JOHN THE OBSCURE ™
By John Ruch
© 2006
Four Percent Chance of Satyriasis: Great
Dungeons & Dragons Dice-Roll Tables
Dungeons
& Dragons is the greatest game of all time. Perhaps that’s because it’s
barely a game at all, just a set of rudimentary rules for organizing the
improvisations of one’s own imagination. Roleplaying is now a normative social
phenomenon engaged in by people who’ve never even heard of D&D.
But for
those of us who have heard of it, there’s a more intimate measure of greatness.
It’s such a good game that you don’t even have to play it; you can have a blast
just reading the rulebooks. Something called the “Monster Manual” is clearly
just going to be fun to flip through.
But any
D&D rulebook is designed to fire the imagination. Pore over a list of magic
items. Break out the crazy polyhedral dice and run through the random dungeon
generator in the “Dungeon Master’s Guide.” Look at the Romantic illustrations.
Why share your pizza with a circle of gamers?
My
experience goes all the way back to what was then called Advanced Dungeons
& Dragons and is now retroactively known as First Edition or 1E. It was a
wild, sprawling, over-complicated system that simply reeked of possibilities.
Over the years it has been retooled through two-and-a-half successive editions
that have added polish and removed soul. 1E is like the first “Star Wars” and
3.5E is like the last.
1E was
wiped out by a corporate takeover that apparently had one main goal in mind: to
erase the terms “demon” and “devil” from the game to appease Christian
protestors who might threaten income. It just so happened that 2E also
simplified the combat system.
Then Hasbro
bought D&D. (Incidentally, this means that the greatest game of all time is
now made under the same roof as the worst game of all time—Monopoly, itself a
kind of proto-roleplaying game of evil destruction.) This coincided with my
generation turning into nostalgists with disposable income, and dark, brooding
video games dominating the culture. Thus was born 3E—a sleek, smart,
money-grubbing, expensive, devolved-into-a-boardgame,
so-overpowered-it-makes-“Diablo”-look-restrained system.
Don’t get
me wrong—D&D and its rulebooks are still great fun. But personality has
been lost. The 1E “Dungeon Master’s Guide” read like a grimoire; the 3.5E
version reads like the assembly manual for a flat-packed kitchen table. The 1E
“DMG” preface opines that, “As this book is the exclusive precinct of the DM,
you must view any non-DM player possessing it as something less than worthy of
honorable death.” The 3.5E “DMG” offers bland ad-speak like, “Take a look, play
the game. We think you’ll like how everything turned out.”
The author
of that 1E “DMG” was the legendary E. Gary Gygax, who wasn’t the only founder
of D&D but was the only one who really matters, giving it all its dense,
arcane intelligence. His style is many things—ultra-detailed, obscure,
loquacious, cranky, opinionated, unreadable, unindexed. But most of all, it’s
personal. D&D became everybody’s fantasy only because it started with the
vividity of his own. (Having met Gygax on his own doorstep in a legendary
adventure of my own, I can attest that he is no polished game exec, but rather
truly One Of Us. He also curses if you talk about 3E like a Roman shade
summoned and forced to acknowledge AD instead of AUC.)
At the core of Gygax’s system were complex
charts that matrixed fantastical outcomes with rolls of those wild dice. In
simplified form, some of the great ones survive today: the “to hit” combat
tables, the “saving throw” concept; the magic treasure generation tables, the
Wandering Monster Encounter Tables.
Also pruned
but still flourishing are some of Gygax’s weirder works. A lot of people
remember his hyper-detailed Disease (Or Disorder) Table, where you could find
out if your sickness would affect, say, your mucous membranes or your
“generative organs.” Or his breakdown of poisons into “ingestive” and
“insinuative.” Or the great Dungeon Dressing tables, where
Gygax had
even stranger stuff that isn’t as well remembered. In part, that may be because
nobody ever read it. His “DMG” was such a rambling, disorganized tome, I took
singular pride in knowing exactly where certain topics were covered within. It
was like knowing
But even I
could fail. Did the “DMG” include a random prostitute encounter table? I
refused to believe it when a friend recalled it—but there it is. And much, much
more.
