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Going for a

Jaunt?
A Web Enhancement for the Book of Challenges
The Book of Challenges offers dozens of exciting traps, One challenge they may face is that a party of characters
mazes, and other intriguing dungeon features to keep utilizes spells and magic items to circumvent their elab-
the player characters (PCs) on their toes. This web orate plots easily. For instance, a character with ethereal
enhancement by the books editor offers Dungeon Mas- jaunt can scout ahead, find all the correct turns in an
ters (DMs) an idea for what to do if the characters try to intricate maze, and locate all the opponents, allowing
circumvent the dungeons challenges with a quick ethe- the rest of the party to bypass the danger.
real jaunt! To use this web enhancement, you must Sometimes player characters need a reminder that the
already have the Book of Challenges. This bonus material Ethereal Plane is not their personal playground.
is exclusive to the official DUNGEONS & DRAGONS web-
site: <www.wizards.com/dnd>.
Dungeon Masters take care and setup intricate
ETHEREAL FAVORITES
encounters focusing on dungeons, mazes, and surprises. (EL 3)
Two creatures native to the Ethereal Plane and emi-
Credits nently suitable for a solo ethereal encounter are the
ethereal filcher and the ethereal marauder. Few spell-
Design: Gwendolyn F. M. Kestrel casters want to venture where theyre apt to get their
Editing and Typesetting: Sue Weinlein Cook
pocket picked or fall under attack when theyre alone.
Editorial Assistance Penny Williams
Web Production: Julia Martin These critters are apt to drive the scout back to the
Web Development: Mark Jindra Material Plane for help.
Graphic Design: Sean Glenn, Cynthia Fliege Ethereal Filcher: hp 22; see MONSTER MANUAL. This
Based on the original DUNGEONS & DRAGONS game by E.
creature will happily lurk near magic-laden parties,
Gary Gygax and Dave Arneson and on the new edition of the seeking a good opportunity to use its Pick Pocket skill
DUNGEONS & DRAGONS game designed by Jonathan Tweet, to snatch a magic goody.
Monte Cook, Skip Williams, Rich Baker, and Peter Adkison.
Ethereal Marauder: hp 11; see MONSTER MANUAL.
D&D, DUNGEONS & DRAGONS, DRAGON, MONSTER MANUAL, FORGOTTEN REALMS,
and DUNGEON MASTER are registered trademarks and the d20 System
This ethereal creature is a fierce opponent for a lone
logo is a trademark owned by Wizards of the Coast, Inc. All Wizards sorcerer or wizard whos using ethereal jaunt to scout.
characters, character names, and the distinctive likenesses thereof
are trademarks owned by Wizards of the Coast, Inc.
This material is protected under the copyright laws of the United States of Remember that a creatures Challenge Rating is bal-
America. Any reproduction or unauthorized use of the material or artwork
contained herein is prohibited without the express written permission anced when its facing four characters. If youre launch-
of Wizards of the Coast, Inc. ing an ethereal attack against a lone scout who cant
This product is a work of fiction. Any similarity to actual people,
organizations, places, or events is purely coincidental. expect reinforcements on the Ethereal Plane from his
This Wizards of the Coast game product contains no Open Game Content. party, you probably want to pick a lower EL than if the
No portion of this work may be reproduced in any form without written per-
mission. To learn more about the Open Gaming License and the d20 System whole party were present.
License, please visit <www.wizards.com/d20>.
2002 Wizards of the Coast, Inc.
All rights reserved. Made in the U.S.A.
USING TEMPLATES
Visit our website at For a fuller challenge, use the ghost template on a dif-
<www.wizards.com/dnd>
ferent creature. It can be added to almost anything. Its
reasonable to assume that, as the player characters
1
combat and kill the denizens of a dungeon, an occa- Skills and Feats: Hide +4, Intimidate +8, Jump +14,
sional foe might come back to haunt them. Listen +18, Search +17, Spot +18; Great Fortitude,
Even more interesting encounters might use multi- Power Attack.
ple templates. Say a creature here starts with a base of Breath Weapon (Su): PCku can breathe a 30-foot
a simple chaotic evil minotaur. Adding the half- cone of fire that deals 6d10 points of damage (Reflex
dragon template from a gold dragon makes the crea- DC 20 for half ).
ture much tougher and changes its alignment to Charge (Ex): PCku typically begins a battle by charg-
lawful good. Finally, after overlaying the ghost tem- ing at an opponent, lowering her head to bring her
plate, the creature becomes an incorporeal undead, mighty horns into play. In addition to the normal bene-
allowing it to be any alignment. In this instance, Ill fits and hazards of a charge, this allows her to make a
decide to make it neutral. single gore attack that deals 4d6+12 points of damage.
Since a ghost can rejuvenate, include a short history Frightful Moan (Su): PCku can moan as a standard
to show what is necessary to lay it to rest. Choose some- action. All living creatures within a 30-foot spread must
thing suitable for its motivation: Does it seek revenge? succeed at a Will save (DC 15) or become panicked for
Is it a guardian? Did it leave something undone? 2d4 rounds. This is a sonic, necromantic, mind-affecting
Our half-dragon minotaur, PCku, manifested aspects fear effect. A creature that successfully saves against the
of both her gold dragon mother and her minotaur moan cannot be affected by PCkus moan for one day.
father. She sought to live as a good being with her Malevolence (Su): Once per round, PCku can merge
mother, but found that dragon society spurned her. She her ethereal body with a creature on the Material Plane.
ran away, leaving no word This ability is similar to
for her mother. Oh lost, and by the wind grieved, magic jar (caster level 10th),
Humanoid folk also except that it does not
wanted nothing to do with ghost, come back again. require a receptacle. If the
her, however. She retreated Thomas Wolfe, attack succeeds, PCkus
to this underground com- Look Homeward Angel! body vanishes into the
plex where she lived and opponents body. The target
eventually died, very can resist the attack with a
lonely. She returned as a ghost. Shes a bit mad with successful Will save (DC 15). A creature that successfully
loneliness and the trauma of being undead. She hates saves is immune to PCkus malevolence for one day.
corporeal, living creatures and will attack them. Immunities: PCku is immune to fire and to paralysis
She feels guilty that she left her mother without any and sleep effects.
word. The only way to set PCku to rest is to agree to Incorporeal Subtype: PCku can be harmed only by
carry a message to her mother that PCku has died but other incorporeal creatures, +1 or better magic weap-
that she loved her. ons, spells, spell-like abilities, or supernatural abilities.
