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Dungeon Master computer game manual, FTL Games

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Page 1: Dungeon Master
Page 2: Dungeon Master
Page 3: Dungeon Master
Page 4: Dungeon Master

Prosram Oesi8n DouS Sell

Mike Newton Oennis Walker

Visual OesiBo Andy Jaros

Audio Wayne Holder

Prolo8u. Nancy Holder

Cover Paintins David Darrow

Produced by FTL Games Copyright 0 1987

Software Heaven, Inc.

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SOFTWARE LICENSE AGREEMENT IMPORTANT: Before using the enclosed software and documentation, read this license carefully. Using the program diskette means that you agree with these terms. If you do not agree with these terms, get a full refund by returning the program diskette, documentation, and original packaging to your deafer within five (5) days from receipt.

SOFTWARE COPYRIGHT The enclosed software program is protected by both United States copyright law and international treaty provisions. It is against the law to copy any portion of the software on disk, cassette tape, or any other medium. FTL Games / Software Heaven, Inc. , will seek full {ega! recourse against violators. You may, however, use the software on more than one computer provided there is no chance that the software will be used by two different people in two different places at the same time.

COPYRIGHT Copyright © 1987, Software Heaven, Inc. All rights reserved. No part of this publication may be reproduced, transcribed, copied, translated, or reduced to any electronic medium or machine-readable form without prior written permission of Software Heaven, Inc. Post Office Box 112489, San Diego, California 92111.

TRADEMARKS FTL Games, the FTL logo, Dungeon Master, and the Dungeon Master logo are trademarks of Software Heaven, Inc.

BACKUP DISKS We understand your concerns about disk damage or failure. Because of this, each registered owner of this product may purchase one backup copy for $10. To purchase a backup copy, send $10 with your warranty/ registration card. Checks should be made out to Software Heaven, Inc. This copy is for backup purposes only and should not be resold. Send your backup order to: Post Office Box 112489, San Diego, California 92111.

WARRANTY This product is licensed to you for your amusement and to challenge your imagination. It is for fun and entertainment and for no other purpose. If there is a problem with the disk, return it to us within 90 days and we will replace it free of charge. After 90 days, defective disks will be replaced for a replacement fee of $10. Defective disks should be returned to Post Office Box 112489, San Diego, California 92111. Software Heaven, Inc. specifically disclaims all other warranties, expressed or implied, including, but not limited to Implied warrant/es of merchantability and fitness for a particular purpose. In no event will Software Heaven, Inc. be liable to you for any Incidental or consequential damages arising out of your use or inability to use the program, even If Software Heaven, Inc. has been advised of the possibility of such damages.

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Contents

Chaos Unleashed I

Startins your Adventure 1

Choosins your Champions 2

Choosins the Party Leader 5

Operatins the Game 6

Controllins your Champions 8

Castins Spells 10

Inventory 12

Game Hints 16

The Orisins of MaSick. 19

Spell Symbols 22

Reference 26

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Chaos Unleashed

It was quiet in the duoSe'on of the Grey Lord . The soft flames of thl2 torches sttZamed on the Firestaff. srandly displayed in its ca .. of slass on a field of cobalt blue. The rubies and sapphires encirclins the hilt causht the lisht and threw it asainst the brass astrolabe and compass that Theron of Vibors held in his hands as he copied a star chart for his master .

Oeep within the bowels of the dunseon. the Grey Lord 's sreat bronJc bell tolled the hour. Listenins. Theron looked up from his task and sished. five o 'clock. WouLd the wiJarct never emerse from his laboratory?

Fulcrum. his master 's raven, flapped his winss and landed on Theron's shoulder.

"Ah . ha. I have it! Ah . ha. I have it!" the raven cawed . in perfect imitation of the pleased tone the Grey Lord adoptC!d whC!nC!vC!r hC! sot vC!d a prob\C!m or complC!tC!d an C!xpC!rimC!nt. ·1 have it . ah. hal Ah. hal ··

"My hC!art is fiUC!d with joy for you ." ThC!ron muttC!rC!d . "Now . do you think you cou\d fly throush that thick oak door and rC!mind our mastC!r that I'm C!xpC!cUd in Vibors?"

"Ah. hat' Fu\crum criC!d. With a siSh. ThC!ron rC!turnC!d to his chart .

WhC!n thC! bd\ toUC!d six. ThC!ron put down his instrumC!nts . rubbC!d his C!yC!s . and tiptoC!d across thC! stonC!s to thC! door of his mastC!r's sC!crC!t \aboratory. Holdins his brC!ath . hC! rapped on the door.

"Sir, I'm uady to so." hC! vC!nturC!d.

WhC!n thC!rC! was no rC!p\y . hC! prC!ssC!d his ear asainst thC! wood and tistenC!d . ThC! tin'RlC! of Slass. thC! crack tins of a areat fire . a puff as if of smokC!. ThC! smeU of Mana seeped from beneath thC! door and hC! inhalC!d dC!C!pty . savor ina it . The Grey Lord must bC! C!narossC!d in a serious experiment .

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He had been loclled three nishts before.

inside the vault since the hiSh moon ,

"MasterT the youns apprentice called asa10 .

He thousht he hea.rd a rumblins siSh, as if from a drasoo or the soul of some harnessed and unhappy demon : and th<zn the Grey Lord said , "I heard you the first time, Theron. Give me leave to respond . you rash pup."

"Forsive me," Theron murmured . drawins back as the door opened . Fulcrum cawed and Hew inside. and Theron seired the chance to stance into the forbidden room. aut strain as he misht. aU he saw was shadow. How Theron lonsed to work there. learnios the powerful wiJard 's deepest secrets!

"No forsiveness is needed. from you at any rate. It is I who should apolosi,lZ for my ill temper,"

The Grey Lord stepped from the sloom at the far end of the laboratory. Love and awe welled in Theron's heart for the tall fisure in the srey wool robes. who had chosen him from all the villase lads to serve as his apprentice and promised that in return. he would teach him of the mysteries of the universe . of MaStc'k. and Physick. and make of him one day an Arch Master of All the Arts.

'1 didn 't mean to interrupt you. sir." Theron went on . "It 's just that the hour Srows late and 1--"

"As I said. younS one. no need to apolosiJe. I well remember the easerness of youth. And you have sacrificed much of that visor in my service. I do not besrudse you your impatience to be off to Vibors." He smiled. ''Had I a maid as fair as your Veyla waitins for me. I would be in haste to So as wel1."

The Grey Lord coc~ed his head and the dreamy expression Theron knew so well stole over his features . Theron often wondered if his master were lonely. secluded in this dunseon beneath M t. Anaias. the sacred mountain of lava and crystal. It was rumored to be the restins place of the Power Gam-­the orb that thawed the ice from which dwarf and halflins. elf. man , and HiSh Lord alike had risen ....

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"Wen. than," the wt;ard said , rousios himself from whatever thoushts had led his mind away, "you must be off to collect my henna rope. Put on your cloak."

With a wave of the Grey Lord 's hand . a wooden closet covered with ironwork and emeralds swunS open and Theron's masie cloak of fluid silver slittered within . It floated across the room and draped itself around Theron. shinins in the dim li3ht. The wi,ard adjusted it on Theron's shoutders--his mere touch sent crackles of Mana throush Theron's body--and he carefully covered Theron's head with the hood .

"A harmonious journey. my youos friend. " The Grey Lord raised his luminous hand in benediction.

Theron dropped to one kn<ze . "I seek. balance in aU I do, my lord."

The GrC!!y Lord frowned stishtt y. "I am your master. Theron. but not your lord . How many times must I teU you this? I would we had nevar taken that name on. HiSh Lord." His voice was tinsed with irony.

