Eye of the Beholder II
Eye of the Beholder II
Eye of the Beholder II
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u<br />
spells can heal as many hit points in<br />
hours, as a party without a conscious<br />
cleric could heal in many days <strong>of</strong> rest .<br />
Party Makeup<br />
One strategy is to create a party <strong>of</strong> specialists<br />
who go up in levels with <strong>the</strong><br />
fewest number <strong>of</strong> experience points .<br />
This party works so long as <strong>the</strong> warriors<br />
in <strong>the</strong> front rank never let <strong>the</strong> spellcasters<br />
in <strong>the</strong> rear rank get into melee .<br />
Specialist Party : Dwarven Fighter,<br />
Human Paladin, Elven Mage, and Half<br />
Elven Cleric<br />
Ano<strong>the</strong>r strategy is to create a party <strong>of</strong><br />
generalists who are multi-classed characters.<br />
This party should always have some<br />
character with <strong>the</strong> appropriate skill for a<br />
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situation . But, such a diverse party<br />
needs a much larger number <strong>of</strong> experience<br />
points to get to higher levels .<br />
Generalist Party: Dwarven Fighter/Thief,<br />
Half Elven Fighter/Cleric, Elven<br />
Fighter/Mage, Half Elven Cleric/Mage<br />
A fur<strong>the</strong>r strategy is to have a mixed<br />
party with specialist warriors in <strong>the</strong> front<br />
rank and generalist spellcasters in <strong>the</strong><br />
rear rank. This strategy makes sure that<br />
<strong>the</strong> fighters gain levels (and hit points)<br />
as quickly as possible, but that <strong>the</strong> spellcasters<br />
will have a wide variety <strong>of</strong> spells<br />
available .<br />
Mixed Party: Dwarven Fighter, Human<br />
Paladin, Half Elven Cleric/Mage, Human<br />
Cleric<br />
Mage Spells<br />
-n SPELLS ii<br />
Range : Duration :<br />
0 party members Instantaneous flash or instant effect<br />
Close ad acent square Short single combat round<br />
Medium up to 2 squares away Medium effect lasts for some time<br />
Long as far as visible range Long effect lasts quite a while<br />
+ Armor<br />
Permanent effect lasts for entire game<br />
Variable or Special see spell description<br />
i First Level Mage Spells -<br />
Range: 0 Duration : Special Area <strong>of</strong> Effect: One character<br />
ith this spell <strong>the</strong> mage can surround a character with a magical field that protects<br />
as scale mail (AC ) . The spell has no effect on characters who already have AC or<br />
better and it does not have a cumulative effect with <strong>the</strong> shield spell . The spell lasts<br />
until dispelled, or until <strong>the</strong> character suffers damage that is equal to or greater than 8<br />
hit points +1 hit point for every level <strong>of</strong> <strong>the</strong> caster .<br />
:® Burning Hands<br />
Range: Close Duration : Instantaneous Area <strong>of</strong> Effect: Front rank<br />
hen a mage casts this spell, a et <strong>of</strong> searing flame shoots from <strong>the</strong> character's fingertips.<br />
The damage inflicted by <strong>the</strong> flame increases as <strong>the</strong> mage increases in level and<br />
gains power. The spell does one to three points <strong>of</strong> damage plus two points per level <strong>of</strong><br />
<strong>the</strong> caster. For example, a 10th level mage would do 21-23 points <strong>of</strong> damage .<br />
:® Detect Magic<br />
Range: 0 Duration : Short Area <strong>of</strong> Effect : Carried items<br />
This spell allows a mage to determine if any <strong>of</strong> <strong>the</strong> items carried by members <strong>of</strong><br />
<strong>the</strong> party are magically enchanted . All magic items in <strong>the</strong> party glow for a<br />
short period <strong>of</strong> time .<br />
Spells continue . . .<br />
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