SECOND EDITION: 24 JULY 1997

*THIS FILE BEST VIEWED WITH A FIXED FONT*



\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/

-X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X-

/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\



                           [THE HERETIC NETBOOK]



                         2nd Edition: 24 July 1997



\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/

-X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X-

/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\



                          COMPILED AND PRODUCED BY



                                   [XENO]



                         (mlsheltn@cc.memphis.edu)



   All original information contained herein is subject to change without

notice, but will be rigorously made available and redistributed upon major

revisions of such information. The latest version, however, can always be

found at my homepage, http://www.people.memphis.edu/~mlsheltn.



-X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X-

---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---



                             TABLE OF CONTENTS



  I. INTRODUCTION



 II. THE WEAPONS

     A. *Sidhe Quarterstaff*

     B. *Gauntlets of the Necromancer*

     C. *Elvenwand*

     D. *Ethereal Crossbow*

     E. *Dragon Claw*

     F. *Hellstaff*

     G. *Phoenix Rod*

     H. *Firemace*

     I. Optional Considerations



III. THE EQUIPMENT

     A. *Valador's Ring of Invulnerability*

     B. *Shadowsphere*

     C. *Mystic Urn*

     D. *Tyketto's Tome of Power*

     E. *Delmintalitar's Time Bomb of the Ancients*

     F. *Torpo's Morph Ovum*

     G. *Inhilicon's Wings of Wrath*

     H. *Darchala's Chaos Device*

     I. *Crystal Vial*

     J. *Quartz Flask*

     K. *Shield of the Heretic I*

     L. *Shield of the Heretic II* OR *Enchanted Shield of the Heretic*

     M. *Torch*

     N. *Map Scroll*

     O. *Tyketto's [Munitions] Bag of Holding*



 IV. THE MONSTERS

     A. Gargoyles (Rock and Fire)

     B. Golems (Abyssal and Nitro)

     C. Sabreclaws

     D. Undead Warriors (Prime and Ethereal)

     E. Weredragons

     F. Ophidians

     G. Iron Liches

     H. Maulotaurs

     I. Gas Pods

     J. "D'Sparil's Beast OR Abyssal Serpents

     K. Miscellaneous: D'Sparil, his Disciples, and the Serpent Riders



  V. SPELLS FROM HERETIC CHEAT CODES

     A. Massacre

     B. Quicken: Priest or Wizard Spell

     C. Kitty

     D. Engage



 VI. DISCLAIMER



\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/

-X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X-

/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\



                                    ---

                                     I

                                    ---



  \\\\\ \   \ \\\\\ \\\\   \\\  \\\\  \   \  \\\  \\\\\ \\\\\  \\\  \   \

    \   \\  \   \   \   \ \   \ \   \ \   \ \   \   \     \   \   \ \\  \

    \   \ \ \   \   \\\\  \   \ \   \ \   \ \       \     \   \   \ \ \ \

    \   \  \\   \   \  \  \   \ \   \ \   \ \   \   \     \   \   \ \  \\

  \\\\\ \   \   \   \   \  \\\  \\\\   \\\   \\\    \   \\\\\  \\\  \   \



-X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X-

---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---



   >> WHAT'S HERETIC?: This Netbook presumes that anyone who has

gotten hold of it can effectively use the information presented herein

without necessarily knowing a great deal about the HERETIC game itself.

More information can be found about the game itself apart from what is

essential for the NetBook by searching for the quintessential FAQ, or

newsgroup, or whatever. I do not know where there is a HERETIC FAQ, but

they do have a Player's Guide somewhere.



   >> "MINOR" WEAPONS VS. "MAJOR" WEAPONS: While neither game groups

their devices of mass destruction into "minor" and "major" weapons, I do so

for the purpose of keeping some perspective as far as damage potential,

rarity, and overall value is concerned. These groups as I have arbitrarily

allocated them are as follows (mostly influenced by the fact that you can't

get any of the major weapons in the Shareware version).



   MAJOR: Hellstaff, Phoenix Rod, Firemace.

   MINOR: Quarterstaff, Gauntlets, Elvenwand, Crossbow, Dragon Claw.



   >> RANGES: All ranges are given in yards unless otherwise noted.

Not tens of yards, or tens of feet, just singe units of yards. Doing this

was a lot easier than other methods of ranging I've seen (the practicioners

of which shall rename nameless).



   >> "POWER WEAPONS" VS. "WIMPY WEAPONS": Some players are going

to view the weapons and devices from HERETIC and think of them as near-

artifacts (as the Dungeons and Dragons game defines an "artifact" or

"relic"), considering their lethality and power. Others will insist that

they be made equal to the common weapons of their respective roleplaying

environment. Both these views are equally valid and both are held by a lot

of people. Thus, I have written two sets of statistics and rules for each

group: The "Wimpy" stuff and the "Power" stuff. Whichever level you

prefer, I hope you find it to your liking.



   >> DRAT, I'M OUT OF AMMO!: All weapons using charges are

considered in this guid to be completely rechargeable, or not, depending on

whether the DM wants to make these devices a continuing part of the

campaign or a device that has limited use.



