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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 />

31<br />

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 />

32

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