The
following are some of the great 1E “DMG” tables. They show D&D at its
coolest, most ridiculous, most literate, pettiest, prettiest, most ruminative.
They show it at its best and its worst, and that its worst is still really fun.
You might say tables show that D&D is all about dice, or all about rules. I
think these tables especially show what D&D was always about: an excuse for
wild minds to dream together.
Harlot encounter
table
This is the
best and the worst. It can only be truly appreciated within the context Gygax
provided:
“Harlot encounters can be with brazen strumpets or haughty
courtesans, thus making it difficult for the party to distinguish each
encounter for what it is. (In fact, the encounter could be with a dancer only
prostituting herself as it pleases her, an elderly madam, or even a pimp.) In
addition to the offering of the usual fare, the harlot is 30% likely to know
valuable information, 15% likely to make something up in order to gain a
reward, and 20% likely to be, or work with, a thief. You may find it useful to
use the sub-table below to see which sort of harlot encounter takes place:
01-10 Slovenly trull 76-85 Expensive doxy
11-25 Brazen strumpet 86-90 Haughty courtesan
26-35 Cheap trollop 91-92 Aged madam
36-50 Typical
streetwalker 93-94 Wealthy procuress
51-65 Saucy tart 95-98 Sly pimp
66-75 Wanton wench 99-00 Rich panderer
An expensive doxy will resemble a gentlewoman, a haughty
courtesan a noblewoman, the other harlots might be mistaken for goodwives, and
so forth.”
Unfortunately,
Gygax did not explain why you’d never meet a haughty strumpet or a brazen
courtesan. However, he did offer valuable advice on other urban street
characters: “Drunk encounters are typically with 1-4 tipsy revelers or
wine-sodden bums,” and 40 percent of the time when you meet a gentleman he’ll
be a “foppish dandy” with “1-4 sycophants.”
Table III: Minor
Malevolent Effects
Artifacts
and relics are the most powerful type of magic items in D&D, offering god-like
abilities. In 3.5E, you pretty much just get the god-like abilities. But Gygax
was obsessed with checks and balances, and like a Madison of magic items,
created a complex, six-part system for artifact/relic powers, including minor
and major benign powers; minor and major malevolent effects; prime powers; and
side effects. Best of all, you selected or randomly generated such powers
yourself. The following is the selection of minor malevolent effects:
“A. Acne on
possessor’s face
B. Blindness for 1-4
rounds when first used against an enemy
C. Body odor
noticeable at 10’ distance
D. Deafness for 1-4
turns when first used against an enemy
E. Gems or jewelry
found never increase in value
F. Holy water within
10’ of item becomes polluted
G. Lose 1-4 points of
charisma for 1-4 days when major power used
H. Possessor loses
interest in sex
I. Possessor has
satyriasis
J. Possessor’s hair
turns white
K. Saving throws vs.
magic are at -1
L. Saving throws vs.
poison are at -2
M. Sense of smell lost
for 2-8 hours when first used against an enemy
N. Small fires
(torches, et al.) extinguished when
major power used
O. Small items of
wood rot from possessor’s touch (any item up to normal door size, 1-7 days
time)
P. Touch of possessor
kills green plants
Q. User causes
hostility toward himself in all mammals within 6”
R. User must eat and
drink 6 times the normal amount due to the item’s drain upon him or her
S. User’s sex changes
T. Wart appears on
possessor’s nose
U. Weight gain of
10-40 pounds
V. Weight loss of
5-30 pounds
W. Yearning for item
forces possessor to never be away from it for more than 1 day if at all possible
X. Yelling becomes
necessary to invoke spells with verbal components”
Wand of Wonder
effects table
D&D’s random
magic item system is well-known, part of building any treasure horde for the
game. But there are all sorts of fun little sub-tables within the treasure
lists. A great one came with a great item—the Wand of Wonder, which set off a
random magical effect every time it was used. Gygax’s suggestions for a