"We are no hishar than you. thouSh some of us would have you believe otherwise. We slumbered in the ica beside the other races , placed there by the same creator:'

'Yes, sir ," Theron responded dutifully, thouSh he, like all of Vibors. knew the Grey Lord was not at aU lika them. It was common knowladse that the HiSh Lords were sods. and the Grey Lord was the most powerful of them. More than onca. he personaUy had saved the people from war and division: from the wilaed 's ow n kinsman , Whisdain. And now. rathar than retire to the Upper Plane with the other HiSh Lords. or to rule over the world . as he had been had asked . he chose to seclude himself in a dunseon of his own makins; there to discover the answers to his many questions of orisin and purpose. in hopes of creatins a world of harmony and balance for those who dweUed upon it .

T osether. master and apprentice walked to the sphere of crystals which they used for short journeys from the!'

III

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dunS4Z0n. such as the one to Vibors. Theron stood inside it and crossed his wrists beneath the cloall.

"Go in harmony. Theron,"

"I seek balance. Grey Lord ,"

The stone watts of Tharon's home besan to disappear . Shadows Srew beyond the sleam of the crystals . descendins on the chests and shczlves of boo'R.s: the table where the Grey Lord and Theron supped , and played chess , and debated ancient philosophies. On the Grey Lord himself. whose eyes slittered as he watched Theron 80.

--Oh . Theron thousht , was his mastar cryins!

And then the wiJard opened his arms and blurted . "Tharon. I've found it!"

Theron sasped. ',he Power Gem?"

'yes! As I always suspected . it lies within the mountain flames ,"

The crystals blinded Theron; he knew he must close his eyes but he strained to see.

··Master. this is areat news!"

The Grey Lord 's face swam befor!,!, him. "yes . When next we meet. I shalt show you a dawn fairer than you can imasine."

While Theron squinted inside the sphere . the case that contained the Firestaff slowly opened . The wilard reached out his hand and drew forth the instrument with a mighty crack. .

Theron pounded asainst the crystals.

"No. master! you mean to extract the Power Gem while I'm sone! you're sendins me away so you can do it alone! My lord . attend me! Oon't do it! No!"

Theron cried out as the crystals blaled around him . He saw moons and suns and rushins stars: and a pulsins he thousht would blind him; solden . no silver. no white. as white-hot

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as the soul of mortal; as the heart of a H1Sh Lord; as the ice that had borne and sheltered their ancestors.

He fen to his Itnees and covertld his eyes. Somethios surrounded him . a form of Mana morc powerful than any thins he had ever experienced; it hit him Hk.e a blow and he sprawled within the sphere . prostrate.

Safe within the center of the masie oaR that was his destination. Theron awolte with a start and sat up.

Slowly he 30t to his feet . frownins as he did so, A stranseness tUBsed at his mind. Somethins atarmins had happened in the laboratory just before his journey. Somethins to do with his master. He cocked his head. He could remember nothins. He didn 't even recall enterins the crystal sphere.

Troubled, he stepped from the oak and into a shower of snow-white apple blossoms.

Veyla, his betrothed . giggled as she knelt above him in the cleft of the tree. shakins a limb from her father 's apple orchard so that the petals rained down on Theron.

"Harmony. Theronf' she trilled as she dropped the branch and held out her small. soft hands to him. Tve been waitins for you all dayf'

Wait ins. It was somethins about waitins. ASRins his master to wait for him. To do what? Theron scratched his chin. His mind was blank.

'Theron!" Veyl. chided gaily. "Aren't you going to help me down?"

Theron roused himself. Whatever it was would come to him. Perhaps he had dr~amed inside the crystal chamber. It would not be the first time.

He smiled up at Veyla and said. "Give me leave to taRe off my cloak. love. you know its touch would burn you."

"Hurry, then! I'm easer for a kiss!"

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Theron removed the cloak and hunS it on a branch . then tOOR his beto\led in his arms. She was so beautiful: she smelled of apples and roses and her hair was soft as the pelt of a rabbit. Theron couldn't wait until the Grey Lord sa\le him permission to marry her. When he was an Arch Master­-ah, so much depended on that!

"Oh, Veyta. ,. he said. siShinS asainst hczr hair . "I want to tarry with you, but I'm on an errand for my master."

Veyta Itnit her brows. "But you told me the Grey Lord bade you stay the nisht at my father 's inn,"

'1 did?"

'yes. On the hiSh moon. Don't you remember?"

Th<z odd faetins returned to Theron. He absently stroked Veyla's hair . How could he forset such a thins? What else had he forsotten?

'Truly . Theron. you can ask. Father. you are to stay with us. Every thins has been arransed. Includins a safe ptace to put ... that ." Veyta. sestured uncertainty toward his cloaR. Theron Rnew she was afraid of it .

"you know I'd tike nothins better than to stay with you and your father ," Theron said , hidins his confusion , and his reward for his words was another kiss .

"Come now, my tove." Veyta srabbed his hand in both of hers and tussed hard. "father has prepared a feast for you. and the wise woman waits to aive you the henna rope for your master. Then we can dream toaether beside the river."

"How can a man refuse such a wenchT he ask.ed. and for the first time reatiled he was no tonser a tad . He was a man of the wortd, and the Grey Lord 's trusted apprentice. He was a mortat of worth . As his dear mother woutd have said , a catch for any tusty Sift . And he wanted no one but Veyta.

They feasted that niSht. on joints of venison and Veyta 's father 's best ate; and with his cloak on a hook over his bed,

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Theron slept the' sleep of the well contented. a smile on his face.

He passed the oiSht in wonderful dreams. of his weddins day , of his life with Veyta. The Grey Lord had promised them a cottaSC' on the side of the mountain. with lambs and 8<ZtZSC' . a waterfall cascadins into a ponct--a simple thins for him to arranaC', Theron and his master would initiate Veyla into their secrets--or most of them; there were some thinss best left to the 'Ren of HiSh Lords and Arch Masters; and secrets that the Grey Lord alone could possess.

Secrets. Thcron frowntld in his sleep. There was somethins about his ltZa'VC'tak.ins ... about st2crets .. . the penetration of mysteries ...

And then his dream blurred and rased into a nishtmare. He imasined himself in terrible asony. as if he had been to .. n into two pieces . His own cries echoed in his ears as he strussled asainst the searins pain that shot throush his limbs . his Hesh. h1s heart. His hair burned , his bones throbbed ; and he thouSht that this was what dyinS was; this was death.

He found himself standins on a hilt covered with scorched brush. The trees around him were black. skeletons. brown shriveled skins danslins where once the b .. anches dipped with red apples and juicy peaches. The sky was a saa of rtZd. chok.inS with smoke; and his viltase lay in ruins. Soldius chastZd younS chitdrtZn throush thtZ strtZtZts ; a sound of waitins filttZd thtZ ai .. ; htZ htZard crack.s like thundar and shut his eyes tishtly.

~hen he optZned thtZm , htZ hunS abovtZ tha ea .. th and saw armitZs ridins across the land . ~ar. Famine. PestiltZnctZ . Trasedy and misery cut down the people wherever he looked .

Ho .... ified , Theron .. actZd th .. ouSh his nishtmare. He flew past the ruined tre~s and blasted earth; the heavens opened up and f .. oJen .. ain pelted him ; winds struck at him and buffeted him like a feather .

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Chaos Unleashed "Yi H~ sathe red his cloak around his body , shout ins. "No. master! Don't do it while I'm sone! Don't do it, my lord! Attend rna!"

He raised his arms above his head--

--and saw throush his own hands. GaspinS. he realiJed his entire body was transparent .

Tm dreamins," he reminded himself. It was a vivid dream . to be sure, but hadn 't the Grey Lord warned him that with increased power. strons visions would sometimes haunt his sleep?

No. said a voice into his ear.