She is immune to all nonmagical attack forms and has a
d PCku (against ethereal): PCku: Female half- 50% chance to ignore any damage from a corporeal
gold-dragon half-minotaur ghost; CR 8; Large undead source (except for force effects, such as magic missiles,
(incorporeal); HD 6d12; hp 39; Init +0; Spd 30 ft., fly and attacks made with ghost touch weapons). She can
30 ft. (perfect); AC 18, touch 9, flat-footed 18; Atk +13 pass through solid objects (but not force effects) at will,
melee (1d8+8, bite) and +8 melee (1d6+4, 2 claws), or and her attacks ignore natural armor, armor, and
+13/+8 melee (2d8+8/x3, Huge greataxe) and +8 shields (though deflection bonuses and force effects
melee (1d8+4, gore) and +8 melee (1d8+4, bite); work normally). PCku moves silently (cannot be heard
Face/Reach 5 ft. x 5 ft./10 ft.; SA breath weapon (30-ft. with Listen checks unless desired).
cone of fire), charge 4d6+12, frightful moan, malevo- Low-Light Vision: PCku can see twice as far as a
lence; SQ darkvision 60 ft., immunities , incorporeal human in starlight, moonlight, torchlight, and similar
subtype, low-light vision, manifestation, natural cun- low-light conditions.
ning, rejuvenation, scent, turn resistance +4, undead Manifestation (Su): As an ethereal creature, PCku
traits; AL N; SV Fort +4, Ref +5, Will +5; Str 27, cannot affect or be affected by anything in the material
Dex 10, Con , Int 9, Wis 10, Cha 14. world. When manifest, she becomes visible but

2
remains incorporeal. In this state, she has no attacks succeed at a Will save (DC 15) or become panicked for
available except her frightful moan and her malevo- 2d4 rounds. This is a sonic, necromantic, mind-affecting
lence. While manifested, she remains on the Ethereal fear effect. A creature that successfully saves against the
Plane but can be attacked by opponents on both the moan cannot be affected by PCkus moan for one day.
Material and Ethereal planes. Malevolence (Su): Once per round, PCku can merge
Natural Cunning (Ex): PCkus minotaur heritage her ethereal body with a creature on the Material Plane.
gifted her with innate cunning, which renders her This ability is similar to magic jar (caster level 10th),
immune to maze spells, prevents her from ever becom- except that it does not require a receptacle. If the attack
ing lost, and enables her to track enemies. Further, she succeeds, PCkus body vanishes into the opponents
is never caught flat-footed. body. The target can resist the attack with a successful
Rejuvenation (Su): Its difficult to destroy PCku Will save (DC 15). A creature that successfully saves is
through simple combat: Her destroyed spirit restores immune to PCkus malevolence for one day.
itself in 2d4 days. Even the most powerful spells are Immunities: PCku is immune to fire and to paralysis
often only temporary solutions. If PCku would other- and sleep effects.
wise be destroyed, she returns to her old haunts with a Incorporeal Subtype: PCku can be harmed only by
successful level check (1d20+6) against DC 16. The only other incorporeal creatures, +1 or better magic weap-
way to get rid of her for sure is to deliver her desired ons, spells, spell-like abilities, or supernatural abilities.
message to her mother. She is immune to all nonmagical attack forms and has a
Scent (Ex): PCku can detect approaching enemies, 50% chance to ignore any damage from a corporeal
sniff out hidden foes, and track by sense of smell. source (except for force effects, such as magic missiles,
Turn Resistance (Ex): PCku is less easily affected and attacks made with ghost touch weapons). She can
by clerics or paladins. When resolving a turn, rebuke, pass through solid objects (but not force effects) at will,
command, or bolster attempt, she is treated as a 10- and her attacks ignore natural armor, armor, and
HD creature. shields (though deflection bonuses and force effects
Undead Traits: PCku is immune to poison, sleep, paral- work normally). PCku moves silently (cannot be heard
ysis, stunning, disease, death, effects, necromantic effects, with Listen checks unless desired).
mind-influencing effects, and any effect requiring a Forti- Low-Light Vision: PCku can see twice as far as a
tude save unless it also works on objects. She is not sub- human in starlight, moonlight, torchlight, and similar
ject to critical hits, subdual damage, ability damage, abil- low-light conditions.
ity drain, or energy drain. Negative energy heals her, and Manifestation (Su): As an ethereal creature, PCku
she is not at risk of death from massive damage but is cannot affect or be affected by anything in the material
destroyed at 0 hit points or less. She cannot be raised, world. When manifest, she becomes visible but
and resurrection works only if she is willing. remains incorporeal. In this state, she has no attacks
available except her frightful moan and her malevo-
d PCku (manifested): PCku: Female half-gold- lence. While manifested, she remains on the Ethereal
dragon half-minotaur ghost; CR 8; Large undead (incor- Plane but can be attacked by opponents on both the
poreal); HD 6d12; hp 39; Init +0; Spd 30 ft., fly 30 ft. Material and Ethereal planes.
(perfect); AC 11, touch 11, flat-footed 11; Atk ; Natural Cunning (Ex): PCkus minotaur heritage
Face/Reach 5 ft. x 5 ft./10 ft.; SA frightful moan, malev- gifted her with innate cunning, which renders her
olence; SQ darkvision 60 ft., immunities , incorporeal immune to maze spells, prevents her from ever becom-
subtype, low-light vision, manifestation, natural cun- ing lost, and enables her to track enemies. Further, she
ning, rejuvenation, scent, turn resistance +4, undead is never caught flat-footed.
traits; AL N; SV Fort +4, Ref +5, Will +5; Str 27, Dex 10, Rejuvenation (Su): Its difficult to destroy PCku
Con , Int 9, Wis 10, Cha 14. through simple combat: Her destroyed spirit restores
Skills and Feats: Hide +4, Intimidate +8, Jump +14, itself in 2d4 days. Even powerful spells are often only tem-
Listen +18, Search +17, Spot +18; Great Fortitude, porary solutions. If PCku would otherwise be destroyed,
Power Attack. she returns to her old haunts with a successful level check
Frightful Moan (Su): PCku can moan as a standard (1d20+6) against DC 16. The only way to get rid of her
action. All living creatures within a 30-foot spread must for sure is to deliver her desired message to her mother.

3
Scent (Ex): PCku can detect approaching enemies,
sniff out hidden foes, and track by sense of smell.