standard Wand of Wonder:
“01-10 slow creature pointed at for 1 turn
11-18 deludes wielder for 1 round into
believing the wand functions as indicated by a second die roll
19-25 gust of wind, double force of spell
26-30 stinking cloud at 3” range
31-33 heavy rain falls for 1 round in 6”
radius of wand wielder
34-36 summon rhino (1-25), elephant (26-50) or
mouse (51-00)
37-46 lightning bolt (7” X ½”) as wand
47-49 stream of 600 large butterflies pour
[sic] forth and flutter around for 2 rounds, blinding everyone (including
wielder)
50-53 enlarge target if in 6” of wand
54-58 darkness in a 3” diameter hemisphere at
3” center distance from wand
59-62 grass grows in area of 16” square before
wand, or grass existing there grows to 10 times normal size
63-65 vanish any non-living object of up to
1,000 pounds mass and up to 30 cubic feet in size (object is ethereal)
66-69 diminish wand wielder to 1/12’ height
70-79 fireball as wand
80-84 invisibility covers wand wielder
85-87 leaves grow from target if in 6” of wand
88-90 10-40 gems of 1 g.p. base value shoot
forth in a 3” long stream, each causing 1 h.p. of damage to any creature in
path—roll 5d4 for number of hits
91-97 shimmering colors dance and play over a
4” X 3” area in front of wand—creatures therein blinded for 1-6 rounds
98-00 flesh to stone (or reverse if target is
stone) if target is within 6””
Potion Miscibility
Table
Anybody can
invent a list of magical potions and a table for randomly inserting them into a
treasure horde. Only Gygax would also write up a table about what happens if
you drink two different potions at the same time, and teach kids the word
“miscible” to boot:
“Dice Score Result
01 EXPLOSION!
Internal damage is 6-60 h.p., those within a 5”
radius
take 1-10 h.p. if mixed externally, all in a 10’ radius take 4-
24
hit points, no save.
02-03 Lethal
poison results, and imbiber is dead; if externally mixed, a
poison
gas cloud of 10’ diameter results, and all within it must
save
versus poison or die.
04-08 Mild
poison which causes nausea and loss of 1 point each of
strength
and dexterity for 5-20 rounds, no saving throw possible;
one
potion is cancelled, the other is at half strength and duration.
(Use
random determination for which is cancelled and which is at
half
efficiency.)
09-15 Immiscible.
Both potions totally destroyed, as one cancelled the
other.
16-25 Immiscible.
One potion cancelled, but the other remains normal
(random
selection).
26-35 Immiscible
result which causes both potions to be at half normal
efficacy
when consumed.
36-90 Miscible.
Potions work normally unless their effects are
contradictory,
e.g. diminution and growth, which will simply
cancel
each other.
91-99 Compatible
result which causes one potion (randomly determined)
to
have 150% normal efficacy. (You must determine if both effect
and duration are permissible, or if only the duration should be
extended.)
00 DISCOVERY!
The admixture of the two potions has caused a
special
formula which will cause one of the two potions only to
function,
but its effects will be permanent upon the imbiber. (Note
that
some harmful side effects could well result from this…)”
Morals table
Gygax
provided a way to “easily” create detailed Non-Player Characters for players to
interact with. By “easily,” he meant you would roll on 19 different
characteristic tables. Of the Traits Tables, the one for Morals may be the most
interesting, with its weird recalibration against immorality. 1E was heavily
biased toward good deeds, which is probably narratively sound and appealed to
me as an innocent teenager; but now this just makes me scratch my head:
“Morals (d12)
1. aesthetic
2. virtuous
3. normal
4. normal
5. lusty
6. lusty
7. lustful
8. immoral
9. amoral
10. perverted*
11. sadistic*
12. depraved*
*Roll again; if perverted,
sadistic, or depraved is again
indicated, the character is that; otherwise, the second roll tells the true
morals, and the first roll is ignored in favor of the second.”
Apparently,
no NPC was ever perverted and sadistic, or aesthetic and amoral.