   >> WHAT SYSTEM ARE YOU USING, ANYWAY?: This Netbook relies on the system

of gaming used by TSR's Dungeons and Dragons. This is partly because I play

in AD&D exclusively, and partly because I don't know enough about other

systems to make easy conversions. Since D&D is the dominant system used

among fantasy roleplayers, using it as a standard is completely reasonable

in my opinion.



   >> NOTES ON WEAPONS AND ARTIFACT USAGE: For all weapons and artifacts,

anyone who touches them will automatically know their properties and usage.

The DM may waive or alter this property as they see fit.



   And now to the meat of the matter ...



\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/

-X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X-

/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\



                                   -----

                                    I I

                                   -----



                 \   \ \\\\\  \\\  \\\\   \\\  \   \  \\\

                 \   \ \     \   \ \   \ \   \ \\  \ \

                 \   \ \\\   \\\\\ \\\\  \   \ \ \ \  \\\

                 \ \ \ \     \   \ \     \   \ \  \\     \

                  \ \  \\\\\ \   \ \      \\\  \   \  \\\



-X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X-

---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---



   The player of HERETIC ultimately finds eight different weapons

accessable to him during the course of his journeys to wipe out D'Sparil.

Here they are, in increasing level of potency, and a thumbnail sketch of

their effects, with both the (A) minor and (B) major powers.



POWERED-UP WEAPONS AND THE "TOME OF POWER": There is a magical item in

HERETIC known as Tyketto's Tome of Power. Its use is exclusively for the

enhancement of HERETIC weapon abilities, and in most cases the activation

of a power available only through the Tome, but such powers can be both

awesome and fearful.

   If one wishes to use the weapons of HERETIC in a more generic sense, not

requiring the use or presence of a Tome of Power yet still use both the

unpowered and powered abilities, here are some suggestions:



   1) Require that use of the major powers uses up more charges than

      normal, perhaps x3 or x5 depending on how powerful they are. Many

      weapons already do this, but not all, especially the ones that have

      no charges at all, instead having a maximum use per day restriction.

      At any rate, in actual game terms, here is a list of the use of

      charges by the Major and Minor powers of each weapon:



                  Minor Major



         Wand:      1     1

         Xbow:      1     1

         Claw:      1     5

         H'staff:   1     5

         P. Rod:    1     1 / 10 sec. of flame

         Mace       1     5



   2) Create a number of uses per day, per hour, per week, etc. limitation

      on the use of the major powers.



-X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X-

---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---



                    S I D H E   Q U A R T E R S T A F F



MINOR: Simple stick. Nothing special. The power of a megatoothpick.



MAJOR: Is now a stick with super-nifty "hurt-'em-a-little-harder" power.



-X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X-



                                WIMPY RULES



   * Minor powers

     + Stats: damage as quarterstaff

         Weight........4           Missile ROF...N/A

         Size..........L           Range S/M/L...N/A

         Type..........B           Damage S/M....1d6+1

         Speed.........4 (fast)    Damage L+.....1d6+1

         Melee Reach...1 square    Knockdown.....d10

     + Special Abilities: none.



   * Major powers

     + Stats: damage is increased by +1.

     + Special Abilities: none, but does possess a pulsating blue aura.



   * The Sidhe Quarterstaff has a +3 to its item saving throws.



-X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X-



                                POWER RULES



   * MINOR POWERS:

     + Stats

         Weight........4           Missile ROF...N/A

         Size..........L           Range S/M/L...N/A

         Type..........B           Damage S/M....2d4+1

         Speed.........4 (fast)    Damage L+.....2d4+1

         Melee Reach...1 square    Knockdown.....d12

     + Special Abilities: none.



   * MAJOR POWERS:

     + Stats: damage is increased by +3.

     + Special Abilities: A successful strike with the Quarterstaff



   * The Sidhe Quarterstaff is immune to acid and normal fire damage, and

     saves at a +5 for all other saving throws.



-X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X-

---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---



          G A U N T L E T S   O F   T H E   N E C R O M A N C E R



MINOR: Delivers short-range electrical attack. Great for unarmed melee.



MAJOR: Has same attack, but with a better range. Also drains life energy.

Even better for unarmed melee.



-X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X-



                                WIMPY RULES



   * POWER:

     + Stats: as cestus +1

         Weight........2           Missile ROF...N/A

         Size..........S           Range S/M/L...N/A

         Type..........B           Damage S/M....1d4+1

         Speed.........2 (fast)    Damage L+.....1d3+1

         [E]...........0 (instant) Knockdown.....d6

         Melee Reach...1 square

       - Second data are for electrical attack [E]

     + Special Abilities: upon touch delivers a weak shock similar to the

       effects of a *shocking grasp* spell.

       - Damage: 1d4+3 at range, 2d4+2 by touch

       - Duration: 1 rnd

       - Range: touch.

       - Maximum use: 10 minutes/day cumulative



-X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X-



                                POWER RULES



   * MINOR POWER:

     + Stats

         Weight........2           Missile ROF...N/A

         Size..........S           Range S/M/L...N/A

         Type..........B           Damage S/M....1d8+1

         Speed.........2 (fast)    Damage L+.....1d6+1

         Melee Reach...1 square    Knockdown.....d8

     + Special Abilities: delivers a *shocking grasp* spell-like effect.