ABOUT THE AUTHOR
Turn Resistance (Ex): PCku is less easily affected Gwendolyn F.M. Kestrel is an editor for Wizards of
by clerics or paladins. When resolving a turn, rebuke, the Coasts Roleplaying Games R&D department.
command, or bolster attempt, she is treated as a 10- Recent credits include editing Faiths and Pantheons,
HD creature. Oriental Adventures, Magic of Faern, Defenders of the
Undead Traits: PCku is immune to poison, sleep, paral- Faith and Book of Challenges.
ysis, stunning, disease, death, effects, necromantic effects, Addicted to education, Gwendolyn is currently
mind-influencing effects, and any effect requiring a Forti- enrolled in a Ph.D. program in cognitive studies with
tude save unless it also works on objects. She is not sub- the University of Washingtons Department of Educa-
ject to critical hits, subdual damage, ability damage, abil- tion. Check out the website she created for her fianc,
ity drain, or energy drain. Negative energy heals her, and the game designer Andy Collins, at < www.andy-
collins.net>.
she is not at risk of death from massive damage but is
destroyed at 0 hit points or less. She cannot be raised, and
resurrection works only if she is willing.

4
Staying Out
of the Dark
A Web Enhancement for the Book of Challenges
When getting ready to face the encounters in the Book
of Challenges, or any other venture underground, your
DONT GO IN BLIND
chances for success (and survival) will improve if youre As characters, your first priority is making sure you
prepared to assess the Dungeon Environment properly. can see where youre going and what youre doing.
All too often, players concentrate on their characters Unless you have darkvision, youll be effectively blind
combat abilities and neglect equipment that serves and all too vulnerable in a dungeon setting unless you
other purposes. have an artificial light source.
This web enhancement suggests some magic and Even if you have darkvision, youll often need light.
equipment that player characters (PCs) might overlook For example, you might need to see farther than your
before entering a challenging dungeon. This bonus darkvision allows, or you might need to discern colors
material is exclusive to the official D UNGEONS & (darkvision is black and white only).
DRAGONS website: <www.wizards.com/dnd>. If you have low-light vision, youll need light to see,
but you can see twice as far with that light than others
can. If you have a really good light source, your low-
Credits light vision will let you see as far as many creatures
Design: Skip Williams with darkvision, and in color as well.
Editing and Typesetting: Sue Weinlein Cook At some time during your adventuring career, youre
Editorial Assistance Penny Williams going to find yourself separated from your comrades, so
Web Production: Julia Martin always carry your own light source.
Web Development: Mark Jindra There are some down sides to carrying artificial light,
Graphic Design: Sean Glenn, Cynthia Fliege
and it pays to be aware of them:
Based on the original DUNGEONS & DRAGONS game by E. First, most nonmagical illumination uses fire, and that
Gary Gygax and Dave Arneson and on the new edition of the means you have to light it. Lighting a torch or candle
DUNGEONS & DRAGONS game designed by Jonathan Tweet,
Monte Cook, Skip Williams, Rich Baker, and Peter Adkison. with flint and steel takes a full-round action, which
D&D, DUNGEONS & DRAGONS, DRAGON, MONSTER MANUAL, FORGOTTEN REALMS,
probably isnt your first choice when you walk into an
and DUNGEON MASTER are registered trademarks and the d20 System ambush.
logo is a trademark owned by Wizards of the Coast, Inc. All Wizards
characters, character names, and the distinctive likenesses thereof
Flame doesnt work underwater, and if you get caught
are trademarks owned by Wizards of the Coast, Inc. in a tight space your torch or lantern just might burn
This material is protected under the copyright laws of the United States of
America. Any reproduction or unauthorized use of the material or artwork up all your air and suffocate you. Also, flames can be
contained herein is prohibited without the express written permission blown out (see Weather Hazards in Chapter 3 of the
of Wizards of the Coast, Inc.
This product is a work of fiction. Any similarity to actual people, DUNGEON MASTERs Guide).
organizations, places, or events is purely coincidental.
This Wizards of the Coast game product contains no Open Game Content.
Of course, carrying around a flame isnt all bad,
No portion of this work may be reproduced in any form without written per- because fire can be a useful tool or weapon. You can use
mission. To learn more about the Open Gaming License and the d20 System
License, please visit <www.wizards.com/d20>.
a flame to test for air currents, keep warm, melt soft
2002 Wizards of the Coast, Inc. materials (such as wax), and set things alight. Even
All rights reserved. Made in the U.S.A.
more importantly, flames cannot be extinguished by
Visit our website at dispel magic or similar effects, and they keep burning in
<www.wizards.com/dnd>
antimagic fields.

1
A second, and more important disadvantage to carry- the market price for the most inexpensive scroll you
ing artificial light is that light makes you visible. When can buy that contains the spell. If you have the Scribe
youre hiding or skulking about under an invisibility Scroll feat and are willing to spend some XP, youll pay
effect, carrying a light source broadcasts your position. less. Youll pay nothing for the spell if you or a party
Further, enemies can see your light long before that member simply casts it, but its often better to have the
light reveals the foe. How long? It is said that the spells on this list on scrolls (or stored in other items)
human eye can detect the light from a match up to 2 for those times when you need them rather than using
miles away over an open plain on a dark, clear night. Of up the partys available spell slots on them.
course, the viewer at that distance sees only a pinpoint
of light, but in a place where there ought to be no light Cost: 1 cp to 1 gp
allsuch as a dungeona mere pinpoint is all thats Candle (1 cp): A candle lasts an hour but illuminates a
necessary to alert the residents to an intrusion. Fortu- paltry 5-foot radius, allowing you just enough light to
nately, most dungeons dont offer your foes a clear line keep from stubbing your toes while giving nearby a
of sight 2 miles long. enemies a good look at you.
To add insult in injury, others can see what your light A candle flame is small enough to blow out in even a
reveals and they can see it from a considerable distance moderate breeze. A dropped candle usually will go out
away. As a rule of thumb, anything within the radius of (75% chance).
your light is clearly visible to anyone within a distance On the other hand, a candle is dirt cheap and very
equal to 10 times the lights radius. For example, a light (it has no weight worth noting), so you can carry a
candle illuminates a radius of 5 feet. If you find a door bundle of them. You might also want to carry a few
by candlelight, anyone within 50 feet of that door also candles as a backup light source in case you lose your
sees the door. primary source.