Types of Insanity
table
The
insanity table is another well-remembered classic, but worth including here for
its deliberately bizarro use of retro-Freudian terminology:
“Types of Insanity
1. dipsomania* 11. mania
2. kleptomania* 12. lunacy
3. schizoid* 13. paranoia
4. pathological liar* 14. manic-depressive
5. monomania 15. hallucinatory insanity
6. dementia praecox 16. sado-masochism
7. melancholia 17. homicidal mania
8. megalomania 18. hebephrenia
9. delusional
insanity 19. suicidal mania
10. schizophrenia 20. catatonia
[Asterisks denoted insanities susceptible to the game’s
psionic mental attacks—an interesting artifact of the 1970s interest in all
things ESP and telekinetic.]”
Dr. Gygax
didn’t just provide this list, but detailed diagnoses, making this a kind of
“DMG”/“DSM.” Lunacy, for example, was a werewolfism-type disease that caused
mania during the full Moon, and during the new Moon only a mindset “perhaps a
bit suspicious and irascible.” The idea of a character becoming an alcoholic or
S&M lifestyler was my first indication that D&D could be as deeply
weird as I hoped and needed it to be.
Saving Throw Matrix
for Magical and Non-Magical Items
The saving
throw—a last-ditch miracle roll of the dice to save a character from
near-certain doom—is a core D&D concept, one of the things that makes it
inherently magical and that appealed deeply to my love of randomness. Saving
throws for player characters are well-known and still a standard part of the
game. Lesser known are the saving throws for inanimate objects. Gygax’s matrix
juxtaposed exotic substances with exciting events in a way that turned a box of
numbers into a sort of reverse-engineered adventure. Just looking at the table
still gives me strange ideas. I’ll leave out the strings of numbers and simply
provide the categories:
Attack Forms:
“Acid
Crushing blow
Normal blow
Disintegrate
Fall
Fireball
Magical fire
Normal fire
Frost
Lightning
Electricity”
Item Descriptions:
Bone or Ivory
Ceramic
Cloth
Crystal or Vial
Glass
Leather or Book
Liquid*
Metal, hard
Metal, soft or Jewelry**
Mirror***
Parchment or Paper
Stone, small or Gem
Wood or Rope, thin
Wood or Rope, thick
*Potions, magical oils, poisons, acids while container
remains intact.
**Includes pearls of any sort.
***Silvered glass. Treat silver mirror as ‘Metal, soft,’
steel as ‘Metal, hard.’”
Just trying
to rationalize the difference between “Fireball” and “Magical fire,” or
“Lightning” and “Electricity,” forced a mythological innovation. And such ideas
as ivory facing a lightning bolt or a basin of evanescent potion being touched
with a disintegration spell drew darkly dramatic pictures in my mind.
Grappling Table
The
Grappling Table did not have as funny a name as the Pummeling Table, but it had
better ultra-detailed outcomes of messy hand-to-hand combat. (Especially with
the slash-mark separation that made it look like some Hemingway-esque form of
poetic scansion.) To wit (minus the “H.P. or Special Damage Scored” stats):
Adjusted Dice Score Result
under 21 waist
clinch, opponent may counter
21-40 arm
lock/ /forearm/elbow smash
41-55 hand/finger
lock/ /bite
56-70 bear
hug/trip
71-85 headlock/
/flip or throw
86-95 strangle
hold/ /head butt
Over 95 kick/knee/gouge
If you’re wondering, or are not a pro wrestler, a “higher
percentage hold” always beats a lower form—“a hand/finger lock breaks an arm
lock, and so forth.”
