TSR 1021 - Set 4 Master Rules.pdf

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Preface
I
sit back and happily sigh for a fourth
time. My work on D&D@Set
4
is now
complete-and as I stretch,
I
remember.
While I relax, many people start their
long and hard work turning my manu-
script into a published product. They
plan, edit, set type, illustrate, lay out
pages, photograph, print, sell
....
The
tasks are many, and the time is late.
My ending is their beginning, and
yours -and your characters’. In Basic
play, your young adventurers began
their careers, intent on the pursuit of
fame and fortune. The
Expert
Rulebook
led them out of the dungeon and into the
wider world. They ended their childhood
and began a campaign, the saga of the
world in which they live. In the
C o m p a n -
ion
Set,
they had a choice of paths-to
become rulers, amassing power and
wealth, or travel, gathering knowledge
and fame. Either path led to new adven-
tures, and new beginnings.
Your characters will soon go beyond
the 25th level, looking for new challenges
and perhaps even new worlds to explore.
The D&D@
Master Set
takes the charac-
ters from levels
26
to 36 (the maximum
level for humans). The day-to-day fear of
death has faded as your characters have
grown in fighting prowess and magical
power. Great plans and greater goals are
now possible with little fear of defeat.
Personal skill, strategy, and experience
are the most important variables in this
quest for greatness.
A game’s development is a group
effort, much the same as playing a
D&D@
game.
I,
like a DM, provide ideas
and structure, but
I
cannot play alone.
The many people who have contributed
to this game’s publication and develop-
ment should not be forgotten. This set is
dedicated to everyone who has helped in
the development of the DUNGEONS
&
D r a g o n s game during the last dec-
ade. They are credited hereafter in fairly
chronological order.
Two groups of gamers of the early
1970’s, the Lake Geneva Tactical Studies
Association and the Castle
&
Crusade
Society, contributed greatly to the rise of
fantasy gaming. Their members include
the creators of this game, Gary Gygax
and Dave Arneson, and (among many
others) H . Axel Krigsman Jr., Rob and
Terry Kuntz, William Linden, Chris
Schleicher, and Russell Tulp.
Don Kaye, who passed away in 1972,
was a co-founder (with Gary Gygax and
Brian Blume) of TSR Hobbies.
Jeff Perren was co-author (with Gary
Gygax) of the Chainmail rules for minia-
tures, a hobby standard for fantasy gam-
ing.
The Gygax family hand-assembled
the first boxed rule sets. Ernie and Luke,
Gary’s sons, have made frequent and
noteworthy contributions to the game.
The supplements to the original set
offered thanks to Alan Lucien, Jeff Key,
Steve Marsh, Mike Mornard, Dennis
Sustare, and Jim Ward. Tim Kask, edi-
tor of the supplements and other game
materials, also deserves our warm
thanks.
The first revised version of the D&D
Basic rulebook was edited by
J.
Eric
Holmes. His work was continued, a few
years later, by Tom Moldvay, editor of the
1981 edition. The 1983 revision of the
Basic rules,
as
well as the Expert and Com-
panion sets, were edited by Anne C. Gray.
Anne was joined by Mike Breault and Bar-
bara Deer in editing this Master set.
Others who contributed ideas and
material to the game system over the
years include Brian Blume, Dave Cook,
Allen Hammack, Kevin Hendryx,
Harold Johnson, Jon Pickens, Brian Pit-
zer, Michael Price, Patrick Price, Paul
Reiche, Evan Robinson, Gordon
Schick, Lawrence Schick, Edward G.
Sollers, Donald C . Snow, Ralph
Wagner, Jean Wells, Bill Wilkerson, and
Ralph “Skip” Williams.
Finally, no published game can succeed
without the proper artwork. The many
depictions of monsters and magic have
added immeasurably to our concepts of the
game world. The artists ofthe many earlier
versions of the game include Greg Bell, C.
Corey,Jeff Dee, Jeff Easley, Larry Elmore,
Wade Hampton, Tom Keogh, Gary Kwa-
pisz, Dave LaForce, Deborah Larson,
Tracy Lesch, Erol Otus, Keenan Powell,
Jim Roslof, Stephen D. Sullivan, and
Dave Sutherland.