Theron blin'R.ed. and the vision was sone. He was standins in the foothills of Mt. Anaias. before the doors to his masur 's dunscon.

Theron turned around. "Who speaks to me in my nishtmareT

No dream. No nishtmare.

"Show yoursetrr Theron commandfZd.

Cannot.

'1 demand it!" He raised his hand from his cloak in a sesture of masicat power, then drew in his fist and recited a Spell of Seeins·

Faintly , a slobe of liSht appeared before the doors , then ebbed. Theron repeated the masic gesture. The light grew brishter.

It was the sphere of crystat from the Gray lord's taboratory. And shrouded within in it stood a figure of white. its features obscured .

"Theron," the figure rasped.

Theron took three steps backwards. "Master?"

"Theron ," the voice said asain. The liSht srew brishter. Theron saw the face of the Grey Lord and ran toward the sphere with outstretched arms.

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"Master. Master . ten me what 's happenins. This must be a vision. I feU asleep a few hours a80. and--"

"No," said Theron's master. He was dressed in white . not his customary Srey. and Theron wondered if that was why his face seemed so tisht. his tips pursed thin as if in anSer. His eyes were steely and flat .

''Ustcm to me. This is real."

"It 's not a dream?" Theron asked. ashast . "Oaths. what 's soinS

'" on .

"Calm yourself!" the wi,ard snapped. "We have no time for you to sive way to hysteria ."

'yes. sir ." Theron looled down at himself. "My lord . what MaSick has caused us to be as ShostsT

His master spoke. "J tried to retrieve the Power Gem. In my footish enthusiasm. I blurted out my plans to you while you were on your way to cottect henna rope from the wise woman of Vibors."

"Now 1 remember!" Theron cried. "I couldn't before, but--"

"Hush . I made you forset . so that your loyalty wouldn't prompt you to insist on remainins with me . I wasn't sure I would be able to survive the capturins of the Power Gem ."

'you discovered the spellT Theron asked . 'you never told me."

"I besan it . but I had it wrons. When I applied the spell 's enefSY to the Gem , the universe exploded. I was blinded for a year."

"A year?" Theron shouted. "I've been asleep for a year?"

"you haven't been aslaap at all . you wara torn asundar , tha same as I. Sut because you weren 't present at the exptosion. you weren 't thrown off the material ptane, as 1 was. you see, I exist in a limbo now. I occupy hatf-spaces. I can't move in this world , as you can. And that's why you must 80 into the dunseon and stop him."

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Chaos Unleashed llf' ··Whoml " Theron blin~ed bac~ tears . Had he thousht himself a man only this morning! He was as frishtened as a little child.

"Chaos. Theron!" The wiJard clenched his fists and raised his face toward the sky. "When the explosion occurred . he split off from me. He is. I am sad to say. my evil side. That wild. uncontrollable part of me that I can scarce acknowledse. We all have one. but mine is now free to wreak his wilt on mankind . And he seeks to rule over you . to destroy civiliration. To send every living creature back to that first ase of ice when we were born."

The wirard pointed to the dungeon . "He's taken over the dunseon and seeks the Power Gem . He controls the Firestaff. but he hasn 't learned the spell to free the Power Gem. even thouSh the clues lie hidden in my laboratory. I've reordered my thoughts in the years since the accident . and now I alone know t he correct spell :'

··What do you need me to do. Grey LordT Theron asked fiercely .

The fisure visibly jerked. ''First of all . you must no lonser think of me as the Grey Lord. I have relinquished that name. I am to be called Librasulus." Which . Theron Ilnew, translated from t he ancient lansuase of HiSh MaSicll as "Restorer of Order."

"yes . Lord Librasulus: ' Theron said . lowerins his head in a sesture of fealty . "I pledse you my service."

"Excellent. I count on that service. Theron. you must be my arms and less. My eyes and mind. Until I possess the Firestaff J cannot enter the dunseon . Since the Great Catastrophe. I can only appear on this plane. in this place outside it. just as he must remain within it. We are here. he and I. and yet we are not. you must brins the Firestaff to this place."

Theron 1ic~ed his lips. ··aut how can I set into the dunseonl I have no substance either. 00 1 not occupy half-spaces?"

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Lord Librasulus nodded " "That"s losical" Theron" I tauSht you welt. But there are actions you can take that I cannot. Actions you must taRe. if I am to stop Lord Chaos. That 's what he caUs himself. He is master of my dunSlZon now. you must sive it back. to me,"

"The dunseon,"" Theron squinted at the wiJard as the sphere besan to jitter.

"The Firestaff! Don't you see? With it. I have the power to enter the dunscon and retrieve the Power Gem. Then I will banish Chaos and the world will know a new ase of order!"

""Sut--""

"I can stay no lonser. you must hear me now. In the years since the Catastrophe. I've sent mortal champions into the dunSlZon. in the hopes that they could retrieve the Firestaff. Unfortunately," lord Librasulus said. "they perished in the attempt ."

""All of them?""

"But a few hundred. A small sacrifice. when one counts the fate of millions asainst it . They weren't disciplined enoush. They couldn't focus themselves. They fouSht with each other. stopped to sather treasures. So they died ."

Theron's heart chilled , How bloodlessly his master spoke of these thinss. Sut how tired he seemed . how tormented he must be. Perhaps he had cut off his emotion in order to survive an unendurable weiSht of suilt .

Theron nodded and said . "So they died . sir:'

'lord Chaos hunS twenty-four of them in a place he calls the Hall of Champions"" The sreat HiSh Lord scowled" "It"s his trophy room . He has imprisoned them there. in masie mirrors. They are fr01en . suspended. dead and yet not dead, He placed them there as warninss for those who would undertake my cause,"

Lord Librasulus paced back and forth within the sphere. ·you. with your advanced knowledse of the arts , can enter the Hall and awaken them, I have sufficient power to aid

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you in this . but only for four souls. you may select as many as four , but no more. They wilt not sec you , but your influence and ltnowtedscz shall suida them throush the dunseon and to the Firestaff."

"And I must decide which of them is to possess a new lifetime?" Theron asRed softly. '"A heavy burden."

"you ca.n also use their tife cznersies to create champions more to your likinS." Lord Ubrasulus said offhandczdly.

'What?" Theron's eyes widened.

'yes . I can empower you to do that . Perhaps you shall find that another lad with your own abilities better suits the task at hand. Or perhaps you need clever helpers more than strons ones. you can fashion what you will."

"That sounds aLmost ... btasphemous. my lord,"

The wi;ard isnored him. 'you shall lead your champions as I am now Lead ins you, as a spir it without form or substance. It is they who must move and act in the world . They . who still belons to it. Go quicRly, Theron, into the dunseon and rouse the world 's saviours. Choose wisely. for upon them hangs destiny ,"

"But how shall I choose?" Theron ask.ed , bewildered . 'W hat dangers do they face?"

'lord Chaos has perverted my experiments. He has created deadly pUJJtes they must solve--twistins my love of togic , spitting in my face . He 's created hideous monsters. I've been told by those who've escaped that some of those monsters once were mor tals . whom he captured and transformed . It is hell that I send you to. Theron. But it is necessar y."

The sphere shattered into thousands of pieces. Theron covered his face and shouted . "How am I to choose? What am I to do?"

As the crystalS of the sphere plummeted to the earth . the wiJard 's voice echoed against the wind. Go into the dunoeon and look at the Champions in their vaults.

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Look. into their souls and see what they were made of.

Look.

Theron looked .

He sent his mind past the dunseon doors. searchins and seekins down the tunneLs and shafts to the Hall of Champions. It was dark.: and an aura of sloom rotted throush it. of violence and despair .

Of death .

On the walts of the wretched catacomb he saw mirrors. and in them the froJan champions. Men. worntZn, dwarves. (!'tV(!s .

and creatures he had never seen before--a tiJard-man . a doS­thins. Their SLaJtZd eyes stared at him as if in entreaty--

Help us" free us.