This phenomenon can work in your favor. If youre Candles prove useful for things other than light. You
carrying a light, your friends probably can also see what can use the melted wax or tallow from a candle to mark
you see. a trail or to seal small openings. It also can serve as a
A third disadvantage to carrying artificial light is that moderately effective adhesive (in some cases) or even a
you usually have to hold it in your hand, which means lubricant (in other cases). You can even use melted
that you dont have that hand available to wield a candle wax or tallow to stick a candle to some surface
weapon, hold a shield, or cast a spell. Fortunately, drop- (the top of your helmet perhaps) so you dont have to
ping an item is a free action and most (but not all) light hold it in your hand.
sources will stay lit after you do so. Torch (1 cp): A torch burns for an hour and casts light
in a respectable 20-foot radius, which is far enough to
suffice for melee combat but useless for most ranged
DIVINATIONS combat.
Once youve made sure you can see, its time to con- It takes a strong wind to blow out a torch, and strong
sider ways to notice things you cant see. Youll want the winds are rare underground. A torch usually will keep
ability to assess potential threats and to scout the ter- burning if you drop it.
rain ahead without revealing your presence. There isnt At 1 lb. each, you probably dont want to carry more
very much mundane equipment that can accomplish than a dozen torches or so, but thats sufficient for most
these tasks, so its worth expending a few spell slots or dungeon expeditions. If you ever find that you need to
cash on some divination spells or magic items. extend a torchs burning time, try splitting it in half (this
is best done with an axe or hatchet, but any slashing
WHATS AVAILABLE weapon will do) and burning each half. Half a split torch
Here are some options to consider, arranged in order will burn for an hour and shed light in a 10-foot radius.
of price. The list includes selected magic items and Torches have a variety of alternative uses. You can use
spells that shed light, effects that let you see in the dark, them as probes (theyre about 2 feet long) to test or
and divinations to help you determine what lies ahead. investigate areas where youd rather not stick your
Many items on the list serve several functions at once. hands. If your probing finds a trap or patch of green
The cost listed for spells marked with an asterisk (*) is slime, youre only out a copper piece. Because torches
are soaked in pitch or tallow, an unlit torch is a trifle

2
sticky, and you can actually pick up small things with Bullseye Lantern (12 gp + 1 sp per pint of oil): This device
it. You can use a lit torch as a weapon. Treat it as a small throws light in a cone 60 feet long and 20 feet wide at
club, except that a hit deals 1d3 points of fire damage. the far end; to a creature with low-light vision, the cone
You also can make a campfire out of a few torches, or measures 120 feet long and 40 feet wide. You have to
use them to light a pile of damp wood youve collected. decide where the cone is pointing. On your turn, you
Common Lamp (1sp + 1sp per pint of oil): This device illu- can re-aim the cone as a free action.
minates a 15-foot radius, so its slightly inferior to a The bullseye lanterns directional light might allow
torch. It burns six hours on a pint of oil. foes to sneak up on you, but the lanterns great range
The lamps small, open flame will blow out in even a makes it an excellent supplement to other forms of illu-
moderate breeze. If you drop the lamp the oil spills out mination that shed light in a radius.
in a burning puddle; see the section on oil in Chapter 7 Dancing Lights Spell (12 gp, 5 sp*): This versatile spell
of the Player s Handbook. You can splash the oil on can create up to four lights as bright as torches or
another creature to deal some fire damage, but you also hooded lanterns. All the lights have to remain with a
can spill the burning oil on yourself if you fall down 10-foot radius in relation to each other, but that allows
while holding the lamp. you to illuminate are area up to 80 feet across. Better
yet, the lights move according to a program you set, so
Cost: 1 to 100 gp you can send them away from you and remain con-
Tindertwig (1 gp): These devices are intended for light- cealed in the darkness while looking into the illumi-
ing fires or other light sources, but they shed light in a nated area.
5-foot radius when struck, and they burn for 1 round. The spell has a fixed duration of one minute, so its not
With a tindertwig, you can light a candle, torch, very useful for exploring a dungeon, but its more than
lantern, or other small fire as a standard action instead adequate for combat.
of a full-round action. Lighting the tindertwig itself is a Detect Magic Spell (12 gp, 5 sp*): An essential tool for any
standard action. adventuring group, this spell is useful for assessing
Sunrod (2 gp): These foot-long rods shed light in a 30- magical dangers (usually in the form or wards or traps)
foot radius and glow for six hours. and for picking out the magical goodies in treasure
Sunrods cant blow out, and they work underwater or hoards. It also can be used, albeit unreliably, to track
in very wet places where flames wont burn. If you down items or foes that have been rendered invisible
decide you dont want the light to be seen, you can just through magic.
stuff the sunrod into an opaque container or under Light Spell (12 gp, 5 sp*): Light from this workhorse
your clothes. Unlike a magical light source, a sunrod spell lasts 10 minutes per caster level, which is a little
works in antimagic fields and cannot be dispelled. short for long term exploration but sufficient for sev-
Hooded Lantern (7 gp + 1sp per pint of oil): The standards eral encounters. It sheds light in a 20-foot radius. The
for dungeon adventuring, these lanterns light a 30-foot spell must be cast on an object (it wont work on a crea-
radius and burn for six hours on a pint of oil. Their pro- ture or a point of empty space). You can use it to illumi-
tected flames will blow out only in severe winds, and nate a distant area by casting it on a projectile and firing
they come equipped with shutters so you can douse the the projectile.
light without putting out the flame. In a pinch, you can Comprehend Languages Spell (25 gp*): Useful for reading
throw the lantern or dump it out to create a pool of unknown inscriptions when nobody in the party has
burning oil. the Decipher Script skill. Also useful for conversing
Steel Mirror (10 gp): This item proves most useful for with a creature whose language you cannot speak,
peeking around corners or into openings without expos- although this entails some risk because you have to
ing yourself to attack. Just stick the mirror into a weapon touch the creature.
or unlit torch with a blob of wax (from a candle, perhaps) Detect Chaos/Evil/Good/Law Spell (25 gp*): Sometimes
and then hold the mirror at an angle. Be aware that the useful for determining whether a creature poses a
mirror reverses things (left for right, and vice versa). threat and if so how much of a threat (thanks to its abil-
You might also try viewing strange inscriptions in a ity to asses a creatures power).
mirrorthose weird hieroglyphics might just be famil- Faerie Fire Spell (25 gp*): This spell affects creatures and
iar letters written backwards. objects, making them glow like candles. The subjects

3
dont shed much light (5-foot radius), but you can scatter Detect Thoughts Spell (150 gp*): Most people save this
them after the spell takes effect. The spell also is a spell for prying information out of prisoners, but its
potent counter against invisible or displaced creatures also useful for detecting unseen foes (provided they
because it outlines them and negates their concealment. have Intelligence scores) and determining their num-
Identify Spell (25 gp*): Most adventurers save this spell bers and intent.