         Damage: 2d8+4 points at range, 3d6 by touch (per round)

         Range: up to 4 yards

         Maximum use: N/A



   * MAJOR POWERS:

     + Same as unpowered but with x4 damage, as well as:

     + Upon touch will drain hp from a creature, replenishing any lost by

       the wearer, up to his maximum.

     + Drainage: 1d4+3 points per round

     + Maximum use: 20 minutes/day cumulative



   * NOTE: The electrical properties of the Gauntlets of the Necromancer

     are such that a successful electrical shock or drain attack will

     create a force of electrical attraction between the being and the

     Gauntlets. This side effect applies only to substances which conduct

     electricity, thus such exotic things as clay golems and water

     elementals will not be drawn to the Gauntelts (fortunately!) but any

     metallic dragon certainly would be.

     + This will have the ultimate result of preventing the victim from

       fleeing or breaking away from the Gauntlet wearer's grasp.

     + The wearer must be careful not to be pulled off balance, depending

       on how massive or immobile the victim is, if it is struggling. This

       requires a DEX check per round. For every size category the victim

       is smaller, the DEX check is made a +3; For every size category

       above, add a -3 penalty. Of course, trying to keep a choke hold on a

       Minotaur would be nasty business, but holding a Brownie would be

       little trouble.

   * COMPILER'S REMARK: These Gauntlets would make an excellent weapon for

     a wrestling or boxing match. (punch!) (fzzzzzt!) (there went

     his/her/its eyebrows/facial fur!)

   * NOTE: Creatures having immunity to electricity are not affected by

     this weapon.



-X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X-

---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---



                             E L V E N W A N D



MINOR: Fires yellow bolts of yellow energy which instantaneously strike

their target. Good for firing at distance without needing to adjust for

things like wind or gravity.



MAJOR: Fires a spread of five bolts with a little better damage.



-X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X-



                                WIMPY RULES



   * NOTE: May also be called the *Elven Wand of Magic Missiles*



   * MINOR POWER:

     + Identical in function as the *Wand of Magic Missiles* (see DMG 157)

       (Always hits its target if wizard is using it, otherwise must make

       attack roll; initiative modifier of 0; ROF is up to 2 charges/rnd;

       damage is 1d+1), except for the following:

     + Missiles can strike specific portions of a target upon a successful

       DEX roll.

     + Range: 15 yards

     + Speed Factor: 0 (instant)



   * MAJOR POWER: same as unpowered except for the following:

     + Number: Five magic missiles per charge

     + Damage: 1d6 damage each missile.

     + Range: 60 yards.



   * Charges when found: 3d20 charges, and may be recharged.



-X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X-



                                POWER RULES



   * MINOR POWER:

     + Always hits its target regardless of wielder's class or ability

     + Missiles can strike specific portions of a target as directed

     + ROF: up to 4 charges / rnd

     + Damage: 1d8+6

     + Range: N/A



   * MAJOR POWER:

     + same as unpowered except for the following:

     + Number: Five magic missiles per charge, up to one charge per

       round.

     + Damage: 1d8+5 damage per missile.

     + Range: horizon



   * Speed factor: 0 (instant)

     + Any penalties to attack based on range do not apply to this weapon.



   * Charges: 3d20+5



-X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X-

---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---



                     E T H E R E A L   C R O S S B O W



MINOR: Fires a spread of three ethereal bolts which can damage ethereal and

prime material planar creatures alike.



MAJOR: Fires more bolts, and does more damage.



NOTE: When a quarrel is placed in position the Crossbow's string magically

appears, cocked and ready.



-X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X-



                                WIMPY RULES



   * MINOR POWER:

     + Stats: +1 weapon

         Weight........7           Missile ROF...1/2rnds

         Size..........S           Range S/M/L...60/120/180 yd

         Type..........(P)         Damage S/M....1d6+1

         Speed.........7 (average) Damage L+.....1d8+1

         Melee Reach...N/A         Knockdown.....d6

     + Special ability: Can damage ethereal creatures for half-damage minus

       two points.



   * MAJOR POWER:

     + Stats

       - Damage is increased by +3

       - The Ethereal Crossbow also fires two bolts in addition to the

         original quarrel having the same damage, but no other magical

         effects of the original quarrel are duplicated. A separate to-hit

         roll must be made for all three bolts.

   * Regular light quarrels can be used, as well as magical quarrels

     without hindrance to magical traits

   * Bolts when found: 4d10 light quarrels



-X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X-



                                POWER RULES



   * MINOR POWER:

     + Stats: as light crossbow +1

         Weight........7           Missile ROF...2/rnd

         Size..........S           Range S/M/L...60/120/180 yd

         Type..........(P)         Damage S/M....4d6+1

         Speed.........7 (average) Damage L+.....3d8+1

         Melee Reach...N/A         Knockdown.....d10

     + Special ability: Ethereal creature damage

       - Any bolts shot from the Ethereal Crossbow can damage ethereal

         creatures as if they existed on the Prime Material plane.

       - The ability to detect ethereal beings is not bestowed by the

         Crossbow or its use.



   * MAJOR POWERS: same as powered except for the following:

     + Damage is increased by +3

     + The Ethereal Crossbow also fires two bolts in addition to the

       original quarrel having the same damage and ethereal injury ability

       but no magical effects of the original quarrel are duplicated.

       - A separate to-hit roll must be made for all three bolts.