Theron stopped before the fact<! of an eLvcn woman. She was as lovely as Veyla, with lisht brown hair and a warrior 's strons features . a sown of white faUios off her shoulders. Moved . he reached out his hand to touch her throush the mirror .

And then a scream of ansuish pierced his temples.

He was tumblins into a pit. Stones and torches and the writhins forms of four people crashed past him and every thins slammed into a huse pile . A wooden beam toppled across the back. of an old man with a white beard . He cried out. then was stilt. The elf landed on top of a lar8e . burly youth dressed in a loincloth ; another man braced himself for impact by crouchins into a ball and was covered with rock.s and stones .

"Syra!'" the younS man shouted . A broadsword cuffed his temple and he sprawled forward .

Theron braced himself for impact but he simply hovered abo\le the scene. a hapless onlook.er. A sick. faelins srabbed

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at his stomach when he rcali1cd he was watchins a scene from the past and that these four were now imprisoned in the mirror-crypts . He had a premonition that he was to witness their deaths and wished with aU his heart that someone else had been cursed with this terrible mission.

The bearded man was dressed in the robes of a prophet. The muscular youth was obviously a Barbarian. The other man was, perhaps . a thief--some of the pouches on his leather belt had burst . and a handful of serns and trinkets spitted across the dirt and stone.

And tho b .. utiful olf ho racosni,.d from tho Hall of Champions, what of her? An oak staff lay near outstretched arm . bearins the crest of those who tended the oall Srave where his masie tree srew--or once had Srown . before the ravasins of the earth.

After a time, the old man stirred beneath the wooden beam. "Syra," ho said , saspins"

Theron swallowed hard when she didn't reply. Then she moaned and opened her eyes.

"Nabi!" She scrambled over to him and tried to pull the beam off his back. Her hands were torn and bleedins. "Halk! Aloxi H<lp mol'"

Tho man called Nabi inhalod sharply" "Tho map" I dropped it when we felt. I'm sorry, child. I fear it is lost."

"Great . Just sreat :' the 8arbarian youth muttered . pick ins rocks off himsetf as he sat up . "No map . Wasn't it enoush that you opened the pit?"

"Can you sit up, Nabi?" Syra asked , She besan to cry when the old man shook his head.

The Barbarian rolled his eyes, "It srows even better. We have a wounded leader. a hysterical wench. and Alex Ander is out cold." He nudsed the unconscious man. "Still alive , thouSh :"

"Oh: ' Syra said softly. 'ls he badly hurt?" She seemed torn between tendins Nabi and soinS to Alex Ander.

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Chaos Unleashed

"How should I knowT Halko snapped. "I'm no priC!'st ." He sestured toward the prophet, draped over Syra's lap. 'His done for . eh?"

"Halk. . be quiet ," Syra said throush clenched teeth. 'you have the sensitivity of a troll!"

Hatk srunted and slapped Alex 's cheeks . "Wake up. No 801dbrkkins aHewed! We've 80t to set out of here,"

Ttl have to make up some more healios potions ," Syra told Nabi. Tm sorry; I should have had some ready." She reached into his pouch and pulled out an empty flasR.

"That's risht, " Hatk catted out as he raised Alex's lids and studied his eyas. "If you 'd been practicins your heatins spells, maybe you could've improved the old mao 's vision."

"A pity we need you." Syra closed her hand around a dasser at her waist . "I've had aLmost all I can take of you , 8arbariao ."

"The 8arbariao drew himself up. "Listen. 'child of nature.' I've done my part. fve practiced my slliUs. l"m the only journeyman any thins in this band '"

Nabi flashed Syra a mournful smile. Tm sorry I was so cartZless. HaUl is risht: it was I who opentZd up the pit ."

'you didn 't see the trisstZr. It was dark." she replied. brushins his hair away from his forehead. "I'm soinS to chtZck on Alex. Lie still."

She rose unsteadily and made her way to Alex 's side. ShtZ lost htZr foot ins in the rocks and slid partway down thtZ piltZ. catchios herself by Srabbins onto an oaken planll.

"Strons work," Halk srowltZd.

Syra slared at him. "We wouldn 't btZ in this prtZdicament if you hadn't insisted on 30i03 after that chest! We wasted our time set tins to that thins,"

"I ntZed armour." Halk said defensively. "There could have been food inside it, too."

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Chaos Unleashed

'1 suess: everyone's all fisht, " Alex Andcr drawled as he raised himself on his elbows and srinned at Syra, 'you two are biclterins as usual."

Wordlessly Syra shook. har head . A stance passed between her and the handsome man and Theron reatircd they were in love. and his heart moved for them .

"Nabi." she whispered.

"Oh . no." Alex closed his eyes tiShtly and sroped for her hand . They sat silently for a rnoment . comfortins each other.

"Start a new map," Nabi said with areat effort. 'U 's vi tal to your survival. And Halk 's risht . you must be careful to (l!xplore the dunseon. even the dead ends. you never know what you misht find ."

"yes," Alex opened his eyes and nodded . "We've found some sood thinss,"

"Sah! Lilta crowns and necklacesT HaUl threw morc stones down the side of the hill of debris , '1f you didn 't carryall that junk. around , thief, you wouldn 't be too tired to fisht! you were no hdp at all with the trolin."

'you shouldn't have leaned asainst the wall ," Alex re torted. 'you let it out. Nabi told us there are switches and trissers everYWhere,"

Halll crossed his arms . "There was nothins on that cursed wall! A fountain-- "

"Just because you didn't see it--"

'Well, I saw the pit ," Halk. wiped his muddy hands on his loincloth and tOOR a drink from the sourd on his belt. 'The outline was plain as day , And spea~in8 of day, we have somebody's sod to thank for that torch over there, This place would be dark as a moonless nisht without it , Ours are all out:'

XVI

Page 24: Dungeon Master

Syra left Alex and returned to Nabi. aentleness she touched his forehead . Ooo't--"

Chaos Unleashed

With sreat love and ·W ell aet out Nabi.

"AU this tal'Rins bores me. We should start searchins for a way out." Halk sot to his feet and started diSSinS throush the rubble. 'loki's botts. wherc's my sword?"

The atmosphere in the corridor chansed . Theron feU it as surely as someone pressed a block of ice to the back of his neck. Oread flooded throush him like a friSid river. He wanted to warn them . ten them to flee . but he was powerless. He could ant y watch the past unfold.

"Here it ist'" Hatk announced. tift ins the same broadsword over his head that had 'Rnoclted out Alex Ander . "Now , if only I had some chain mail or a helmet . I'd be invincible!"

"Just a little morc difficult to kilt ," Syra said.

Suddenly a violent tremor assaulted the walts of the chamber . More stones felt from the ceilina and Syra hunched over Nabi to protect him as they thundered down.

Two larae doors appeared at the end of the passaae. They cracked open and the space between them blared with searina white liaht.

"Sy my troth ," Nabi whispered. "I see him! It is the dark lord we were warned about! you must run!"

The rumblina became a roar. Rhythmic thunder sent tremors throuah the stones--the footsteps of doom. head ina for them .

"'Escaper Nabi croaked.

··Nabi"s risht"· Alex said . ·Well need the torch "· He scrambled throush the wreckase to the wall and tried to pull the torch out of the sconce.

"It 's stuck!"

Tm not runnina! III stay and fiaht!·· HaIR bellowed . racina down the corridor toward the doors. He leaped over a. srate and pOSitioned himself in front of the doors . '1've

XVII

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Chaos Unleashed

fousht Oitu's and tivioS skeletons and a thousand thinss I've never seen before and by the bones of Whisdain . I'm not throush fishtins yet!"