Monks’ Open Hand
Melee table
The monk
character class is probably the most overpowered in the overpowered 3E game,
essentially becoming invulnerable while able to kill everything else with a
single blow. Arguably, the worlds of Jet Li and Arnold Schwarzenegger were
never meant to collide. But it must be admitted that in 1E, the monk was even
more overpowered, with even a novice character capable of killing with any
blow. The one restraint on this power was that it worked only on opponents of
“man-size…or smaller.” Realizing that had to be defined in a game world with a
high prevalence of various stages of gigantism, Gygax pegged it as a maximum
height of 6 feet 6 inches and a maximum weight of 300 pounds. (Thus rendering
many of today’s pro athletes immune to death blows.) But another tenet of
D&D is that abilities increase with experience; thus, the monk should be
able to instantly off larger opponents as his or her skills increase. Ever the
systematizer, Gygax proposed the following: “For each level above the 1st,
the monk will gain additional stunning/killing ability at the rate of 2 inches of
height and 50 pounds of opponent weight per level of experience gained.” He
then illustrated this with the Monks’ Open Hand Melee table, a monument of
Lombroso-esque pseudo-scientific insanity:
“Monk’s Level Opponent
Maximum Height Opponent
Maximum Weight
2nd 6’8” 350#
3rd 6’10” 400#
4th 7’ 450#
5th 7’2” 500#
6th 7’4” 550#
7th 7’6” 600#
8th 7’8” 650#
9th 7’10” 700#
10th 8’ 750#
11th 8’2” 800#
12th 8’4” 850#
13th 8’6” 900#
14th 8’8” 950#
15th 8’10” 1,000#
16th 9’ 1,050#
17th 9’2” 1,100#”
Did Gygax
really expect you to know the height of every bugbear you stick into the game
to a precision of 2 inches? Do you count the loincloth during the weigh-in?
Does anything about this ability or system make a lick of sense? Does it belong
in this column as it doesn’t involve dice rolls? Well, this shows D&D at
its most laughable. Superficially, it shows how over-mechanized it can become.
On a deeper level, its sheer absurdity should’ve indicated to Gygax that the
system itself was stupid and a different solution should have been sought, such
as breaking down the ability, rather than the opponent, into rationally phased
steps. For me, it’s one of those amusing bits of D&D-iana that I would pass
over with a laugh and never use. Another brilliance of the game is that I was
allowed—indeed, encouraged—to do just that. Gygax’s foremost rule was that
there are no rules; it was your game, not his, and you could keep or discard whatever
you liked. In this case, he provided an excellent incentive for the latter.
Effective Location of
Henchman table
Let’s say
you need a henchman. (Usually associated with “Batman” villain cannon fodder,
this term meant anybody’s cannon fodder in D&D.) Perhaps you wish to “try a
media blitz” to find one. Unfortunately, Craigslist is right out. You thus turn
to the Effective Location of Henchman table.
“Method Cost Effectiveness
POSTING NOTICES IN PUBLIC 50
g.p. 10%-40%
HIRING A CRIER 10
g.p. 1%-10%
HIRING AGENTS TO SEEK PROSPECTS 300 g.p. 20%-50%
FREQUENTING INNS AND TAVERNS special special”
What’s
special about frequenting inns and taverns? Gygax offered a complex answer, but
I would suggest that getting majorly wasted would have special results.
I was
always of the mind that any DM who left something as story-affecting as
henchman appearances up to pure chance was a lazy ass. But I always appreciated
how just about every facet of D&D can come down to a dice roll if you wish.
God can play whatever games he wants; DMs definitely play dice with their
universes.
Values of Other Rare
Commodities table (furs)
Sometimes
you just need to know how much a muskrat pelt jacket cuff would be worth. Don’t
you?
“Type Pelt Trimming Cape
or Jacket Coat
beaver 2
g.p. 20 g.p. 200 g.p. 400
g.p.
ermine 4
g.p. 120 g.p. 3,600 g.p. 7,200
g.p.
fox 3
g.p. 30 g.p. 300 g.p. 600
g.p.
marten 4
g.p. 40 g.p. 400 g.p. 800
g.p.
mink 3
g.p. 90 g.p. 2,700 g.p. 5,400
g.p.
muskrat 1
g.p. 10 g.p. 100 g.p. 200
g.p.
sable 5
g.p. 150 g.p. 4,500 g.p. 9,000
g.p.
seal 5
g.p. 25 g.p. 125 g.p. 250
g.p.”
Parasitic Infestation
Table
While the
aforementioned Disease (Or Disorder) Table of Galen, er, Gygax, is
well-remembered, less so is the great Parasitic Infestation Table. It is not so
amusing in itself as in its conception. Gygax was a relentless hardcore realist
in his own way. Today’s D&D is made for the everybody-goes-to-college era,
a career-path game that shoots you rapidly toward 20th level so you
can start fighting dracoliches with one arm tied behind your back. Gygax
D&D made you roll once a month to see if you got ringworm. And if you were
the typical dirty barbarian, you had about a straight-up 15 percent chance. A
1E hero might be fighting with one hand behind his back—to scratch something.