     + The Ethereal Crossbow gives its user the power to detect ethereal

       creatures as a *gem of seeing*, but only as it pertains to ethereal

       creatures.

     + When a silver string is tied to a bolt, the bolt is stringed and

       fired, the Crossbow shoots it into the Ethereal Plane and is fully

       able to damage or otherwise effect creatures on that plane of

       existence.



   * Regular light quarrels can be used, as well as magical quarrels

     without hindrance to magical traits



   * Charges: 4d10+5 ordinary quarrels in-quiver, plus a chance of finding

     one or more minor magical quarrel(s).



-X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X-

---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---



                           D R A G O N   C L A W



MINOR: A more powerful cousin of the Elvenwand, but has blue energy bolts.

The bolts from this weapon instantaneously makes contact with either the

target or innocent bystanding other guy or object, whatever is in the way

at the time the Claw is activated.



MAJOR: Fires a single large energy bolt that splits into eight far more

powerful bolts in all directions. Great for clearing an enclosed space or

firing into a crowd.



-X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X-



                                WIMPY RULES



   * MINOR POWERS:

     + Stats

         Weight........2           Melee Reach...1 square

         Size..........S           Missile ROF...1/rnd

         Type..........B (S)       Range S/M/L...35/65/195

         Speed.........2 (fast)    Damage S/M....1d4+1/1d4+1

         [C]...........5 (average) Damage L+.....1d3+1/1d4

         [M]...........0 (instant) Knockdown.....d6

       - Second data are for the claw attack [C]

       - Third data are for the missile attack [M]



     + Special Abilities: none



   * MAJOR POWER:

     + Stats: same as unpowered

     + Special Ability: Fires a blue energy bolt that reaches its target

       almost instantaneously

       - Each energy bolt does 1d6+1 points of damage.

       - Attack success is automatic at a range of less than 20 yards. At

         Short Range a bonus of +10 is applied; for Medium Range a bonus of

         +5 is applied; at Long Range, the attack is normal, up to

         line-of-sight.

       - Attacking a moving target may incur a penalty of -1 to -4,

         considering the DEX/Aim of the attacker, the size of the target,

         the speed at which it is moving, etc., as appropriate.



   * Charges when found: 3d8+12 charges



-X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X-



                                POWER RULES



   * MINOR POWER:

     + Melee stats: has same stats as normal cestus (cf. Gauntlets of

       Necromancer)

         Weight........2           Melee Reach...1 square

         Size..........S           Missile ROF...2/rnd (N/A) (4/rnd)

         Type..........B (S)       Range S/M/L...N/A (N/A) (N/A)

         Speed.........2 (fast)    Damage S/M....1d6+1 / 1d6+1 / 1d8+1

         [C]...........5 (average) Damage L+.....1d4+1 / 1d6 / 1d8+1

         [M]...........0 (instant) Knockdown.....d6

       - first data are for the cestus attack

       - second data are for the claw attack [C]

       - third data are for the missile attack [M]

     + Attack: Fires a blue energy bolt that reaches its target almost

       instantaneously

       - Any penalties to attack based on range do not apply to this weapon

         (because of instantaneous strike)



   * MAJOR POWERS:

     + Stats: Melee damage is increased by +4

     + Power: It shoots off a blue explosive buckyball

       - It is not an instantaneous impact, but it is nearly unavoidable

         (but not impossible); the speed factor is +1.

       - Metallic armor is transparent to the energy of the buckyball; skin

         armor (leather, hide, skin, etc.) will reduce damage by half.

       - Success may be automatic or require a DEX/Aim roll, depending on

         the size of the target, the speed at which it is moving, etc., as

         appropriate (DM's descretion)

     + Damage from main buckyball: 4d8

     + The greater explosive buckyball detonates on impact, transforms into

       a cloud of 10d4 lesser orbs that fly in all directions.

       - Anyone in the area has 100% of being struck by one of the lesser

         buckyballs, minus 10% for every five feet of distance from the

         point of impact

       - Each lesser buckyball does 5d6+6 pts of damage, no saving throw.



   * Charges: 5d10+10



   * NOTE: Against dragons, draconians, and dragon-kin, the Dragon Claw

     inflicts double damage, due to the Claw's dragonbane enchantments. The

     Dragon Claw itself is partially made of dragonhide.



-X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X-

---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---



                             H E L L S T A F F



MINOR: Fires red bolts of energy (same as Elvenwand and Dragonclaw but

does not instantaneously strike its target) from the Depths themselves.



MAJOR: Deploys a larger bolt of potent energy which, upon impact, also

causes a secondary cloudburst of hellfire and brimstone to rain down upon

the unwitting target. Very bad for your health if it's you.



-X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X-



                                WIMPY RULES



   * MINOR POWER: discharges a stream of red energy along the axis of the

     rod (by pointing the horns). Unlike the Elven Wand and Dragon Claw, it

     does not have instantaneous impact.

     + Range: 30 yards.

     + Maximum ROF: 2/rnd



     + Each bolt upon impact will do 1d8 pts of damage.



   * MAJOR POWERS:

     + When powered, the Hellstaff will throw enhanced energy bolts doing

       3d12 points of damage, but using ten charges at a time.