"Get away! Flee!" Nabi's chest heaved. "1 see him comins. with his black cape and his horns! Go!"

Syra licked her tips. Theron sassed as ha saw her face harden with resot ve. He knew she would stay to protect the old man .

"Perhaps 1 can ddlect him." she said. "I am . aftor all . an apprentice wiJarct ."' Squarins her shoulders. she picked up her staff and joined the others near the door. She held the staff in the direction of the door. Them her dress causht on the end of a candelabra buried amana the rocks .

"Mother Mentra. be my lisht:' Syra said . Quickly she lit the candles in the flames of the torch. which Alex still fousht to putt out of its holder.

Behind her. Nabi screamed . She whirled around .

Hit and the huse pile of stone were gone. In his place gleamed a pile of skulls. the remains of his intricate map wedsed amons them.

"'He mocks us!"" Syra said. She whirled back around and faced the door . "Come. then. monster! Wilt'll destroy you!"

"No. no! you can't t' Theron ylltUed, though no one could hear him. 'Even if they could have. it was too late . Light filled his eyes--

And so it went as Theron searched the souls of aU the imprisoned Champions. forced to watch the deaths of four­and-twenty valiant heroes.

Then at last , the visions dissolved, and Theron stood alone at the entrance to his master's dungeon.

XVIII

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"f Startins your Adventure

Now your quest besins. you must choose your champions. take up the chaUenslZ to recover the Firestaff. and venture deep into the forbiddins dunSe'on. If your suidance is true. you may restore balance to a ra\lased world. If you fait . then aU wilt surely succumb to Chaos.

To besin your adventure. remove the Same disk from the box. Make sure the disk is write protected (the write­protect tab should be moved so you can see throush the slot containins it.). The Same proSram witt never need to write to the master disk. so you should keep it write-protected at aU times. you will also ntted to have a blank. disk. available on which to save your in-prosress same. This disk. does not need to be formatted . The same prosram can format it for you when you are ready to quit ptayins.

To start the same. turn the computer off and then put the disk. into drive A. Adjust the volume control of your monitor to a tittle above medium. Then . turn on your computer. Within a few seconds. tha FTL loso should flash across the screen and the sarna should besin loadins. After the Same has finished loadins you will ba standins at the entrance to tha duosaon.

To besin a naw sama, mova the mouse pointar until it points to the word "ENTER" written on the stone wall of the dunseon entrance. Then press the left mouse button to open the doors to the dunseon.

Page 27: Dungeon Master

Choosins your Champions

/

Beyond the czntrance to the dunsczon lies the Hatt of Champions . containins the souls of the champions who perished in the Ouoseon . Before you can besin your quest . you must choose a party of no more than four of thtZse champions to lead into the dunscon.

The champions are imprisoned in mirrors ato08 with their clothins . weapons . and other possessions . To free a champion from the mirror you must move the mouse pointer to the mirror and press the left button. This brinss forth a menu which describes the champion's qualities and shows his or her possessions.

Each champion is distinsuished by the physical attributes of health . stamina. and Mana (masical enersyJ The value of each of these attributes is shown in the lower left corner of the menu as two numbers separated by a t . The first number shows the current 1eve1 of each attribute . The second number is the maximum 1eveL The current 1evel wiU rise to the maximum level as the champion rests and wiU faU as the champion suffers injury , wields weapons, or casts speUs . Each champion also has three bar sraphs at the top of the screen which show tho current values for health. stamina. and M ana as a percentase of the maximum .

2

Page 28: Dungeon Master

Choosins your Champions

The champion's possessions arc shown as pictures inside! lisht a r ey boxes . The boxes represent space in the champion's bacltpac'R or sheath or other places to keep an object. you may pick up an object when the mouse pointer shows as an empty hand by mavins the hand pointer over it and pressins the left mausC' button . Notice that the hand pointer chanses to resemble the object pic1ted up. Now you can move this object to another location and place it there by pressins the left mouse button 3saio. If the new location is already filled by another object . pressins the left button witt swap the object you arc ho\dinS with the object there. Some boxes rczpresent places wherlZ onty certain objects will fit . for example. only shoes witt fit on your champion's feet .

There are two special locations shown as an eye and a mouth. Objects may be examined by mavins them over the eye and holdins down the left mouse button. Objects are eaten by movins them to the mouth and pressins the left mouse button ; however. only certain ob}ects are edible.

A champion may have developed skills as a Fishter, Wilard, Ninja . or Priest. you can review these skills by touchins the eye with an empty hand and holdins down the left mouse button. Fishters are skilled users of heavy weapons and senerally have sreater physical strensth than other champions. Ninjas are skilled users of precision weapons and are also noted for their thiefly abilities. WiJards can marshall the forces of the masical realm for combat . And Priests are masters of the healins arts. beins able to use their masical enersy to create restorins potions and other remedies.

Champions also have the additional attributes of stren8th, dexterity, wisdom, vitality, anti-masie, and anti-fire, you may review these by touchins the eye with an empty hand and holdins down the left mouse button.

Strensth increases the strikins power of a weapon and also allows the champion to carr y sreater loads (such as armour.) Dexterity is the precision with which a champion can wield a

3

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Choosins your Champions

weapon or dodSIZ blows. Ninjas possess hisher dexterity than other champions. W;sdom affects a champion's ability to learn speUs and recover Mana. Vitality soverns how fast a champion recovers from wounds or resists injury. Ant;­magic helps resist masie attacks and anti-fire helps resist injury from fire.

If you resurrect a champion . he or she wilt return to tife exactly as they were before dlZath. ResurrectlZd champions remember all the sltills and abilities of their past life. If you reincarnate a champion. thtZy witt lose their past memories and skills and take on a new identity. However. these skills are converted to s reater physical attributes.

Rcsardtess of whether you choose to reincarnate or resurrect a champion , tZach champion wil1 btZ ab1tZ to 1tZarn new skills or improvtZ on tZxistlns ones . FishttZrs and Ninjas saln mortZ ftshtins ability by fiShtinS. Priests and WiJards sain more masica1 skill by 1earnins and castins spells . Champions can specialiJe in ontZ skiH, or 1earn a mix of all four skill artZas.

If you reincarnate a champion. you must sive that champion a new namtZ by usinS the followins menu. EnttZr thtZ name by movins thtZ mouse pointer over the differtZnt 1tZtters and pressins the left mouse button to enter each 1etter.

A B C 0 E F G H I J K

L M N 0 P Q R 5 T U "' v w x y z . . ,

BACKSPACE ~

Press '" afttZr enterins your champion's first name . A champion shou1d be sivtZn a short first name (no more than seven letters) which will appear on all same menus. Your champion can a1so have a tit1e of up to nineteen 1etters which foUows his or her first name. The title is optiona1.

Press the OK button to finish.

4

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ChoosioS the Party leader

When you have selected at least one champion. the mouse pointer witt chanse from an arrow pointer into a hand pointer whenever it moves into the dunseon view or is near an object box. The hand pointer represents the hand of the party leader . The leader 's name is always shown in a different color at the top of the screan .

The leader is your direct link to the dunscon. The leader can pieR up thinss your party finds . open and close doors. or do other direct actions in the dunscon. To select a new leader. move the mouse pointer un tit it points to the name of the new ttZader and the n pr<zss the left mouse button.

To pick up or put down objects. point with the mouse and press the left mouse button. you will not be able to pieR up an the objects you can see in the dunseon . Some objects are too far away .

The leader can also throw objects. To throw an object. pick. it up and move it to about eye level and then press the left button. The object will travel as far as the leader can throw. Remember . it is the leader who is throwins. and sains throwins practice.