for use after the group leaves the dungeon with magical Daylight Spell (150 gp*): This spell illuminates a 60-foot
booty. It can be useful for learning what an item youve radius, making it as bright as day. The light is bright
just found does, which may allow you to put the item to enough to discomfit dungeon dwellers that dont like
use immediately. light. Like the light spell, it works only on objects. You
Everburning Torch (90 gp): This handy item can burn can light up even the largest dungeon chambers by plac-
forever, shedding light in a 20-foot radius. You can ing this spell on a projectile and shooting into the center.
douse the light in a container or under your clothes, Find traps Spell (150 gp*): This spell can give you a
and the torch burns anyplace where magic works. chance to locate traps when you dont have a rogue in
Because they are simply iron rods with continual flame your group. It isnt very effective unless the caster has a
spells on them, however, a dispel magic effect dispels decent Search skill, however.
them permanently. Locate Object Spell (150 gp*): An often overlooked spell,
locate object can be a real lifesaver. If youre seeking a spe-
Cost: 1 00 to 500 gp cific treasure, this spell can point you toward it. You
Familiars (100 gp): Any familiar increases the masters also can use the spell for getting your bearings when
sensory capabilities. The master gets the benefit of the youve become lost or separated from your party. For
Alertness feat whenever the familiar is within 5 feet, example, you can use it to locate a staircase leading up.
and the master can use the familiar as a scout. High- The spell cant locate your companions, but it can locate
level masters can scry the familiars location, getting a the equipment theyre carrying. You can make this
firsthand look at the locale without actually being there. property of the spell even more useful by making sure
For dungeon delving, a bat familiar is hard to beat. The everyone in your group contains a unique item the
bat can fly and it has blindsight with a 120-foot range, spell can locate.
which allows it to see through darkness, smoke, or See Invisibility Spell (150 gp*): This spell is the essential
fog. The bat can even see invisible things. tool for dealing with invisible and ethereal foes.
It pays to keep a few of the bats (or any familiars) lim- Speak with Animals Spell (150 gp*): A speak with animals
itations in mind, though. First, theres always a chance spell is useful whenever you encounter dungeon-
that the familiar will be spotted or ambushed when dwelling animals, such as rats or bats. You can ask these
scouting ahead. Familiars are particularly vulnerable to creatures about the area. Most animals dont quite expe-
area effects when acting alone. rience things the way adventurers do, so its best to take
Second, the master does not share senses with the their reports with a grain of salt. For example, is the
familiar, but can only relay what it knows. Familiars nice old man who lives in the next chamber a harm-
also tend to think and speak from an animals point of less eccentric or a vampire?
view, so their reports can be somewhat misleading. For Speak with Dead Spell (150 gp*): This spell proves useful
example, a bats blindsight reveals invisible creatures, when you encounter the remains of adventurers who
but to the bat such creatures dont look any different were less fortunate or less prepared than you. The spell
from visible creatures. wont do any good unless the corpse youre interrogat-
Augury Spell (150 gp*): Whenever you find yourself ing still has an intact head.
guessing about the proper course of action, you can use Tongues Spell (150 gp*): Similar to the comprehend lan-
this spell to check your guess. (Is it a good idea to pull guages spell, tongues is safer when you want to speak
this lever now?) with a creature youve just met, because it doesnt
Continual Flame Spell (150 gp*): See the notes on the require you touch the creature. Unlike comprehend lan-
everburning torch. guages, tongues doesnt help you read writings.
Darkvision Spell (150 gp*): This spell provides no illumi- Darkvision Potion (300 gp): This item works just like
nation, but allows you to see 60 feet in the dark without the darkvision spell, but it comes in potion form for
a light source to call attention to yourself. nonspellcasters.

4
Clairvoyance/Clairaudience Spell (375 gp*): Its very Belt of Dwarvenkind (14,900 gp): The wearer gains dark-
useful to get a look or a listen behind a door or other vision (range 60 feet) and several other useful abilities,
closure without actually opening it or touching it. You namely the stonecunning ability (see the description of
can also use this spell to keep watch over some locale the dwarven race in the Players Handbook or MONSTER
youve visited already. (Have any guards awakened in MANUAL). Because most dungeons are made of stone,
that barracks you tiptoed through?) this item is well worth the price, especially if your party
Scrying Spell (375 gp*): With its one-hour casting time, lacks a dwarf character.
this spell isnt very practical for dungeon delving. Its Gem of Brightness (15,200 gp): The gems wielder can
useful, however, for getting a peek at some creature produce pale light in a cone 10 feet long without
youve met before or have heard about in passing. (Is expending any charges (if you have low-light vision,
the dragon at home today?) treat the cone as though it were twice as large). The
Wand of Light (375 gp): A fully charged wand contains gem also can produce other light-based effects useful in
50 light spells, a real bargain. A great deal for bards or combat, see the item description in the D UNGEON
sorcerers who dont have the light spell in their personal MASTERs Guide.
repertoires, and a good buy for clerics and wizards whod Gem of Seeing (75,000 gp): This item allows you to see as
like to preserve their 0-level spell slots for other spells. though using a true seeing spell, see the notes on that
spell.
Cost: Above 500 gp Robe of Eyes (90,000 gp): The robes wearer gains dark-
Locate Creature Spell (700 gp*): Useful for tracking down vision (range 120 feet) and several other powers,
an opponent who has eluded you or for finding a lost including a big bonus to Spot and Search checks and
companion. the ability to see invisible and ethereal things. The item
True Seeing Spell (1,375 gp*): This spell allows you to see also carries some risks; see its description in the DUN-
up to 120 feet through any sort of darkness, even magi- GEON MASTERs Guide.
cal darkness. It has a fairly short duration (1 minute
per level), but confers many other benefits: It reveals ABOUT THE AUTHOR
invisible creatures, allows you to recognize illusions, A senior roleplaying game designer at Wizards of the
and shows transmuted things in their true guises. If Coast, Skip Williams is a game industry veteran who
youre ever in doubt about exactly what youre facing, started behind the cash register at TSRs Dungeon
true seeing is the surest way to discover the facts. Hobby Shop in 1976. He was part of the team that cre-
Light Generating Weapons (2,000+ gp): According to the ated the newest edition of the D&D game, was the pri-
DUNGEON MASTERs Guide, 30% of all the magical weap- mary author of the new MONSTER MANUAL, coauthor of
ons you find in treasure hoards shed light. If you make the new FORGOTTEN REALMS Campaign Setting, and is
a magic weapon yourself, you can add this feature at no DRAGON Magazines Sage.
cost, provided you know the light spell. The weapon Skip is fond of old movies, old airplanes, and old
continually sheds light in a 20-foot radius. You can books, but not necessarily in that order. He and his wife
douse the light by sheathing or covering the weapon. Penny live in the Puget Sound area with their Siamese
Goggles of Night (8,000 gp): These glasses give the cat and several birds.
wearer darkvision (range 60 feet) when worn, see the
notes on the darkvision spell.