     + Once each time it is powered-up, regardless of a limited version of

       the priest 5th level *flamestrike* spell can be invoked, doing 1d12

       points of damage to anything within a ten-foot radius each second

       they remain within the area of effect until the power expires after

       ten seconds. A successful DEX roll should enable someone to avoid

       flamestrike damage completely. The same saving throw can be made as

       for *flamestrike*.

   * Charges when found: 5d20+5 bolts



   * NOTE: Creatures having immunity to fire are not affected by this

     weapon.



-X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X-



                                POWER RULES



   * MINOR POWER:

     + Discharges a stream of red energy bolts along the axis of the rod

       (by pointing the horns). Unlike the Elven Wand and Dragon Claw, it

       does not have instantaneous impact.

     + ROF: 8/rnd

     + Damage: 2d8 each



   * MAJOR POWERS:

     + When powered, the Hellstaff will throw single enhanced energy bolts

       doing 6d6+4 points of damage each.

     + ROF for the power bolt is 1/3rnds

     + Upon impact the power bolt will cause a torrent of magma rain to

       fall upon a 10 foot radius area. Anything caught in the deluge will

       suffer 5d4 points of damage for every turn of exposure



   * Charges: 10d10 charges



   * NOTE: Creatures having immunity to fire are not affected by this

     weapon.



-X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X-

---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---



                           P H O E N I X   R O D



MINOR: Taps the power of the sun to launch a single projectile that is sure

to get the attention of anything near ground zero (that is, unless they die

not knowing what hit 'em, which is more likely).



MAJOR: Powered-up, it will spray a stream of volcanic fire which will

overwhelm most monsters in mere seconds.



-X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X-



                                WIMPY RULES



   * MINOR POWER:

     + Attack: launches a single flaming arrow, shaped like a flying

       phoenix, which fireballs everything within a 10-foot radius upon

       impact.

     + Damage:

       - Direct Hit: 8d6 (3d6 without save, 5d6 with save versus breath

         weapon for half damage).

       - Blast radius (10 feet): 5d6, save vs. breath weapon for half

         damage.

       - Any inanimate objects caught in the blast must save versus magical

         fire or be destroyed or caught afire.

       - Range S/M/L: 50/100/260 yd



   * NOTE: With each use of the minor power, the wielder is forced back

     three feet. If unprepared, or if not "set to receive charge", the

     wielder must make a DEX check or be knocked down by the weapon

     discharge (similar to arquebus and siege weapon recoil)



   * MAJOR POWERS: Shoots an infernal stream of magical fire (must be in

     the direction the Rod is pointed.)

     + Range: 10 feet

     + Arc of cone: 3 feet

     + One charge equals one turn of major power use (non-continuous use is

       cumulative and portions of charges cannot be saved for the next

       power-up)

     + Damage: 2d10+4 damage per round, no saving throw (average of 1.5

       points per segment).

     + Inanimate objects caught by the Phoenix Rod must save vs. magical

       fire at a -8 penalty or be incinerated or melted; the saving throw

       is repeated for each turn of exposure.

     + At close ranges, the wielder will also be subject to one - half

       blast radius damage (one - quarter damage if the save vs. breath

       weapon is successful).



   * Charges When Found: 3d4+2



   * NOTE: Creatures having immunity to fire are not affected by this

     weapon.



-X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X-



                                POWER RULES



   * MINOR POWER: launches a single flaming arrow which, upon impact,

     fireballs everything within a 10-foot radius.

     + Damage:

       - Direct Hit: 6d10+8 (no save). NOTE: Do not add in the 5d6 below

         for being within the blast radius, because this is already figured

         into the damage for a direct hit.

       - Within blast radius: take 8d12+12, save vs. breath weapon for half

         damage.

     + any objects caught in the blast must save versus magical fire at -4

       penalty or be destroyed or caught afire.

     + Range S/M/L: 75/125/300



   * MAJOR POWER: shoots an infernal stream of magical fire (must be in the

     direction the Rod is pointed.)

     + Range: 7 yards

     + Arc of cone: 2 yards

     + Damage: 10d20 damage per round, no saving throw (average of 10.5

       points per segment).

     + Inanimate objects caught by the Phoenix Rod must save vs. magical

       fire at a -12 penalty or be incinerated or melted; the saving throw

       is repeated for each turn of exposure.

     + At close ranges, the wielder will also be subject to one - half

       blast radius damage (one - quarter damage if the save vs. breath

       weapon is successful).



   * NOTE: Creatures having immunity to fire are not affected by this

     weapon.



-X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X-

---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---



                              F I R E M A C E



MINOR: Lobs a stream of explosive spheres into the air much like a catapult

or a baseball launcher, but with better aim. At close distances, it can be

likened to attacking someone with a dozen slingshots at once. At low

angles of attack or at long distances, the spheres may reach the ground

before hitting their targets, but they will readily bounce off the ground

like a stone skips off water, until a horizontal surface or obstacle or

target is reached.



MAJOR: Launches a giant sphere instead of many small ones. Try to imagine

being hit upside your head with a ton of steel or mithril ... need more be

said?