Random Book Generator
for 14,000-Volume Library
Any fool
could have just systematized fantasy fiction and had a fun enough
product—indeed, that’s all most alternative RPG systems amount to. But Gygax et
al. created a system that was itself creative, that spawned as much as it
imitated. Random dice rolls were one of the prime sparks of inspiration.
Granted, dice are as old as games themselves, but D&D didn’t just take them
at face value or use them to move a pawn; it employed them, in very odd
varieties, to create an entire probabilistic universe. D&D doesn’t tell you
what an adventure is; it tells you what it might be.
When I
speak of inspiration, obviously the ones being inspired are other players.
Gygax’s wacky tables inspired thousands of DMs for better, for worse, and most
usually for both. I was certainly among them. I’ve even used D&D dice to
determine real life; during my stint as an art critic, I used a d20 to choose
exhibits to go see as a routine-breaker. But in-game, randomness and the exotic
matrixed in my mind in the form of a giant imaginary library from which I could
pluck randomly generated tomes, a fantasy born of inclination, early exposure
to “The Name of the Rose,” and the hyperliteracy that plunged me nose-deep into
D&D in the first place.
D&D
inspired me to have such dreams, and skilled me in executing them. One of the
privileges, or dangers, of DM-ing is being able to project, or inflict, one’s
fantasies on other people; so I created a random book generator for a
14,000-volume library I installed in a castle in the first epic-length campaign
I wrote. I’ve now played that segment of the game through with three different
people (it is a single-player campaign), only one of whom actually plucked
books from the library shelves, as I recall, and then only perhaps a half-dozen
tomes. I, on the other hand, have probably spent eight or 10 hours enjoying the
random book generator by myself, just me and my dice bag. It’s not the greatest
thing I ever made; indeed, it’s a rather depersonalized, high/generic-adventure
device in a fairly imitative game designed by someone still learning the ropes
(or tentacles). But in substance and style, employment and enjoyment, I think
it says as much about D&D as Gygax’s 1E originalities do, so I offer it
here for edifying comparison—and, in the communal DIY punk-as-fuck spirit of
D&D, for incorporation into your game, if your wrist be strong enough to
roll it up:
*90% of volumes bear no title on spine
*20% in language reader doesn’t know (-1% modification for
every language reader knows)
Subjects:
1-9 History
10-19 Religion
20-29 Art
30-39 Mathematics
40-49 Linguistics
50-59 Science
60-69 Geography
70-79 Literature
80-89 Religion
90-99 Arcana
00 Special
[The library was designed with the possibility of offering
clues to the plot of my game, in which religion was significant; hence, the
weighting toward that subject.]
History
1-49 “Evidence of
the Alignment Wars”
50-70 “Arton’s Guide
to Greyhawk”
71-00 “Rise of the
Bandit Kingdoms”
The latter details Tyrol and Alcierc’s attack on his
minions.
Religion
1-49 “Blinding
Light Prayer Book”
50-70 “Powers of the
Death Goddess”
71-00 “The Martyrdom
of St. Lacroix”
The second tome gives much information on Kali, the goddess
Tyrol worshipped to achieve his present state.
Lacroix was cooked alive by the Vicelords of Thann for
whittling cudgels on Thannsday.
Art
1-49 “Tomb Carvings
of the Inner Lands”
50-70 “Renderings of
the Devil in Holy Art”
71-00 “How to Create
Deathmasks”
Mathematics
1-49 “Rapid
Calculating”
50-70 “Secrets of
Numbers”
71-00 “A Survey of
Codes and Ciphers”
The latter gives a character +75% chance of breaking Tyrol’s
code.