5
Staying Out
of the Dark
A Web Enhancement for the Book of Challenges
When getting ready to face the encounters in the Book
of Challenges, or any other venture underground, your
DONT GO IN BLIND
chances for success (and survival) will improve if youre As characters, your first priority is making sure you
prepared to assess the Dungeon Environment properly. can see where youre going and what youre doing.
All too often, players concentrate on their characters Unless you have darkvision, youll be effectively blind
combat abilities and neglect equipment that serves and all too vulnerable in a dungeon setting unless you
other purposes. have an artificial light source.
This web enhancement suggests some magic and Even if you have darkvision, youll often need light.
equipment that player characters (PCs) might overlook For example, you might need to see farther than your
before entering a challenging dungeon. This bonus darkvision allows, or you might need to discern colors
material is exclusive to the official D UNGEONS & (darkvision is black and white only).
DRAGONS website: <www.wizards.com/dnd>. If you have low-light vision, youll need light to see,
but you can see twice as far with that light than others
can. If you have a really good light source, your low-
Credits light vision will let you see as far as many creatures
Design: Skip Williams with darkvision, and in color as well.
Editing and Typesetting: Sue Weinlein Cook At some time during your adventuring career, youre
Editorial Assistance Penny Williams going to find yourself separated from your comrades, so
Web Production: Julia Martin always carry your own light source.
Web Development: Mark Jindra There are some down sides to carrying artificial light,
Graphic Design: Sean Glenn, Cynthia Fliege
and it pays to be aware of them:
Based on the original DUNGEONS & DRAGONS game by E. First, most nonmagical illumination uses fire, and that
Gary Gygax and Dave Arneson and on the new edition of the means you have to light it. Lighting a torch or candle
DUNGEONS & DRAGONS game designed by Jonathan Tweet,
Monte Cook, Skip Williams, Rich Baker, and Peter Adkison. with flint and steel takes a full-round action, which
D&D, DUNGEONS & DRAGONS, DRAGON, MONSTER MANUAL, FORGOTTEN REALMS,
probably isnt your first choice when you walk into an
and DUNGEON MASTER are registered trademarks and the d20 System ambush.
logo is a trademark owned by Wizards of the Coast, Inc. All Wizards
characters, character names, and the distinctive likenesses thereof
Flame doesnt work underwater, and if you get caught
are trademarks owned by Wizards of the Coast, Inc. in a tight space your torch or lantern just might burn
This material is protected under the copyright laws of the United States of
America. Any reproduction or unauthorized use of the material or artwork up all your air and suffocate you. Also, flames can be
contained herein is prohibited without the express written permission blown out (see Weather Hazards in Chapter 3 of the
of Wizards of the Coast, Inc.
This product is a work of fiction. Any similarity to actual people, DUNGEON MASTERs Guide).
organizations, places, or events is purely coincidental.
This Wizards of the Coast game product contains no Open Game Content.
Of course, carrying around a flame isnt all bad,
No portion of this work may be reproduced in any form without written per- because fire can be a useful tool or weapon. You can use
mission. To learn more about the Open Gaming License and the d20 System
License, please visit <www.wizards.com/d20>.
a flame to test for air currents, keep warm, melt soft
2002 Wizards of the Coast, Inc. materials (such as wax), and set things alight. Even
All rights reserved. Made in the U.S.A.
more importantly, flames cannot be extinguished by
Visit our website at dispel magic or similar effects, and they keep burning in
<www.wizards.com/dnd>
antimagic fields.

1
A second, and more important disadvantage to carry- the market price for the most inexpensive scroll you
ing artificial light is that light makes you visible. When can buy that contains the spell. If you have the Scribe
youre hiding or skulking about under an invisibility Scroll feat and are willing to spend some XP, youll pay
effect, carrying a light source broadcasts your position. less. Youll pay nothing for the spell if you or a party
Further, enemies can see your light long before that member simply casts it, but its often better to have the
light reveals the foe. How long? It is said that the spells on this list on scrolls (or stored in other items)
human eye can detect the light from a match up to 2 for those times when you need them rather than using
miles away over an open plain on a dark, clear night. Of up the partys available spell slots on them.
course, the viewer at that distance sees only a pinpoint
of light, but in a place where there ought to be no light Cost: 1 cp to 1 gp
allsuch as a dungeona mere pinpoint is all thats Candle (1 cp): A candle lasts an hour but illuminates a
necessary to alert the residents to an intrusion. Fortu- paltry 5-foot radius, allowing you just enough light to
nately, most dungeons dont offer your foes a clear line keep from stubbing your toes while giving nearby a
of sight 2 miles long. enemies a good look at you.
To add insult in injury, others can see what your light A candle flame is small enough to blow out in even a
reveals and they can see it from a considerable distance moderate breeze. A dropped candle usually will go out
away. As a rule of thumb, anything within the radius of (75% chance).
your light is clearly visible to anyone within a distance On the other hand, a candle is dirt cheap and very
equal to 10 times the lights radius. For example, a light (it has no weight worth noting), so you can carry a
candle illuminates a radius of 5 feet. If you find a door bundle of them. You might also want to carry a few
by candlelight, anyone within 50 feet of that door also candles as a backup light source in case you lose your
sees the door. primary source.
This phenomenon can work in your favor. If youre Candles prove useful for things other than light. You
carrying a light, your friends probably can also see what can use the melted wax or tallow from a candle to mark
you see. a trail or to seal small openings. It also can serve as a
A third disadvantage to carrying artificial light is that moderately effective adhesive (in some cases) or even a
you usually have to hold it in your hand, which means lubricant (in other cases). You can even use melted
that you dont have that hand available to wield a candle wax or tallow to stick a candle to some surface
weapon, hold a shield, or cast a spell. Fortunately, drop- (the top of your helmet perhaps) so you dont have to
ping an item is a free action and most (but not all) light hold it in your hand.
sources will stay lit after you do so. Torch (1 cp): A torch burns for an hour and casts light
in a respectable 20-foot radius, which is far enough to
suffice for melee combat but useless for most ranged
DIVINATIONS combat.