-X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X-



                                WIMPY RULES



   * MINOR POWERS:

     + Stats as a Footman's Mace +2

         Weight........10          Missile ROF...N/A (1/rnd)

         Size..........M           Range S/M/L...N/A (50/100/150)

         Type..........B (-)       Damage S/M....1d6+3 / (1d6+4)

         Speed.........7 (average) Damage L+.....1d6+2 / (1d6+3)

         Melee Reach...1 square    Knockdown.....d10

       - Second data are for the missile attack [M]

     + Power: Fires a magical Mace Sphere from the head of the Firemace,

       along the axis of the Mace's shaft.

       - On impact, a sphere will cause 1d6+4 / 1d6+3 points of damage.

       - The magical attack is the same if the Mace itself were swung

         squarely into the area of impact against the target.

       - The damage is more kinetic than by fire, thus objects should save

         versus crushing blow instead of fire.

       - The Mace Spheres act more like a bombardment projectile; aiming

         higher will increase range at the expense of line of sight

       - Range S/M/L: 50/100/150 (assumes a level angle of attack)

       - With a little trigonometry one may be able to figure new ranges

         depending on angles of 30 degrees, 45 degrees, etc.

       - Mace Spheres are not affected by wind; their trajectory cannot be

         affected by wind resistance or naturally- or magically-created

         high winds

   * MAJOR POWERS: Same as unpowered, except for the following:

     + It fires 1d4+1 magical missile spheres, launched in any desired

       spread within a cone of a 10 - foot radius (can be fired in an arc

       or in line at a target).

     + Each sphere has a 10% change of being "super-charged", able to

       inflict triple damage over normal (1d6+4 / 1d6+3 x3)



   * Charges: 6d6+4



   * Limitations:

     + Creatures having immunity to fire or electricity take only half

       damage from this weapon, and creatures having immunity to

       both are completely immune to the Firemace's missile attacks.

     + The Firemace's missile attack is negated in or across water. The

       Mace Spheres are instantly dispelled in contact with water. Neither

       can the Spheres 'skip' off the tenuous surface of a lake or river.

       Thus they will harmlessly drop into the water and disintegrate.



-X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X-



                                POWER RULES



   * MINOR POWERS:

     + Stats as a Footman's Mace +2

         Weight........10          Missile ROF...N/A (12/rnd)

         Size..........M           Range S/M/L...N/A (80/160/250)

         Type..........B (-)       Damage S/M....1d6+3 (2d4+3)

         Speed.........7 (average) Damage L+.....1d6+2 (2d4+2)

         Melee Reach...1 square    Knockdown.....d10

       - Second data are for the missile attack [M]

     + Attack: Fires a silver magic missile sphere from the head of the

       Firemace, along the axis of the Mace's shaft.

       - fires 1d4+1 magical missile spheres, launched in sequence (can be

         fired in an arc or in line at a target).

       - ROF is 1/rnd

       - On impact, a sphere will cause 2d4+4/2d4+3 points of damage.

       - Each sphere has a 10% change of being "super-charged", able to

         inflict triple damage over normal.

       - Range S/M/L: 80/160/250 (assumes a level angle of attack)

     + Attack/Damage Effects

       - The magical attack is the same if the Mace itself were swung

         squarely into the area of impact against the target.

       - The damage is more kinetic than by fire, thus objects should save

         versus crushing blow instead of fire when they are struck by a

         Mace Sphere.

       - The Mace Spheres act more like a bombardment projectile; aiming

         higher will increase range at the expense of line of sight (but

         only a fool or a kender would think of aiming straight up, mind

         you)

       - With a little trigonometry one may be able to figure new ranges

         depending on angles of 30 degrees, 45 degrees, etc.



   * MAJOR POWERS:

     + Stats: Same as unpowered except:

       - only one silver magic missile Megasphere is discharged.

       - Speed is increased by +3.

       - Damage is increased by +20.

       - Knockdown is d20.

     + Power: The Firemace will produce a single Mace Megasphere,

       apparently five feet in diameter, behaving the same way as a normal

       mace sphere, except for the following:

       - A creature must save vs. disintegration at a -10 penalty or suffer

         the Consequences.

         NOTE: Treat the Firemace as a +3 magical weapon vs. creatures

           resistant or immune to nonmagical weapon.

       - A successful save will result in taking one d8 of damage per

         level/HD. Creatures dying in this manner cannot be resurrected,

         but can be reincarnated. The Firemace merely pulverizes the

         ability of the body to contain the spirit so that the flesh can

         never live again. Such a corpse cannot even be raised to undead

         status or be otherwise animated.

     + Range for a Megasphere is 24/48/75 (assumes a level angle of attack)

     + This powered-up ability consumes twenty charges each



   * Charges: 12d6+8

   * NOTE: Creatures having immunity to either fire or electricity take

     only half damage from this weapon, and creatures having immunity to

     both are completely immune to it.



-X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X-

---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---



               O P T I O N A L   C O N S I D E R A T I O N S



   These are suggestions that would improve the weapons of HERETIC further

or to hinder them in some way. Some of these suggestions would be quite

potent and it is advisable that if any weapon is made too powerful using

these additional powers, the DM should also include one or more negative

powers to balance out the weapon, or even declare it an "artifact," with

all the responsibilities and dangers associated with such devices,

including artifact possession. Such a practice might even need to be

extended to include using the Power Rules (see above) for the weapons, but

it is all DM's discretion; I have no business telling anyone how to run

their own campaign.