The leader 's hand can also move levers. press buttons. or operate other controls found in the dunseon . To operate a control. the party must stand directly in front of the wall that contains it. you will not be able to reach the control from any other position. Some thinss . such as locks. may require a special object . such as a key. to operate them. for example. to open a lock you must pick up a key. move it over the lock. and then press the left mouse button.

5

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Operatios the Game

pg. 8 A

HALK THE BARBARIAN

HEALTH STAMINA MANA

1171118 10($1110

Food

Water

U3 LOAO '--_._---y pg.12

I;j IIIH:l

,

1:21! 1:21 ••• • II / S3 .1K

The same screen 1S divided into thraa main areas . Information about your champions is shown at the top . Menus for controUins the same are shown on the risht; and the brae area at 1eft center shows either a view into the dunseon or. as illustrated here . the inventory for a particular champion.

6

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TUNIC

Operatins the Game

These four pictures show a top view of the champion's in the dunseon. 'Each picture indicates the position and facing of a champion . The top of the screen is the forward direction . Notice that the color of each champion's picture matches the color of his or her bar graph.

It is important to pay attention to how champions are positioned . Champions usinS swords . or other swung weapons . must be adjacent to threats they are attack.;ns or their attack.s will not reach.

To switch the position of two champions. move the mouse pointer over one member of the party and press the left mouse button. The mouse pointer changes to become the champion's picture. Now. move this picture over the picture of the champion you wish to swap with . Press the left mouse button asain to make the chansC/!.

All champions normally face forward . However . when threatened . champions will turn to face the threat.

The name of any object held by a champion shows here.

The six movement buttons turn and move the party inside the dunsczon. The Q and Cl arrows turn the party by 90 dczsrczczs without movins in any dirczction . The. and • arrows movcz thcz party forward or backward oncz stczp. The. and. arrows move the party 1eft or risht by one step without chan sins their facins.

you may mov. or turn the party by placins the mouse arrow over one of the screen buttons and pressins the left mouse button.

7

Page 33: Dungeon Master

Controttins your Champions

'Each champion is rtZpresented by a box at the top of the screen which shows their name. their status and what they are hotdins in their hands.

II

The three bar Braphs show. from left to riBht . the champion 's h£alth . stamina. and Mana. When a champion is injured the health Braph will drop. When it reaches ,ero. the champion will die. When stamina drops below ha1£ the champioo's carryins capacity will drop. The Mana Braph will drop as the champion uses up masical enersy to cast speUs.

Each champion has two hands. The hand on the left is the "ready" hand. It holds ammunition for raoSc weapons such such as bows Of' crossbows. A raosl.! weapon witt not work. unless the ready hand holds the ammunition it needs . After ftrios a raosC' w<zapon. the ready hand wilt automatically draw nctw ammunition from the quiver.

The hand on the ri8ht is the "action" hand in which the champion normaU y holds a w~apon or oth~r "action" obj~ct. An action object has special abiliti~s. For ~xampl~ , a sword can thrust or a wand may cast masical power. Note: some actions that a weapon or obj~ct can do may be beyond the current abiHties of a particular champion . For example. a novice fishter may need to practice swinsios a sword before he or she can advance to parryios or thrust ins. Also. some objects, such as a bow, may require the champion to have another object, such as an arrow. in the ready hand.

Page 34: Dungeon Master

Controltins your Champions

Each champion has an action button which shows a picture of the action object the champion is hotdins in their action hand. you press the action button to make the champion do somethins. such as fisht. with their action object . Note that not aU objects are action objects. The action button witt be blank if the champion is hotdin.s an object which is not an action object . Also . aU champions have actions they can perform with their bare hands. The action button will show an empty hand when the champion's action hand is empty. When you press a champion's action button you wilt see the champion's action menu for that object.

, , PASS

PUNCH

KICK

WAR CRY

This menu shows the actions your champion can curren tty do with his or her action object. As champions set better at usinS an object they may be able to do more actions with it .

~ ,.:.

~ ....

L

The upper ldt corner of the action menu shows the name of the champion who can perform the action .

These buttons show what actions the champion can do. Press one to perform the action . Note that some actions have other requirements. For example. a bow cannot shoot unless the champion also has arrow in his Of her ready hand .

Press the pass button to cancel an action menu and restore the action buttons.

9

Page 35: Dungeon Master

Castins Spells

'Every member of the dunseon party can learn to cast masicat spells. However, castins spetts requires sk.ill and practice. Spettcastins draws upon masicat enerSy. or Mana. stored in the champion's body. 6csinnins masie users can hold only limited quantities of Mana and thus can only cast low level spetts. aut. with practice . the novice spellcaster can proSress to hiS her levels. .. ~. < ,

t1 .. _

10

To cast a spell. you must first select which champion witt cast it . The top of this menu is a series of sldector buttons for each champion . Select a new spellcaster with the mouse pointer and press the left mouse button. The name of the new spettcaster witt then show.

These symbols rapr<zsent the basic masie syllables of a spell. To prepare a spell . the masie user recites the syllables that make up the spell by movins the mouse pointer . in turn, o\ler each symbol and pressins the laft mouse button. As the syllables are recited they appear inside the cast button . which is the button directly below the symbol buttons. Each symbol recited drains the Mana level of the speltcaster. Note that some symbols require more Mana to recite than others. If the champion's Mana drops too low. he or she may not be able to recite all symbols .

Page 36: Dungeon Master

~~ .ii' Castins Spetls

~~;t~ Pressins the recant arrow causes the last syllable --' ,;-_ns IB uttered to be called back and removed from the

spell. This may be used to correct mistakes . However . the Mana expended 1n v01cin8 the syllable is lost.

,!~,ti1f\ _1& Once a spell is formed . pressins this button will I >-"' ;J ~ I~ cast it forth. A champion may attempt any spell.

but besinnins spellcasters may not have enoush Mana to cast more advanced spells. Also . some spells only work if the champion castins it has attained the proper experience level. Other spells may require the caster to hold a special object in one of their hands. for example. a spell to create a healins potion requires an empty flas~ .

II

Page 37: Dungeon Master

Inventory

"­HALK THE BARBARIAN pg. 15 ---. tI !m ~ f- pg.14 Po' rpg. 13 rpg! 14

0- 13 j pg. 113

~ pg. Food \ 12 ,

Po. : p'g .

pg. Water .J..1 13 , ~

..!L pg.14

HEALTH 97 / 118 STAMINA 106/ 1tO .f-MANA 213 LOAD 4 .9/S3.7Kg

~ pg.14

pg.14 Each champion has an inv<zntory of items that he or she carries. To sdect the inventory of a particular champion, move the mouse point<Zf to the name of the champion shown at the top of the screen and press the right mouse button, Press the r;sht button asain to return to the dunseon view. you can also So from one Champion's inventory to another by mO\lins the mouse pointer to a new name and pressing the fiSht button asaio. This is an easy way to transfer objects between champions.

12

Party members may carry objects found in the dunseon . Places which can hold an object are shown as a box . Some of these box(!'s r(!'pr(!'s(!'nt thinss which a champion w(!'ars . For example , shoes or boots may b(!' plac(!'d on a champion's f(!'(!'t.

A champion's hands also show in the inv(!'ntory. The action hand is on th(!' risht and th(!' r(!'ady hand is on the left.

Page 38: Dungeon Master

Inventory

The pouch is a handy spot for small objects,

The quiver carries arrows or thrown waapons. The Champion 's ready hand can automatically draw objects from here to reload durins combat . Note that swords and some othu weapons wilt ont y fit in the first slot .

The backpack is a senerat-purpose place for 5tori08 objects. It has enoush room for seventeen objects of any sire'.

Should a champion become injured, the box around the injured body part witl chansC!' to red . Injuries affect the Champion's abilities in ways that are related to the location of the wound. Injuries can be cured by drinkios healins potions.

