotaur's horn and a vial
of fresh blood from the caster mixed with blood from a Maulotaur. The horn
and blood need not be from the same Maulotaur.
-X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X-
*QUICKEN* (PRIEST SPELL)
Level: PR VI
Sphere: Protection
School: (Alteration)
Range: 0
Components: V, S, M
Duration: Instantaneous
Casting Time: 6
Area of Effect: Caster
Saving Throw: none
*Quicken* transforms the caster into a liquid metal state. He retains
almost all abilities and knowledge as before, but unless he is at least
15th level, he cannot cast spells or initiate any psionic powers (this does
not apply to any spells already in effect or psionic powers requiring PSPs
to be maintained), but he gains a 99% immunity to all spells cast directly
at him or on him, but spells having an area of affect and such are not
countered.
While he is in this alterated condition, he cannot be harmed by
nonmagical weapons of any kind. Edged weapons merely pass through the
permeable consistency of liquid metal like a knife through water; and
bludgeoning weapons will do little more than cause a temporary dent. All
such "injuries" reform within seconds. Magical weaponry, on the other hand,
will inflict their plusses in damage, but no more.
Electrical attacks will heal instead of damage. Cold - based attacks
will reduce the caster's DEX and movement rate by 1 for every seven points
of damage it causes, but does not directly affect the caster's HP. When the
movement rate is reduced to 0, his feet are frozen in place; when his DEX
is 0, he is totally unable to move. At this point, his protection from
nonmagical weapons is lost, and any damage taken from any melee weapon is
quintupled (x5). Fire - based attacks operate completely the reverse of
cold - based; movement and DEX can even be increased beyond their maximum,
up to a limit of twice normal for movement and +1 for Dexterity.
This spell does not give the caster any unusual shapechanging or
mimicing abilities; it is as if he is a living quicksilver image of
himself, with all facial features remaining completely identifiable if
eerily ghostlike.
The duration of this spell is three rounds plus one for every level of
the caster.
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*QUICKEN* (WIZARD SPELL)
Level: WIZ II
Range: 0
Components: V, S, M
Duration: One day
Casting Time: 2
Area of Effect: Caster
Saving Throw: neg.
This is a wizard spell which enables its target to perform any number of
mathematical calculations instantaneously without any physical aid
whatsoever, able to balance ledgers without error. Under the influence of
this spell, the target is able to detect any numerical miscalculation
merely by a quick glance over the pages of such documents. He becomes a
master accountant.
This spell lasts one day, or until the caster falls asleep or is
rendered unconscious.
The material component for this spell is a miniature working abacus and
a clay tablet or a page of papyrus.
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*KITTY*
Level: WIZ I
Range: 30 yards
Components: V, S
Duration: One round
Casting Time: 1
Area of Effect: Target
Saving Throw: neg.
By use of this spell, the caster enables the target to become partially
out of phase with normal matter for one round. This means that the creature
or character can pass through up to one foot of matter without difficulty,
provided the density of such solid matter is approximately that of normal
earth. Solid stone is much more difficult to pass through; more than one
inch in thickness cannot be passed. Extraordinarily dense matter, like
lead, is impenetrable regardless of thickness. Regardless of density, there
is no way to see beyond the solid matter except by passing one's head all
the way through the rock.
If any part of the solid matter through which the creature is passing is
subject to a *stone to flesh* or *disintegrate* spell, or other such
alteration or abjuration magic, the creature dies instantly.
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*ENGAGE*
Level: PR V
Range: 0
Components: V, S, M
Duration: special
Casting Time: 1
Area of Effect: Caster plus one creature per level up to four
Saving Throw: neg.
When this spell is cast, all creatures subject to the spell will
instantly vanish as if they were teleported. What really happens is that
they are warped into some point in the future, but their location remains
unchanged. So the caster and his followers eventually rematerialize after
some predetermined passage of time, effectively time travelling into the
future, hopefully to a point in time when their foes have given up and left
the area, or when a certain creature or character is expected to be nearby
at that instant, or whatever. There is no passage of time for those
affected by the *Engage* spell; the only thing noticeable is a brief
shimmering of light all around them. But depending on the strength of the
spell, the world around them has aged hours, days, perhaps even months.
However much time the caster chooses to remain "out of the timeline," he
is magically aged by five times that amount.
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V I
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I, as a lover of our system of free exchange of ideas in balance with
the sacred rights of owners over their property, do cheerfully include this
disclaimer: Any and all copyrights contained herein remain the exclusive
property of their owners. The creator of this NetBook in no way intends any
theft or abuse of their rights to their own intellectual property.
Imitation is the best form of flattery. This information is free; it will
never be for sale.
Heretic is (c) 1994, 1996 Raven Software, Inc. All Rights Reserved.
Hexen is similarly protected by law under the same copyright. Heretic and
Hexen is published by ID Software, Inc., and distributed by GT Interactive
SOftware, Corp.
In no way is the author of this netbook endorsed or supported by the
creators or owners of Heretic, Hexen, and related copyrights. Questions
regarding the original information contained herein should be directed at
the author rather than said creators and owners, the latter having no
responsibility or liability for such information.
The author of this work is in no way responsible for any consequences
resulting from the use, misuse, abuse, harrassment, or verbal assault of
this netguide.
The readers of this netguide are encouraged to freely distribute this
netguide so long as they do nothing to the actual text thereof. Margins,
HTML codes, and spacing between the lines and among the words may be
altered as the editor sees fit, but woe to ye if a word is added, altered,
or omitted ... ! The author does not like to reminded of any words which
have been misspelled, as he is ever so proud of his diction.
Also, if you happen to be reading this and are among those responsible
for the splendid creation of said games, I entreat you to consider the
possibility that this guide might even enhance the demand for your
products. (grin)
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NetBook Created: 29 October 1996 (c) 1996, 1997 by Xeno, where applicable.
Last Revision: 23 January 1997 http://www.people.memphis.edu/~mlsheltn
mlsheltn@cc.memphis.edu
Thanx to the University of Memphis and the Computer Services Department
for their computer services which aid in the distribution of this NetBook!
\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/
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