-X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X-



1) Give the weapons, or only the major ones, some intelligence. If they

   speak any languages, one should be an Elven language (In HERETIC, the

   story had the player as a Sidhe Elf).



-X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X-



2) Specific Ammunition

   * Most HERETIC weapons require ammunition specific to the weapon in

     order to power it.

   * Thus, HERETIC weapons may require special ammunition to be recharged.

     A list of the types of ammunition for each weapon is listed below.

     There are two forms: one that had a little bit of ammo, and one that

     had a lot of it. Both are included (first lesser then greater):

     + Quarterstaff: (none)

     + Gauntlets of the Necromancer: (none)

     + Elvenwand: "wand crystal", "crystal geode"

     + Ethereal crossbow: "ethereal arrows", "quiver of etheral arrows"

     + Dragon claw: "claw orb", "energy orb"

     + Hellstaff: "lesser runes", "greater runes"

     + Phoenix rod: "flame orb", "inferno orb"

     + Firemace: "mace spheres", "pile of mace spheres"



-X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X-



3) Allow all the weapons, or perhaps only the Greater weapons, to have the

   ability to damage creatures immune to nonmagical weapons, according to

   their magical bonuses (if any).



\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/

-X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X-

/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\



                                  -------

                                   I I I

                                  -------



           \\\\\  \\\  \   \ \\\\\ \\\\  \   \ \\\\\ \   \ \\\\\

           \     \   \ \   \   \   \   \ \\ \\ \     \\  \   \

           \\\   \   \ \   \   \   \\\\  \ \ \ \\\   \ \ \   \

           \     \  \\ \   \   \   \     \   \ \     \  \\   \

           \\\\\  \\\\  \\\  \\\\\ \     \   \ \\\\\ \   \   \



-X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X-

---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---



   In many respects HERETIC is no different from any other game of the

fantasy genre. In it, one can find enchanted shields, a bag of holding,

vials and flasks of healing, and other objects that belong in a fantasy-

type campaign. However, in terms of this Netbook I assert that HERETIC has

its own special kind of magic items with abilities unique to that object,

or at least that general category of object.

   Note that with "maximum use", unless "per day" is specified, the item is

not reusable beyond X number of times, period (i.e., it dissolves,

disintegrates, teleports elsewhere, etc., after it has been used X times).

If there is no "maximum use", the device can be "on" all the time, of

course.

   Also note that as with all magical devices, higher beings such as

deities, avatars, and other beings can choose to ignore the powers of

devices that may otherwise affect them in some way.



-X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X-

---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---



     * V A L A D O R ' S   R I N G   O F   I N V I N C I B I L I T Y *



USE: When activated by the command word, the Ring makes its user

undamagable, or nearly so. When the Ring's power is in effect, the wearer's

skin changes to the color of bronze and the wearer's senses are distorted

and suppressed, resulting in such symptoms as partial deafness, color

blindness, low vision, blurry vision, etc., as a side effect of the

magical cloak generated by the Ring.



NOTE: Use of this device may be ignored by deities, demigods, et al.



-X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X-



                                WIMPY RULES



   * POWER: Grants basic invulnerability for the duration of use:

     + AC is improved by 10 (skin changes to the color of bronze)

     + Immunity to all magical and natural diseases, poisons, and curses.

       (does not cure existed maladies but does temporarily suspend their

       progression and symptoms)



   * LIMITS:

     + Duration of use: 6 rounds

     + Maximum use: once

     + Attack rolls and surprise checks made at -2



-X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X-



                                POWER RULES



   * POWER: Grants complete invulnerability for the duration of use:

     + Immunity from all normal and magical damage.

     + Progression of poison and disease will be frozen (but not cured) --

       such conditions may, however, still be treated in the meantime.

     + Any other loss of HP from external sources will be averted.



   * LIMITS:

     + Duration of use: 6 hours.

     + Maximum use: once.



-X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X-

---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---



                        * S H A D O W S P H E R E *



USE: A nearly weightless, glass bubble, with a distinct image of an

indistinct human face somehow imbued into the sphere in such a way that the

visage is always turned towards the viewer.The Shadowsphere is activated by

smashing it in the palm of one hand with the fist (preferably gloved or

gauntleted) of the other.



NOTE: Whomever uses the Shadowsphere must be cautious about such a device;

since it fixes one between the Ethereal and Prime Material Plane at the

same time, one is subject to beings, attacks, or other interference from

things in either plane. In some cases, one can be pulled completely into

the Ethereal Plane which is a very bad thing.



-X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X-



                                WIMPY RULES



   * POWER: The user and all items and equipment on his person immediately

     become partially ethereal; they coexist on the Ethereal and Prime

     Material Plane. He is not nearly so invisible that one cannot see him

     in broad daylight, but while indoors it is difficult to see an

     man-sized individual under the influence of the Shadowsphere.



   * LIMITS:

     + Duration of use: 12 rounds

     + Maximum use: once



-X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X-



                                POWER RULES



   * POWER: The user and all items and equipment on his person immediately

     take on the appearance of a ghostlike form. He is not nearly so

     invisible as one cannot see him in broad daylight, but indoors is

     difficult to see an man-sized individual under the influence of the

     Shadowsphere. The Shadowsphere is activated by smashing it in the palm

     of one hand with the fist (preferably gloved or gauntleted) of the

     other.