Linguistics
1-49 “Basic Orcish”
50-70 “The Development
of the Common Tongue”
71-00 “The Thieves’
Cant of the Costal Regions”
Science
1-49 “Elminster’s
Bestiary”
50-70 “Weapon
Forging”
71-00 “Navigation by
the Stars”
The first details the following creatures with 85% accuracy:
Quaggoth Harguinn
Grue
Troll Algoid
Giant Crayfish Succubus
Ochre Jelly Bookworm
Astral Deva Ascomoid
Gold Dragon Catoblepas
Owl Hollyphant
Hobgoblin Masher
Rat Killer
Frog
Cave Bear Pseudo-Undead
[Detailing a creature with “85% accuracy” is a vague precision
worthy of Gygax himself, if I may say so.]
Geography
1-49 “Beyond the
50-70 “The
71-00 “The World of
Greyhawk”
Literature
1-49 “Elvish Songs
from the Duchies”
50-70 “The Illiad”
71-00 “The Satanic
Verses”
Arcana
Roll from the Arcane Books list (1-50)
Special
01 “Book of Vile
Darkness”
02 “Libram of
Ineffable Damnation”
03 “Manual of
Gainful Exercise”
04 “Manual of
Quickness of Action”
05-96 Roll from
Scroll list
97 “Book of Num
the Mad” (containing spells)
98 “Trimia’s
Catalogue of Outer Plane Artifacts”
99 Tyrol’s
Spellbook
00 “Strahd’s
Necromancy” (containing spells)
[Spells not listed for whatever concision may be left to
this column. The Scroll list was 50 randomly generated magical scrolls; make
your own.]
Arcane Books
[All of these were titles that, if read, divulged various
subject-related spells within their texts; spells omitted for a semblance of
sanity and encouraging tease to draw up your own lists.]
1. “The Good Earth” (clerical, good)
2. “Falzoon’s Dark Formations” (magical, evil)
3. “The Heaven’s Power” (clerical, good)
4. “Notes of a Monk of St. Festus” (clerical, good)
5. “Conjuring and Summoning” by Pratt (magical, good)
6. “Beast Handling” (magical, good)
7. “Bible of the Black Lords” (magical, evil)
8. “Book of
9. “Foundations of Nature” (magical, good)
10. “Hymns to Xerbo” (clerical, neutral)
11. “Libram Inquistorium” (magical, good)
12. “Powers of Creation” (clerical, good)
13. “Secrets of Mutability” (magical, good)
14. “The Note-Book of St. Cuthbert” (clerical, good)
15. “Signposts and Wards” (clerical, good)
16. “Num’s Book of Destruction” (magical, evil)
17. “Manipulating the Four Elements” (magical, good)
18. “Travel in the Abyss” (clerical, evil)
19. “Natural Wonders and How to Tap Them” (magical, good)
20. “Hornung’s Realm of Chaos” (magical, evil)
21. “Curious Writings Found in the Rift by M.D.” (magical,
possibly good)
22. “Rudd’s Book of Chaotic War” (clerical, neutral)
23. “Control of Life and Death” (clerical, evil)
24. “Pholtus’ Book of Law” (clerical, good)
25. “Spiritual Fortification” (clerical, good)
26. “Spiritual War” (clerical, good)
27. “Beast Mastering” (magical, neutral)
28. “Other Dimensions” (magical, evil)
29. “Plant Lore” (clerical, good)
30. “Xam’s Necromancy” (magical, evil)
31. “Tricks for Entertaining” (magical, evil)
32. “The Basics of Empowerment” (magical, evil)
33. “Protection from Chaos—Some Advice” (magical, good)
34. “Weather Forecasting” (clerical, good)
35. “A Treatise on Conjuring” (magical, good)
36. “Weapons of the Mind” (magical, good)
37. “The Earth Mother” (clerical, good)
38. “Soul Trapping” (magical, evil)
39. “Rary’s Commands” (magical, good)
40. “Manfred’s Invocations” (magical, evil)
41. “Sands of Time” (clerical, good)
42. “On Disorder” (magical, neutral)
43. “Roots and Barbs” (clerical, evil)
44. “The Worship of Evil” (clerical, evil)
45. “Liquidity and the Elements” (magical, good)
46. “The Pilgrim’s Travels” (clerical, good)
47. “Investigations in Liquid” (magical, good)
48. “Enslavement” by Therod Dall (magical, evil)
49. “Travels to Holy Lands” (magical, good)
50. “Rumors and Notations” (magical, good)
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