Descent into Depths: A Player's Reference Page     Descent Into Depths!   DiD Campaign Summary


Cleric Reference:

 

Cleric Spells:

1st Level: Bless*, Ceremony, Command, Create Water*, Cure Light Wounds*, Detect Evil*, Detect Magic, Endure Cold/Heat, Invisibility to Undead, Light, Magic Stone, Penetrate Disguise, Portent, Precipitation, Protection from Evil*, Purify Food and Drink*, Remove Fear*, Resist Cold, Sanctuary

2nd Level: Aid, Augury, Chant, Detect Charm*, Detect Life, Dust Devil, Enthrall, Holy Symbol, Find Traps, Hold Person, Know Alignment*, Messenger, Resist Fire, Silence 15' Radius, Slow Poison, Snake Charm, Speak with Animals, Spiritual Hammer, Withdraw, Wyvern Watch

3rd Level: Animate Dead, Continual Light*, Cloudburst, Create Food and Water, Cure Blindness*, Cure Disease*, Death's Door, Dispel Magic, Feign Death, Flame Walk, Glyph of Warding, Locate Object*, Magical Vestment, Meld into Stone, Negative Plane Projection, Remove Curse*, Remove Paralysis*, Speak with Dead, Water Walk

4th Level: Abjure*, Cloak of Fear*, Cure Serious Wounds* (Srsly), Detect Lie*, Divination, Exorcise, Giant Insect*, Imbue with Spell Ability, Lower Water*, Neutralize Poison*, Protection from Evil 10' Radius*, Speak with Plants, Spell Immunity, Spike Stones, Sticks to Snakes*, Tongues*

 

Odin Spells:

Odin's followers have mastery over animals from other planes

1st Level: Summon Animal I, 2nd Level: Summon Animal II, 3rd Level: Summon Animal III, 4th Level: Summon Animal IV

Grisbane Spells:

Grisbane grants his priests magic from other classes

1st Level: Speak with Animals, 2nd Level: Alter Self II, 3rd Level: Plant Growth

 

Cleric Wisdom Modifiers:
Ability Score Spell Bonus Chance of Spell Failure
9 none 20%
10 none 15%
11 none 10%
12 none 5%
13 one 1st level 0%
14 one 1st level 0%
15 one 2nd level 0%
16 one 2nd level 0%
17 one 3rd level 0%
18 one 3rd level 0%

 

Cleric Turning Undead:

Undead\Level

1

2

3

4

5

6

7

8

Skeleton

10

7

4

T

T

D

D

D*

Zombie 13 10 7 T T D D D
Ghoul 16 13 10 4 T T D D
Shadow 19 16 13 7 4 T T D
Wight 20 19 16 10 7 4 T T
Ghast - 20 19 13 10 7 4 T
Wraith - - 20 16 13 10 7 4
Mummy - - - 20 16 13 10 7
Spectre - - - - 20 16 13 10
Vampire - - - - - 20 16 13
Ghost - - - - - - 20 16
Lich - - - - - - - 19

*Number Affected is 7-12 rather than 1-12.

 

Cleric Spells by Level:

Level/Spell Level 1 2 3 4 5 6 7
1 1 - - - - - -
2 2 - - - - - -
3 2 1 - - - - -
4 3 2 - - - - -
5 3 3 1 - - - -
6 3 3 2 - - - -
7 3 3 2 1 - - -
8 3 3 3 2 - - -
9 4 4 3 2 1 - -
10 4 4 3 3 2 - -
11 5 4 4 3 2 1 -
12 6 5 5 3 2 2 -
13 6 6 6 4 2 2 -
14 6 6 6 5 3 2 -
15 7 7 7 5 4 2 -
16 7 7 7 6 5 3 1
17 8 8 8 6 5 3 1

 

Cleric Saving Throws:

Level

Paralyzation, Poison or Death Magic

Petrification or Polymorph

Rod, Staff or Wand

Breath Weapon

Spell

1-3 10 13 14 16 15
4-6 9 12 13 15 14
7-9 7 10 11 13 12
10-12 6 9 10 12 11

 