Many thanks to all contributors, and
to any others accidentally omitted from
the lists above. And a special thanks to
you-today’s hobby gamer, our valued
customer. The future of the game rests in
your hands; help it to prosper and thrive
for many years to come.
May you make all your Saving
Throws!
Frank Mentzer
Spring 1985
Fantasy Adventure Game
by Gary Gygax
layers'
Compiled by Frank
Mentzer
TABLE
OF CONTENTS
INTRODUCTION
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
The Masters Game
Editing: Barbara Green Deer
Development: Harold Johnson
Cover Art: Larry Elmore
Illustrations: Jeff Easley.
Roger Raupp
Graphic Design: Ruth Hoyer
Typesetting: Betty Elmore
"1985
TSR. Inc
.
All Rights Reserved
.
2
CHARACTERS
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
Human Character Classes
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
Cleric
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
Cleric Spells: Seventh Level
....................................
Druid
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
Druid Spells: First
to
Seventh Level
..............................
Fighter
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
Magic-user
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
Magic-user Spells: Eighth and Ninth Level
........................
Thief
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
Demi-human Character Classes
.....................................
Dwarf
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
Elf
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
Halfling
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
Hit Rollcharts
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
2
3
3
3
4
4
6
6
6
11
12
12
12
12
14
DUNGEONS
&
DRAGONSm
and
D&D@
are registered
trademarks owned by TSR. Inc
.
"1985
TSR. Inc
.
All
Rights Reserved
.
This book is protected under the copyright laws
of
the
United States
of
America
.
Any reproduction or other
unauthorized use of the material
or
artwork contained
herein is prohibited without the express written consent of
TSR. Inc
.
Distributed to the book trade in the United States by Ran-
dom House. Inc., and in Canada by Random House
of
Canada. Ltd
.
Distributed to the toy and hobby trade by
regional distributors
.
Printed in the U.S.A. First Printing
NEW ARMOR AND WEAPONS
.....................................
Personal Armor and Weapons
.......................................
WeaponMastery
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
Weapon Descriptions
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
Weapon Mastery Tables
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
SpecialEffects
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
15
15
15
17
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-
June.
1985
SIEGES
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
TSR. Inc
PO
Box
756
Lake Geneva WI
53147
.
TSR UK. Ltd
.
The Mill. Rathmore Road
Cambridge. UK
CB14AD
Siege Equipment
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
Siege Equipment Tables
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
The
SiegeMachine
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
Expanded
War Machine
Rules for Assaults on Fortifications
23
23
28
29
TSR.
Inc
.
Introduction
This is the fourth set of rules for the DUNGEONS
&
DRAGONS@
game series. It can only be used with the rules from the previous three
sets.
What started in the
Basic Set
(Levels 1-
3),
and continued through the
Expert
(Levels
4-14)
and
Companion
Sets
(Levels
15-25)
has finally been
brought to a conclusion as the characters reach for the ultimate level of
might and glory (Levels
26-36).
A section has also been provided
so
that you can experience the gran-
deur and might of a high-level character even if your favorite character
has not yet grown this far. Set forth on epic quests and challenge the might
of the Immortals on a journey into legend!
The
Ultimate
Game
At last the cycle is complete. Players and
Dungeon Masters alike may experience the
wonder of reaching for the ultimate levels of
mortal might with the D&D@Master Set.
In the Basic Set you learned to crawl
through dungeons and defeat the minions of
evil. In the Expert Set you set out on wander-
ings through the wilderness, exploring the
vast world and becoming the heroes you were
destined to be. Then, in the Companion
Set,
you climbed to the pinnacle of success and
founded kingdoms, conquering the wild
lands and battling barbarian hordes. Now, in
the Master Set,
you
can soar across the sky
and into the pages of legend.
These books are written for the experi-
enced D&D@ player. Begin by reading the
Master Players’ Book, which expands on the
known abilities of characters, before turning
to the Dungeon Master’s Book. These rules
are written to maintain balanced play at high
level.
If
you discover
a
contradiction between
this set and previous sets, the rules given here
should be used. Several optional rules are
offered to add variety to your game, but it is
your choice whether
or
not to use them.