~ Objects can be examined by mavins them to the (!,y"­® and pressins the left mouse button. This witt show

, the object 's weiSht and can sometimes reveal other thinss about it. What is revealed depends upon the sltiUs of the champion examinins it. Touchins the eye with an empty hand shows the champion 's current attributes and skiU levels. The eye works for as lons as the left button is hetd down. A red box around the eye indicates that one of the champion's attributes has recently chansed.

~ The champion can eat food or drink water or potions by movinS them to the mouth and pressins

.... tii Sji1... the left mouse button. Only edible objects may be consumed.

13

Page 39: Dungeon Master

Inventory

Food

Water

HEALTH STAMINA MANA

LOAD

14

Touchins the mouth with an empty hand shows food and watfi!f tfi!vels for the champion and also reveals if the champion is poisoned. When either bar turns yellow or red. that champion's abilities are impaired. A champion can die from thirst or starvation. so ch(!'cll these levels occasionally.

These levels show more precisely the values indicated by a champion's bar araphs for Health. Stamina and Mana. The left value indicates the current level and the !'iSht vatue indicates the current maximum for that champion. Note: as champions advance in leVel, the maximum value witt increase . If the Mana maximum level increases. for example. this would mean that the champion has more Mana available for spell cast ins.

The valucz printed bdore the slash is the amount of weisht the champion is carryins. represented in kilosrams. The second value is the maximum weisht that the champion can currently carry. If this line is printed in red , then that champion is overloaded and witt move more slowly throush the dunsC!'on. Note that the party moves only as fast as its slowest member.

Pressins this button will put the entire party to sleep. Sleepins is a fast way to rest and recover lost Mana. health. and stamina. The party will sleep until you press the "wake up" button or they are roused by an attack.

you may exit the inventory by pressins the risht mouse button. or by movins the mouse pointer over thcz exit box and pressins the left mouse button .

Page 40: Dungeon Master

Inventory

you can examine the contents of chests by brinsins up a. champion's in"~ntory menu and ptacins the chest into the champion's action hand. This opens the chest and shows you what's inside. As tons as the chest remains in the action hand. you can add or remove objects.

Pressins this button witt freeJe the Same and brinS up the save-same menu. If you can't finish the Same in one sittins. you may save the current same and resume play tater.

5a\li08 the sarnlZ requires a blank. formatted or unformatted disk . Unformatted disk must be formatted before the Same can be saved on them. There is a format button provided for this .

you may save a Same to a disk. and continue playins or you may save the Same and quit . There is button provided for each option. To resume play later you should select the "reenter" option at the entrance to the dunseon.

15

Page 41: Dungeon Master

Game Hints

Unlik.e other dunseon adventure sames you may have played, Ouoseon Master is a reat-time same. This means that. just as in fC!!al life. the action doesn't stop white you fisure out what to do.

Because of this. preparation is aU important . Your champions should have their weapons out and ready before they are surprised by hostile creatures. Remember. weapons ariZ only useful if placed in your champion's action hand. and certain weapons. such as crossbows. require another object. such as an arrow, to be held in the ready hand . (See "ControUins your Champions" in an earlier section.) If you have extra arrows, they should be kept in your champion's quiver . your champion witt then automaticaUy reload after firinS the arrow in his or her hand,

Practice your speUs when you have the chance. and learn to prepare useful potions in advance , The more you practice your spells. the faster your wi,ards and priests will srow in abilities , Don't be discourased if your spells don 't work. reliably at first . Start by attemptins spells with lower power symbols , These spells are easier for novices to cast and work more reliably. However . even if your champion's spells fail . the practice advances his or her level of skill. Also. remember the division of skills for mastc users: creatins potions and invokins masical defenses requires priestly skills. while most other masical skiUs are the domain of tho wiprd.

Fishters and ninjas need practice. too . if they are to set b.tt.r at fishtioa. Try to choos. your fishts so that your champions ha\le the ad\lantase. This lets your champions satn fishtins experience with less risk. of dyinS. When facinS danser. put your stronsest champions in front and si\le them

16

Page 42: Dungeon Master

Game Hints

thlZ best weapons. If a champion is usinS a swunS weapon. such as a sword. he Of she must be adjacent to the creature or the attack will not reach . Watch out for attacks from the rear and from the sides. and try to RC'ep a retreat path open so you can (aU back. and let your champions recover. Here is where a few potions or spells prepared in advance can be real lifesavers! A.nd. if the soinS sets too roush. run away.

Learn to be a careful observer. Sometimes even the tiniest detail can be important. Perhaps a small but useful object lies just under your nose , or is hidden baneath another object you ,snored . Oid you notice the lever or hidden switch on the watt you just passed? Sounds can provide important hints too. Oid you detect the tell tale click. of the hidden trap you just stepped on? Or did you hear the distant rattle of a door openins or closins?

Sometimes it may be helpful to compile an accurate map of your surroundinss. Maps can help you locate areas of the dunseon you haven't explored yet. or avoid reexplorins a place you 've already been. Also. a well drawn map can be an invaluable aid to a safe retreat from danser. A map can also help locate traps or solve tricky pUJJles ; but be warned . even maps can sometimes deceive.

Conserve your resources whenever possible. Torches only burn when held in a hand . so 1teep extra torches in a champion's bac1tpack. until they are needed. Remember to set fresh water whenever it is available. and arab as much food as you can set your hands on. Sometimes your only source of food may be the creatures you find and 1till. so learn where they hide so you can set to them when you need them. Mana is also an important resource. If you have available Mana. you should use it to prepare potions. heal injured champions. or ready attack. spells in advance. And. as mentioned above. practice makes perfect.

17

Page 43: Dungeon Master

The Orisins of MaSie

o

18

Page 44: Dungeon Master

The Orisins of MaSick

The Oriains of M'aick by

t he Grey Lord

What k.nowlects<! of MaSick. we have conforms not to the rules of sciC!!nce. but to the arcane skins and unordered ways of art . Se therefore warned that the path to knowtectsc is not an easy road .

It is said that once. looS 380. there was no MasieR in the world save the ultimate MaSic'R which siveth tife . later. mankind learned the use of MasieR throush the control of Mana. This mystical enerSy is the source of all Masic'Rat power. Those slliUed in the art draw its essence from aU thinss and feel its power as they would feel the wind blow or see the sun shine. Sut to those unskilled it is unseen, unfelt . unknown.

Before you saio knowtedsc of MaSiclt you must sain knowtedsc of Mana. However. this taLent can only be a sift sained from anoth~r skiU~d in th~ arts. For it is a truth of MaSick that you must know Mana to sain Mana. Once sained . the knowledse lasts forever. Thus have I and others likewise pass~d the knowledse throush s~n~rations. With practice and time your own skills can become as sreat as any who ha\le lived .

Know ye that the power of Mana is a powC!'r of nature harnessed by the mind . What the mind can conjure. the power of MaSicR will carry out . yet. this power is not sained by mere imasinins. It requires a knowledse of the true order of thinss. Our mind must do more than imasin~ fire to summon it . It must look beyond and sec instead the true nature of fire . From this n~ed was born the art of spellcast i ns.

A sp~U is a visualilation and recitation that focuses th~ mind on a sp~cific task. and channels Mana to carry it out. A sp~U is made of symbols which have both a form and a name. The

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The Orisins of Masick

besinnins speltcaster learns to pronounce the nama as the symbol is seen in the mind . Each symbol must be recited in the proper order to produce the intended effect. HowevlZf. MasieR is not commanded easily. "Even with sufficient Mana and proper recitation. a spetl may fiJrlc if the spellcaster lacks the experience to cast it . To sain experience . the speltcaster should first master the simpler spells before attemptins those morc difficult .