Cleric THAC0:

Level 1-3 4-6 7-9 10-12 13-15 16-18 19+
THAC0 20 18 16 14 12 10 9

Fighter Reference:

 

Fighter Saving Throws:

Level

Paralyzation, Poison or Death Magic

Petrification or Polymorph

Rod, Staff or Wand

Breath Weapon

Spell

1-2 14 15 16 17 17
3-4 13 14 15 16 16
5-6 11 12 13 13 14
7-8 10 11 12 12 13
9-10 8 9 10 9 11

 

Fighter THAC0:

Level 1-2 3-4 5-6 7-8 9-10 11-12 13-14 15-16 17+
THAC0 20 18 16 14 12 10 8 6

4

 

Fighter Specialization, Attacks per Round:

Level

Melee Weapon

Bow

Light Crossbow

Heavy Crossbow

Lasso and Staff Sling

Thrown Dagger

Thrown Dart

Other Missiles and Hurled Weapons

1-6 3/2 2/1 1/1 1/2 1/1 3/1 4/1 3/2
7-12 2/1 3/1 3/2 1/1 3/2 4/1 5/1 2/1
13+ 5/2 4/1 2/1 3/2 2/1 5/1 6/1 5/2

Melee Weapons: Single Spec: +1 hit, +2 damage; Double Spec: +3 hit, +3 damage.


Magic-user Reference:

 

Magic-user Saving Throws:

Level

Paralyzation, Poison or Death Magic

Petrification or Polymorph

Rod, Staff or Wand

Breath Weapon

Spell

1-5 14 13 11 15 12
6-10 13 11 9 13 10
11-15 11 9 7 11 8
16-20 10 7 5 9 6

 

Magic-user Intelligence Modifiers:

Ability Score Chance to Know Each Spell Minimum No. of Spells/Level Maximum No. of Spells/Level
9 35% 4 6
10-12 45% 5 7
13-14 55% 6 9
15-16 65% 7 11
17 75% 8 14
18 85% 9 18
19+ 95% 10 All

 

Magic-user Spells by Level:

Level/Spell Level 1 2 3 4 5 6 7
1 1 - - - - - -
2 2 - - - - - -
3 2 1 - - - - -
4 3 2 - - - - -
5 4 2 1 - - - -
6 4 2 2 - - - -
7 4 3 2 1 - - -
8 4 3 3 2 - - -
9 4 3 3 2 1 - -
10 4 4 3 2 2 - -
11 4 4 4 3 3 - -
12 4 4 4 4 4 1 -
13 5 5 5 4 4 2 -
14 5 5 5 4 4 2 1
15 5 5 5 5 5 2 1

 

Magic-user THAC0:

Level 1-5 6-10 11-15 16-29 20+
THAC0 20 19 16 13 11

Monk Reference:

 

Monk Saving Throws:

Level

Paralyzation, Poison or Death Magic

Petrification or Polymorph

Rod, Staff or Wand

Breath Weapon

Spell

1-4 13 12 14 16 15
5-8 12 11 12 15 13
9-12 11 10 10 14 11
13-16 10 9 8 13 9

 

Monk Stun Table:

 Level

Opponent Maximum Height

Opponent Maximum Weight (lbs.)

1 6'6'' 300
2 6'8'' 350
3 6'10'' 400
4 7' 450
5 7'2'' 500
6 7'4'' 550
7 7'6'' 600
8 7'8'' 650
9 7'10'' 700
10 8' 750

11

8'2''

800

*Monks stun their opponent if their open hand "to hit" role succeeds by 5 or more.

*Monks have a chance to kill their stunned opponent equal to the opponents AC, +1% for each level the monk is above 7th.

*Monks can only stun living things.