Master-level characters are those who have
risen to the 26th experience level
or
higher.
They must now face challenges and adven-
tures of epic proportions and become players
in the games of the Immortals. Now you will
face twisted intrigues, unearthly challenges,
and world-shaking catastrophes.
Games with Master-level characters
require much more thinking on the part of
player and D M alike.
You
will have to call on
your skills of diplomacy and problem solving
to handle the complex situations you will face
while playing the part of your character and
developing creative solutions to insurmount-
able odds. There will still be glorious battles
and treasures to win, but now you must face
the puzzles of the gods.
What
Is
Found
Herein
The Master Players’ Book completes the
listing of skills and abilities for all character
classes. Especially noteworthy are the many
new high-level spells, including the most
potent spell known to man, the wish.
Then there are several new optional sys-
tems offered, including Weapon Mastery and
Siege Warfare. In Weapon Mastery, charac-
ters may specialize in the use of certain weap-
ons and become more skilled with them,
causing more damage, gaining defense
bonuses and the skill to perform special
maneuvers. The polearm weapon category
has been subdivided into several new weap-
ons. The section on Siege Warfare gives you
details of weapons used to attack castles and
fortifications, as well as a supplement to the
War
Machine rules called Siege Machine.
The Dungeon Master’s Book features the
three sections that have become a standard
for each rules set: New Procedures, Mon-
sters, and Magical Treasures. Many new and
Master-challenging monsters have been pro-
vided to overwhelm even the brashest brag-
gart. Magical Treasures now takes a step
toward the unearthly, with the introduction
of artifacts. These magic items are
so
power-
ful they can only be created by the Immortals
themselves, and mere mortals will find it a
real challenge to control their otherworldly
might.
T h e Procedures section covers many
important new topics. Anti-magic is
a
sort of
permanent dispel magic.
A
new, more pow-
erful form of that spell is introduced that can
negate even the effect of permanent magic
items for a time. Clarifications on dominion
income are given as well as several sugges-
tions to help a D M with his record keeping.
The section on modifying encounters and
monsters to meet the DM’s goals includes
a
short method for determining the balance
and challenge of an encounter. Expanded
experience awards are provided for use with
higher-level monsters. Also introduced are
rules for non-human spell casters and undead
command to make the monsters more of a
challenge. Suggestions are given for convert-
ing a new monster, the mystic, into
a
charac-
ter class if the D M desires. And finally, the
awesome Immortals are introduced, with
information for how characters may set out
on the paths to immortality.
Now that D M and players have reached a
high degree of experience, guidelines and
optional rules have been provided
so
that
they can make choices about what they want
in their game. Suggestions have been pro-
vided for adventures, but it has been left for
the D M to design the challenges that best suit
his players. Read books on folklore and the
great sagas for inspiration.
Now, you are only limited by
your
imagination. Answer the clarion call to
adventure; the lands of legend await!
2
Characters
Character
Class Descriptions
The information in this volume is compati-
ble with the revised new edition of the D&D@
Expert Rulebook. If your copy of the Expert
Rulebookdoes not have a box at the top of the
inside front cover stating it is the “New Edi-
tion!,” use the updated combat, saving
throw, spell acquisition, and thief abilities
tables contained in this book.
-
Cleric
CLERIC SAVING THROW TABLE
Level:
DeathRay
or
Poison
Magic Wands
Paralysis or
Turn to Stone
Dragon Breath
Rod, Staff, or Spell
25-28 29-32 33-36
3
4
4
4
4
2
3
3
3
3
2
2
2
2
2
Character
Classes-Human
Details for character levels 26-36 are given
here; details for lower-level characters are
given in previous sets. The D&D@Basic Set
covers levels 1-3; the Expert Set, levels 4-14;
and the Companion Set, levels 15-25.
CLERIC TURNING UNDEAD TABLE
Cleric’s Level
Undead
Skeleton
Zombie
Ghoul
Wight
Wraith
Mummy
Spectre
Vampire
Phantom
Haunt
Spirit
Nightshade
Lich
Special
This spell protects the recipient from
adverse conditions of
all
types, including nor-
mal heat or cold, lack of air, and so forth.