The symbols of M aSiclt are divided into the four known influences of power, element , form . and alignment. It is said that other influences were once known . but onty these four are remember<zd today . Each inftwznce is controlled by six symbols which repr<zscmt the six basic orders of all thin3s. The six orders can also be visualiJed as combinin3 the four orders of the material plane with the two orders of the ethereal realm. "Each order of each influence is represented by a specific spell-sound and symbol.

Lest you be too quick to overstep your abilities. know that each symbol recited draws from and depletes the store of M ana carried in your body. The amount of Mana required depends upon the syllables that make up the spell. The six orders of each influence require differin3 amounts of M ana to invoke. For the influence of power. the weakest order is the syllable LO, and the most powerful is M ON. Thus, LO requires the least Mana to cast . and MON the most .

In time. your body restores Mana expended in castin3 a spell by drawin3 new M ana from the world around you. As you 3ain experience in your craft your body will learn to store more and more Mana. With patience and practice. a skilled user can command enoush Mana to attempt the most powerful spells.

AU speUs commence with the invocation of power. The influence of power determines the stren3th of a spell. Choosins a hisher power symbol increases the power of the final spell . but also increases the amount of Mana required to invoke other symbols .

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The Orisins of MaSick

After power, the influence of element is caUed upon to sive substance to the spell. Element determines the fundamental effect of the spell. Many useful spells require only power and element. The MaSiclt torch spell , usuaUy an apprentice's first . invoRes first power and then calls upon the element FUL to brinS lisht from fire. As the novice sains experience with this spell, he can attempt hisher and hisher power symbols 8ivinS SflZater and morc steady illumination.

Addins the influence of form to a speU channels the spell into a specific direction. The invocation of the form KATH. as an example. imparts explosive force to the selected element. Form is not required for all spells , but its in nuance sreatly increases the versatatty of a spell.

The influence of atisnment connects nature with the world of man: his professions and his concepts of good and evil. Thus. these influences are less predictable and require a great deal of Mana to control. The novice would be weU advised to leave this inf1uence to the master and the master would be weU advised to avoid this inf1uence whenever possible.

As with aU skiUs. only practice witt guide the practitioner to higher 1evels of proficiency. And . only caution wiU spare him from foo1ish mistakes.

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Spell Symbols

POWER

The power symbols are the start ins point for aU spaUs. Where the other symbols sive substance to speUs, these symbols impart strensth. Startins from the weakest symbol. LO. up to the most powerful . MON. the spencaster may control the power of a speU to suit the situation . Each step on the scale is equal . so the additional Mana needed for a specific spett of the next level should always be the same.

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The shrink-ins pattern of LO elicits an effect opposite to MON by drawins power away from the other syUables in the spelL The resu\tins speU is weaker. but easier for the neophyte masic-ustZr to control.

UM controls and directs the forces of stupidity and letharsy. Its wea'Renins effect on other syllables is tess drastic than LO. so speUs of this power require more experience to cast safely.

The effect of the syllable ON is that of equality. The natural strensth of the other syllables in the spell determines the power of the finished incantation.

A subtle opposite to UM. the til ted square appears balanced on a point. poised for movement in any direction. UM 's duU corners have become the sharp points of the symbol EE. Speed and intelHsence are the forces that combine to mak.e speUs of this symbol more powerful (and costly) than normal.

The basis for the symbol PA is still beins debated by scholars. but the effect of the spell syllable is much better k.nown. Its ability to increase the power of a spen is second only to MON.

Tappins the strcnsth that builds mountains is the sre.test of the power symbols. MON. Only. well practiced masic·user can control speUs of this siJe and power.

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Spell Symbols

"ELEMENT AL INflUENCE

Solidity and structure are the main components of the symbol VA, used to represent the elemental influlZnce of earth. A useful syllable. Y A is the basis of many prouction speHs.

Water is the most precious of the elemental influences. for . more than a thirst qucmchef. water can both restore health and sive life . The syllable VI petitions the aid of this least abundant element .

The elemental influence of air is conjured with the spell syUable OH . and tha properties of sases are often imparted to the result . In know\edseab\e hands. this symbol can be used to temporarily alter solid objects 50 they no lonser block. vision.

The syllable FUL invokes the elemental power of fire. It extracts the essence of heat and flame from the air and all nearby substances and temporarily concentrates them under the control of the masic user. Further syUables can bottle this power or send it ftyinS . before the inherent instability of the concentrated enersy explodes into a devastatins fireball.

The sun burns the desolate plain of the symbol OES. Uke the barren desert it represents . this syttable invokes destitution . desolation . absence. the void . The power of the void is one of the few that can damase creatures of vapor and deniJens of the ethereal plane .

The most dans(!:rous of the elemental influences is not fire . but the nesative material ZOo However. a sreat deal of Mana must be expended to keep this essence under control. for negative material can absorb the matter from any material object or being in an instant.

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Spell Symbols

2'1

FORM

The queen of venom . the black.-widow spider brandishes a stosle spot of color on her otherwise jet­black. form . HourSlass-shaped. she seems to warn that tim,,- witt soon run out for the unfortunate soul she bites. In the symbolosy of masic . the hourslass represents the syllable VEN. which encompasses and conducts all thinss poisonous.

EW depicts the head and arm of a beast. This syUable is used to fashion the etemtZntal component into the form of a creature. ThouSh the conjuration of elementals is stilt only a theoretical possibility. the syllable is still useful to "sculpt" a spell to affect only the;! monsters tarseted.

The expandins lines of the symbol KATH characteri,e the shockwavcs emanatins from a siosle source. This feHows . for the syltable KA TH imparts explosi\le force to speUs which already in\lolve" enersctic elements such as Hsht or air .

IR abstracts the arc of a wins. and . appropriately. imparts the ability to float or fly to a cast spell. 6y sivins motion to the completed incantation. the spell can be sent travelins throush the air .

The reciprocal arms of the symbol BRO represent the mutual support and honesty of true friendship . However. recent usase of this construct has drawn upon its power for the creation of beneficial potions.

Constructed from components of fire . lishtnins and the spear. the jassed line of the symbol GOR combines to invoke the attributes of an enemy . Like its opposite. BRO. recent usase has broadened the power of GOR to the creation of danserous potions.

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Spell Symbols

CLASS / ALIGNMENT

The sword of the fishter is clearly symboliJed by KU, the IZvoker of all thinss martial.

The symbol for ROS depicts a hand ftzachins for an object of value , and. as such. is the abstraction for a syttable that involvets aU aspects of the thief and his art.

OAIN depicts the spell Leavins the masielao's raised staff. and in turn conjures the realm of the wi1ard and draws around the sRi11s and power of their art .

The cross is unmistakable in the priestly character NET A, aut , unli~e the syllables for the other classes, NET A is inftuenced far tess by the natural forces . Instead , the power of this symbol is related to the masic-user's standins with his or her sod. aut the favor of a deity is not easily bottled. so potions havins this intent art<! rarely effective.

RA is the most enersetic and powerful of the spell syUables . The tisht and heat of the sun and stars are the sources tapped with this syllabte. Fortunatety. it happens to be a somewhat cooperative form of enersy and is retativel y easy to channet once the masie-user has tearned how to draw it forth .

SAR is the effective opposite of RA, The symbol depicts the h¢ad of a demon . The demon stands for darkness and evit and the suardian of niSht. the moon. The power of darkness is sreat. but unrut y. so masic­users must expend more of their own Mana enersy when attemptins to control it, Evil owes no aUesiance. and is therefore an inherentty danserous etement to inctude in a. spett.

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Reference

« LO

EB YA

VEN

KU

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POWER

D o }- Ll UM ON PAL MON

EL EM ENTAL INFLUENCE • ~ 0 • •

VI OR FUL 10

FORM

;l E EW KATR IR 8RO GOR

CLASS / ALIGNMENT •

V ROS OAIN NETA RA SAR

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