 

Monk Abilities:

Level

Find/Remove Traps

Move Silently

Hide in Shadows

Hear Noise

Climb Walls

Effective AC Move Open Hand Attacks per Round Open Hand Damage
1 20% 15% 10% 10% 85% 10 15" 1 1-3
2 25% 21% 15% 10% 86% 9 16" 1 1-4
3 30% 27% 20% 15% 87% 8 17" 1 1-6
4 35% 33% 25% 15% 88% 7 18" 5/4 1-6
5 40% 40% 31% 20% 90% 7 19" 5/4 2-7
6 45% 47% 37% 20% 92% 6 20" 3/2 2-8
7 50% 55% 43% 25% 94% 4 21" 3/2 3-9
8 55% 62% 49% 25% 96% 3 22" 3/2 2-12
9 60% 70% 56% 30% 98% 3 23" 2 3-12

 

Monk THAC0:

Level 1-3 4-6 7-9 10-12 13-15 16-18 19+
THAC0 20 18 16 14 12 10

9


Thief Reference:

 

Thief Abilities:

Level

Pick Pockets

Open Locks

Find/Remove Traps

Move Silently

Hide in Shadows

Hear Noise

Climb Walls

Read Languages

1 30% 25% 20% 15% 10% 10% 85% -
2 35% 29% 25% 21% 15% 10% 86% -
3 40% 33% 30% 27% 20% 15% 87% -
4 45% 37% 35% 33% 25% 15% 88% 20%
5 50% 42% 40% 40% 31% 20% 90% 25%
6 55% 47% 45% 47% 37% 20% 92%

30%

 

Thief Dexterity Modifiers:

Ability Score Pick Pockets Open Locks Find/Remove Traps Move Silently Hide in Shadows
9 -15% -10% -10% -20% -10%
10 -10% -5% -10% -15% -5%
11 -5% - -5% -10% -
12 - - - -5% -
13 - - - - -
14 - - - - -
15 - - - - -
16 - +5% - - -
17 +5% +10% - +5% +5%
18 +10% +15% +5% +10% +10%

 

Thief Saving Throws:

Level

Paralyzation, Poison or Death Magic

Petrification or Polymorph

Rod, Staff or Wand

Breath Weapon

Spell

1-4 13 12 14 16 15
5-8 12 11 12 15 13
9-12 11 10 10 14 11
13-16 10 9 8 13 9

 

Thief THAC0:

Level 1-4 5-8 9-12 13-16 17-20 21+
THAC0 20 19 16 14 12

10


General Reference:

 

Strength Modifiers:

Ability Score Hit Probability Damage Adjustment Open Doors (d6) Bend Bars/Lift Gates
3 -3 -1 1 0%
4-5 -2 -1 1 0%
6-7 -1 - 1 0%
8-9 - - 1-2 1%
10-11 - - 1-2 2%
12-13 - - 1-2 4%
14-15 - - 1-2 7%
16 - +1 1-3 10%
17 +1 +1 1-3 13%
18 +1 +2 1-3 16%

 

Wisdom Modifiers:

Ability Score

Magical Attack Adjustment

3 -3
4 -2
5-7 -1
8-14 none
15 +1
16 +2
17 +3
18 +4

 

Constitution Modifiers:

Ability Score Hit Point Adjustment System Shock Survival Resurrection Survival
3 -2 35% 40%
4 -1 40% 45%
5 -1 45% 50%
6 -1 50% 55%
7 - 55% 60%
8 - 60% 65%
9 - 65% 70%
10 - 70% 75%
11 - 75% 80%
12 - 80% 85%
13 - 85% 90%
14 - 88% 92%
15 +1 91% 94%
16 +2 95% 96%
17 +2(+3)* 97% 98%
18 +2(+4)* 99% 100%

Specialty Spell Reference:

 

Odin Spells:

Odin's followers have mastery over animals from other planes

1st Level: Summon Animal I 2nd Level: Summon Animal II 3rd Level: Summon Animal III 4th Level: Summon Animal IV

 

 Summon I:                 Summon II:                  Summon III:                 

1) celestial fox           1) divine doberman            1) radiant leopard

2) giant rat                2) cunning octopus             2) bag of weasels

3) tired badger          3) angry badger                 3) a badger who just got laid off his job at the postal service