While the spell is in effect, the caster needs no
air, food, water, or sleep. The spell does not
protect against magical damage of any type,
breath weapons,
or
blows from creatures. It
does protect against all damage caused by
natural conditions on other planes of exist-
ence. Examples: A cleric might use this spell
in a desert or blizzard, preventing any dam-
age from the natural conditions; under-
ground or underwater, enabling survival
without air; or in space, to magically survive
in vacuum.
25-28
D#
D+
D+
D+
D+
D+
D
D
D
D
D
D
29-32
D#
D#
D+
D+
D+
D+
D+
D
D
D
D
D
33-36
D#
D#
D#
D+
D+
D+
D+
Travel
Range:
0
Duration: One turn per level of the caster
Effect: Allows aerial or gaseous travel
This spell allows the cleric to move quickly
and freely, even between the planes of existence.
The caster (only) may
fly
in the same manner
as
given by the magic-user spell, with a movement
rate of 360 feet
(120
feet).
The cleric
can
also
enter a nearby plane of
existence, simply by concentrating for one
round. A maximum of one plane per turn may
be entered. If desired, the cleric may bring one
other creature for each five levels of experience
(rounded down; for example, a 29th-level cleric
could bring five other creatures on the journey).
All
others to be affected must be touching
or
touched by the cleric while the spell is
cast
and
the
shift
is made. Any unwilling creature may
make a Saving Throw vs. Spells to avoid the
effect. The cleric must take the others, and can-
not send them while remaining behind.
While this spell is in effect, the caster (only)
may assume
gaseous
form
by concentrating for
one
full
round. (If interrupted, no change
occurs.)
Unliie the potion effect,
all
equipment
carried also becomes part of the same
gaseous
cloud. In
this
form, the caster may travel at
double the normal flying rate: 720 feet per turn
(240 feet per round). While gaseous, the cleric
cannot use items or cast spells, but also cannot
be damaged except by magic (weapons or cer-
tain spells).
Also,
a
gaseous
being cannot pass
through a protection
from
evil
spell
effect or an
anti-magic
shell.
Cleric
All rules on spell casting are given in the
D&D@Basic and Expert sets.
Any spell marked with an asterisk
(*)
may
be reversed, as given in the spell description.
Any reversible cleric spell may be reversed
during the casting and need not be memo-
rized in reversed form.
Each spell in the list below is followed by a
reference to the full text of the spell. C
=
D&D@ Companion Set Players Manual
(page number for the 1984 edition).
D+
D
D
D
D
T
T
T
T
T
T
T
CLERIC EXPERIENCE TABLE
Spells
by
Spell Level
Level
26
automatic Turn, 2d6 Hit Dice of
undead
D automatic Destroy, 2d6 Hit Dice
D
+
automatic Destroy, 366 Hit Dice
D# automatic Destroy, 4d6 Hit Dice
XP
1,900,000
2,000,000
2,100,000
2,200,000
2,300,000
2,400,000
2,500,000
2,600,000
2,700,000
2,800,000
2,900,000
1 2 3 4 5 6 7
8
8
8
8
8
27
28
29
30
31
32
33
34
35
36
7
7
8
7
8
7
8
7
8
8
6 6 5
6 6 6
7
7 6
7
7 6
8 8
8
8
9
8
8 8
9 9
8
8
9 9 9
8
9 9 9 9
9 9 9 9
7 7 7
8
7
8
7
8
8
8
8
8
9
8 8
9 9 9
5
5
5
6
6
6
7
7
SEVENTH-LEVEL CLERIC SPELLS
1.
Earthquake (C 13)
2.
Holy Word (C13)
3. Raise Dead Fully* ((213)
4. Restore*
(C13)
5.
Survival (described below)
6. Travel (described below)
7.
Wish (page 4)
8. Wizardry (page 4)
Seventh-Level
Cleric Spells
Survival
Range: Touch
Duration: One hour per level of the caster
Effect: Protects one creature against all non-
magical damage from the environment
Hit points:
+
1 per level, with no Constitu-
tion effect.
3
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