Once youve made sure you can see, its time to con- It takes a strong wind to blow out a torch, and strong
sider ways to notice things you cant see. Youll want the winds are rare underground. A torch usually will keep
ability to assess potential threats and to scout the ter- burning if you drop it.
rain ahead without revealing your presence. There isnt At 1 lb. each, you probably dont want to carry more
very much mundane equipment that can accomplish than a dozen torches or so, but thats sufficient for most
these tasks, so its worth expending a few spell slots or dungeon expeditions. If you ever find that you need to
cash on some divination spells or magic items. extend a torchs burning time, try splitting it in half (this
is best done with an axe or hatchet, but any slashing
WHATS AVAILABLE weapon will do) and burning each half. Half a split torch
Here are some options to consider, arranged in order will burn for an hour and shed light in a 10-foot radius.
of price. The list includes selected magic items and Torches have a variety of alternative uses. You can use
spells that shed light, effects that let you see in the dark, them as probes (theyre about 2 feet long) to test or
and divinations to help you determine what lies ahead. investigate areas where youd rather not stick your
Many items on the list serve several functions at once. hands. If your probing finds a trap or patch of green
The cost listed for spells marked with an asterisk (*) is slime, youre only out a copper piece. Because torches
are soaked in pitch or tallow, an unlit torch is a trifle

2
sticky, and you can actually pick up small things with Bullseye Lantern (12 gp + 1 sp per pint of oil): This device
it. You can use a lit torch as a weapon. Treat it as a small throws light in a cone 60 feet long and 20 feet wide at
club, except that a hit deals 1d3 points of fire damage. the far end; to a creature with low-light vision, the cone
You also can make a campfire out of a few torches, or measures 120 feet long and 40 feet wide. You have to
use them to light a pile of damp wood youve collected. decide where the cone is pointing. On your turn, you
Common Lamp (1sp + 1sp per pint of oil): This device illu- can re-aim the cone as a free action.
minates a 15-foot radius, so its slightly inferior to a The bullseye lanterns directional light might allow
torch. It burns six hours on a pint of oil. foes to sneak up on you, but the lanterns great range
The lamps small, open flame will blow out in even a makes it an excellent supplement to other forms of illu-
moderate breeze. If you drop the lamp the oil spills out mination that shed light in a radius.
in a burning puddle; see the section on oil in Chapter 7 Dancing Lights Spell (12 gp, 5 sp*): This versatile spell
of the Player s Handbook. You can splash the oil on can create up to four lights as bright as torches or
another creature to deal some fire damage, but you also hooded lanterns. All the lights have to remain with a
can spill the burning oil on yourself if you fall down 10-foot radius in relation to each other, but that allows
while holding the lamp. you to illuminate are area up to 80 feet across. Better
yet, the lights move according to a program you set, so
Cost: 1 to 100 gp you can send them away from you and remain con-
Tindertwig (1 gp): These devices are intended for light- cealed in the darkness while looking into the illumi-
ing fires or other light sources, but they shed light in a nated area.
5-foot radius when struck, and they burn for 1 round. The spell has a fixed duration of one minute, so its not
With a tindertwig, you can light a candle, torch, very useful for exploring a dungeon, but its more than
lantern, or other small fire as a standard action instead adequate for combat.
of a full-round action. Lighting the tindertwig itself is a Detect Magic Spell (12 gp, 5 sp*): An essential tool for any
standard action. adventuring group, this spell is useful for assessing
Sunrod (2 gp): These foot-long rods shed light in a 30- magical dangers (usually in the form or wards or traps)
foot radius and glow for six hours. and for picking out the magical goodies in treasure
Sunrods cant blow out, and they work underwater or hoards. It also can be used, albeit unreliably, to track
in very wet places where flames wont burn. If you down items or foes that have been rendered invisible
decide you dont want the light to be seen, you can just through magic.
stuff the sunrod into an opaque container or under Light Spell (12 gp, 5 sp*): Light from this workhorse
your clothes. Unlike a magical light source, a sunrod spell lasts 10 minutes per caster level, which is a little
works in antimagic fields and cannot be dispelled. short for long term exploration but sufficient for sev-
Hooded Lantern (7 gp + 1sp per pint of oil): The standards eral encounters. It sheds light in a 20-foot radius. The
for dungeon adventuring, these lanterns light a 30-foot spell must be cast on an object (it wont work on a crea-
radius and burn for six hours on a pint of oil. Their pro- ture or a point of empty space). You can use it to illumi-
tected flames will blow out only in severe winds, and nate a distant area by casting it on a projectile and firing
they come equipped with shutters so you can douse the the projectile.
light without putting out the flame. In a pinch, you can Comprehend Languages Spell (25 gp*): Useful for reading
throw the lantern or dump it out to create a pool of unknown inscriptions when nobody in the party has
burning oil. the Decipher Script skill. Also useful for conversing
Steel Mirror (10 gp): This item proves most useful for with a creature whose language you cannot speak,
peeking around corners or into openings without expos- although this entails some risk because you have to
ing yourself to attack. Just stick the mirror into a weapon touch the creature.
or unlit torch with a blob of wax (from a candle, perhaps) Detect Chaos/Evil/Good/Law Spell (25 gp*): Sometimes
and then hold the mirror at an angle. Be aware that the useful for determining whether a creature poses a
mirror reverses things (left for right, and vice versa). threat and if so how much of a threat (thanks to its abil-
You might also try viewing strange inscriptions in a ity to asses a creatures power).
mirrorthose weird hieroglyphics might just be famil- Faerie Fire Spell (25 gp*): This spell affects creatures and
iar letters written backwards. objects, making them glow like candles. The subjects

3
dont shed much light (5-foot radius), but you can scatter Detect Thoughts Spell (150 gp*): Most people save this
them after the spell takes effect. The spell also is a spell for prying information out of prisoners, but its
potent counter against invisible or displaced creatures also useful for detecting unseen foes (provided they
because it outlines them and negates their concealment. have Intelligence scores) and determining their num-
Identify Spell (25 gp*): Most adventurers save this spell bers and intent.
for use after the group leaves the dungeon with magical Daylight Spell (150 gp*): This spell illuminates a 60-foot
booty. It can be useful for learning what an item youve radius, making it as bright as day. The light is bright
just found does, which may allow you to put the item to enough to discomfit dungeon dwellers that dont like
use immediately. light. Like the light spell, it works only on objects. You
Everburning Torch (90 gp): This handy item can burn can light up even the largest dungeon chambers by plac-
forever, shedding light in a 20-foot radius. You can ing this spell on a projectile and shooting into the center.