4) big owl                 4) fucking enormous owl     4) a lizard you can ride

5) small mule            5) gnome, shield, hammer  5) magical ape

6) crazy bobcat          6) maximum viper              6) love elemental

7) half an ox              7) business end of the ox    7) lecherous satyr

8) beautiful bear cub  8) Paris Hilton                    8) bear of the month

 Summon IV:                 Summon V:                  Summon VI:                 

1) pretty unicorn           1) angry Bigfoot            1) feisty anklyosaurus

2) giant tortoise               2) brace of giraffes             2) pack of werewolves

3) badger on fire          3) badger with a 9                 3) badger who's got NOTHING TO LOSE

4) hippogriff                 4) pink pegasus     4) roc

5) some paladin's warhorse            5) berserk clay golem  5) fucking crazy earth elemental

6) Zangief          6) genie pal              6) mist dragon

7) beautiful dryad              7) another Fist of Odin!    7) the Mouth of Odin

8) Vrock  8) bone devil                    8) stone golem buddy

 


Badger (Meles meles) Posted by Hello

Frequency: Uncommon
No. Appearing: 1
AC: 8
HD: 2+1
% In Lair: 70%
Treasure Type: N
Movement: 12"
# Attacks: 3
Damage: 1d4+1/1d4+1/2d4 (claw/claw/bite)
Special Abilities: insane rage
Intelligence: Animal
Alignment: Neutral evil
Size: Small
Psionic Ability: nil

This vicious killer is the yardstick by which all other insanely angry animals are measured. Badgers normally prefer to live in little burrows known as 'setts', but at the slightest provocation, be it the telly on the fritz or poking him with a stick, and the badger just goes OFF. Stand back sirs. After emerging from their dens, generally found in temperate lowland regions, the badger lays to waste all in its path with a ferocious claw/claw/bite. This little fellow gets so angry even death itself is held at bay- the badger can fight down to -11 hp. Yes, negative ELEVEN. Badgers are part of a larger class of mammals which include berserk skunks and wolverines.

 


Bobcat (Felis rufus) Posted by Hello

Frequency: Rare
No. Appearing: 1
AC: 8
HD: 1+2
% In Lair: 0%
Treasure Type: nil
Movement: 15"/1"
# Attacks: 2
Damage: 1d4 per paw
Special Abilities: crazy, flies
Intelligence: Animal
Alignment: Chaotic neutral
Size: Small
Psionic Ability: nil

This furious forest critter is mad as hell. The bobcat relentlessly attacks any comers with two paws in your face non stop. A particularly surprising ability of the bobcat is dropping suddenly out of the sky. This ability seems to be as much a surprise to the bobcat as to its target, perhaps contributing to the seething rage of this small temperate-dwelling cat.

 

 

Radiant Leopard (Pantherinae Panthera leopardus)
Frequency: Uncommon
No. Appearing: 1
AC: 7
HD: 3+3
% In Lair: 10%
Treasure Type: Nil
Movement: 15"
# Attacks: 3
Damage: 1d6+1/1d6+1/2d6 (claw/claw/bite)
Special Abilities: radiation, rake claws
Intelligence: Animal
Alignment: Lawful good
Size: Small
Psionic Ability: Nil

The radiant leopard is your friend. He glows with an inner goodness. He would be your AA buddy for example. Similar to crazy bobcats, radiant leopards fall from the sky. Unlike the bobcat, though, the leopard doesn't float but rather lands on its feet, ready to radiate action. If both claws hit, the radiant leopard can rake for an additional automatic 1d4 damage. The radiant leopard's most fearsome ability is its intrinsic radiation: each attack that succeeds has a 1% cumulative chance of causing cancer in the target, who must make a save vs. poison or die in 3d20 years. Because of its alignment, this really breaks the leopard's heart. For this reason, radiant leopards tend to be solitary, tumor-infested creatures.

 

 

 

 

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