douse the light in a container or under your clothes, Find traps Spell (150 gp*): This spell can give you a
and the torch burns anyplace where magic works. chance to locate traps when you dont have a rogue in
Because they are simply iron rods with continual flame your group. It isnt very effective unless the caster has a
spells on them, however, a dispel magic effect dispels decent Search skill, however.
them permanently. Locate Object Spell (150 gp*): An often overlooked spell,
locate object can be a real lifesaver. If youre seeking a spe-
Cost: 1 00 to 500 gp cific treasure, this spell can point you toward it. You
Familiars (100 gp): Any familiar increases the masters also can use the spell for getting your bearings when
sensory capabilities. The master gets the benefit of the youve become lost or separated from your party. For
Alertness feat whenever the familiar is within 5 feet, example, you can use it to locate a staircase leading up.
and the master can use the familiar as a scout. High- The spell cant locate your companions, but it can locate
level masters can scry the familiars location, getting a the equipment theyre carrying. You can make this
firsthand look at the locale without actually being there. property of the spell even more useful by making sure
For dungeon delving, a bat familiar is hard to beat. The everyone in your group contains a unique item the
bat can fly and it has blindsight with a 120-foot range, spell can locate.
which allows it to see through darkness, smoke, or See Invisibility Spell (150 gp*): This spell is the essential
fog. The bat can even see invisible things. tool for dealing with invisible and ethereal foes.
It pays to keep a few of the bats (or any familiars) lim- Speak with Animals Spell (150 gp*): A speak with animals
itations in mind, though. First, theres always a chance spell is useful whenever you encounter dungeon-
that the familiar will be spotted or ambushed when dwelling animals, such as rats or bats. You can ask these
scouting ahead. Familiars are particularly vulnerable to creatures about the area. Most animals dont quite expe-
area effects when acting alone. rience things the way adventurers do, so its best to take
Second, the master does not share senses with the their reports with a grain of salt. For example, is the
familiar, but can only relay what it knows. Familiars nice old man who lives in the next chamber a harm-
also tend to think and speak from an animals point of less eccentric or a vampire?
view, so their reports can be somewhat misleading. For Speak with Dead Spell (150 gp*): This spell proves useful
example, a bats blindsight reveals invisible creatures, when you encounter the remains of adventurers who
but to the bat such creatures dont look any different were less fortunate or less prepared than you. The spell
from visible creatures. wont do any good unless the corpse youre interrogat-
Augury Spell (150 gp*): Whenever you find yourself ing still has an intact head.
guessing about the proper course of action, you can use Tongues Spell (150 gp*): Similar to the comprehend lan-
this spell to check your guess. (Is it a good idea to pull guages spell, tongues is safer when you want to speak
this lever now?) with a creature youve just met, because it doesnt
Continual Flame Spell (150 gp*): See the notes on the require you touch the creature. Unlike comprehend lan-
everburning torch. guages, tongues doesnt help you read writings.
Darkvision Spell (150 gp*): This spell provides no illumi- Darkvision Potion (300 gp): This item works just like
nation, but allows you to see 60 feet in the dark without the darkvision spell, but it comes in potion form for
a light source to call attention to yourself. nonspellcasters.

4
Clairvoyance/Clairaudience Spell (375 gp*): Its very Belt of Dwarvenkind (14,900 gp): The wearer gains dark-
useful to get a look or a listen behind a door or other vision (range 60 feet) and several other useful abilities,
closure without actually opening it or touching it. You namely the stonecunning ability (see the description of
can also use this spell to keep watch over some locale the dwarven race in the Players Handbook or MONSTER
youve visited already. (Have any guards awakened in MANUAL). Because most dungeons are made of stone,
that barracks you tiptoed through?) this item is well worth the price, especially if your party
Scrying Spell (375 gp*): With its one-hour casting time, lacks a dwarf character.
this spell isnt very practical for dungeon delving. Its Gem of Brightness (15,200 gp): The gems wielder can
useful, however, for getting a peek at some creature produce pale light in a cone 10 feet long without
youve met before or have heard about in passing. (Is expending any charges (if you have low-light vision,
the dragon at home today?) treat the cone as though it were twice as large). The
Wand of Light (375 gp): A fully charged wand contains gem also can produce other light-based effects useful in
50 light spells, a real bargain. A great deal for bards or combat, see the item description in the D UNGEON
sorcerers who dont have the light spell in their personal MASTERs Guide.
repertoires, and a good buy for clerics and wizards whod Gem of Seeing (75,000 gp): This item allows you to see as
like to preserve their 0-level spell slots for other spells. though using a true seeing spell, see the notes on that
spell.
Cost: Above 500 gp Robe of Eyes (90,000 gp): The robes wearer gains dark-
Locate Creature Spell (700 gp*): Useful for tracking down vision (range 120 feet) and several other powers,
an opponent who has eluded you or for finding a lost including a big bonus to Spot and Search checks and
companion. the ability to see invisible and ethereal things. The item
True Seeing Spell (1,375 gp*): This spell allows you to see also carries some risks; see its description in the DUN-
up to 120 feet through any sort of darkness, even magi- GEON MASTERs Guide.
cal darkness. It has a fairly short duration (1 minute
per level), but confers many other benefits: It reveals ABOUT THE AUTHOR
invisible creatures, allows you to recognize illusions, A senior roleplaying game designer at Wizards of the
and shows transmuted things in their true guises. If Coast, Skip Williams is a game industry veteran who
youre ever in doubt about exactly what youre facing, started behind the cash register at TSRs Dungeon
true seeing is the surest way to discover the facts. Hobby Shop in 1976. He was part of the team that cre-
Light Generating Weapons (2,000+ gp): According to the ated the newest edition of the D&D game, was the pri-
DUNGEON MASTERs Guide, 30% of all the magical weap- mary author of the new MONSTER MANUAL, coauthor of
ons you find in treasure hoards shed light. If you make the new FORGOTTEN REALMS Campaign Setting, and is
a magic weapon yourself, you can add this feature at no DRAGON Magazines Sage.
cost, provided you know the light spell. The weapon Skip is fond of old movies, old airplanes, and old
continually sheds light in a 20-foot radius. You can books, but not necessarily in that order. He and his wife
douse the light by sheathing or covering the weapon. Penny live in the Puget Sound area with their Siamese
Goggles of Night (8,000 gp): These glasses give the cat and several birds.
wearer darkvision (range 60 feet) when worn, see the
notes on the darkvision spell.

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