     + For thieves, the Hiding In Shadows skill becomes 95% for the

       duration

     + Creatures encountering the user incur a -3 on surprise checks

     + Creatures attacking the user incur a -2 on attack rolls for every

       range category distant.



   * LIMITS:

     + Duration of use: 4 turns

     + Maximum use: once



-X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X-

---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---



                          * M Y S T I C   U R N *



USE: When found, it has a small quantity of sweetened clear liquid. This

liquid will evaporate immediately if poured out, reappearing in the dregs

of the Mystic Urn. If ingested, however, the power of the Urn takes effect.



-X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X-



                                WIMPY RULES



   * POWER: Instantly restores an amount of HP to the character or

     creature equal to the number and size of their HD.

     + Examples: a 10th level warrior would get 10d10 HP, a fifth level

       wizard would get 5d4, and a 7HD creature would get 7d8 (including

       any HD plusses or minuses that some creatures possess, such as

       Minotaurs, which would get 6d8+3 HP)

     + This device does not replenish a character's or creature's HP above

       their maximum, nor does it restore extra HP gained in such ways as

       berserker rages.

     + Maximum use: once only (the Urn crumbles to dust once it has been

       droughted)



-X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X-



                                POWER RULES



   * POWERS

     + Instantly restores a character or creature to full health as the

       clerical *heal* spell.

     + The Urn heals all disease and other injury as the clerical *heal*

       spell.

     + The Urn will restore such damage as caused by mummies and similar

       sources, and has a 75% chance of curing such conditions outright.

     + Maximum use: once only (the Urn crumbles to dust once it has been

       droughted)



-X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X-

---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---



             * T Y K E T T O ' S   T O M E   O F   P O W E R *



USE: Methods used to discover invisible and hidden things will reveal the

presence of an ethereal, translucent silver skull face on the front cover.

This skull face is otherwise invisible and undetectable except to an

individual who activates the Tome. This ethereal skull eventually fades

back into invisibility at which point the Tome's effect expires.



-X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X-



                                WIMPY RULES



   * POWER:

     + The magical force that flows from the Tome to the character can

       be transferred at will to any melee weapon, enabling it to cause

       double damage; this includes unarmed combat.



   * LIMITS:

     + Duration: one hour

     + Maximum use: once only (that particular Tome no longer responds to

       the character; the skull face does not appear to that person again

       unless it is detected for by other means)



   * OPTIONAL RULE: HERETIC weapons may have Major Powers that are

     inaccessable or otherwise cannot be invoked without the aid of a

     Tyketto's Tome of Power.



-X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X-



                                POWER RULES



   * POWERS:

     + With the use of Tyketto's Tome of Power, any weapons used by the

       character causes double damage (triple on an attack roll of 19-20).

     + He gains a THAC0 bonus of +2 due to the magical influence on his

       reflexes and senses.

     + The prime requisite attributes of the user's class are raised by +2

       if the score is below 16, or +1 if 17 or above (Racial maximums are

       ignored)



   * LIMITS:

     + Duration: one day

     + Maximum use: once per character (see above)

     + Any extra abilities, spells, or other powers gained by the character

       as a result of his enhancement by the Tome are lost when the Tome's

       power expires.



-X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X-

---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---



            * D E L M I N T A L I T A R ' S   T I M E   B O M B



                      O F   T H E   A N C I E N T S *



USE: In its inert state, the Time Bomb is hardly the size of the palm of a

human's hand. It also appears empty until someone set it on one of its

bases on the ground, at which point grains of sand appear inside it in the

upper half of the hourglass and apparatus expands to one foot high and four

inches across. The Time Bomb detonates when all the sand runs into the

lower half of the hourglass.

   The hourglass cannot be stopped once it begins its countdown. Any

attempt to disturb it before the sand has run through will cause it to

detonate immediately.



-X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X-



                                WIMPY RULES



   * DAMAGE: 5d6+1 - 1 die / foot of distance

   * TIMER: 5 seconds (in game - time, I suggest a DEX check to escape the

     blast radius)



-X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X-



                                POWER RULES



   * DAMAGE: 10d12 - 1 die / foot of distance



   * TIMER: 3 seconds (in game - time, I suggest a DEX check at a -3 to

     escape the blast radius)



-X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X-

---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---



                  * T O R P O ' S   M O R P H   O V U M *



USE: When a victim is hit by an egg hurled or dropped on him, he

immediately gets temporarily polymorphed into a chicken. All weapons and

items on his person are also affected by the change. The individual can use

anything requiring only coherent thought to activate, but all spells being

cast are interrupted and no spell requiring verbal or somatic components

can be cast.

   The egg can be used at point-blank, but when targetting at a distance an

attack roll must be made, as if throwing a rock. A fumble would indicate

the user had crushed it in hand, or that it flew up and landed on him

instead, or that he missed and hit something else.

   An egg landing on an inanimate object is not affected, nor are amorphous

lifeforms as slimes, jellies, or oozes ... they simply deflect the objects,

crush them without effect, or encapsulate them within themselves.



-X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X-



                                WIMPY RULES



   * LIMITS:

     + An individual is polymorphed if they save vs. level with 1 being an

       automatic resistance (i.e., an individual at 3rd level / 3 HD must

       roll a 3 or less to resist the change). They are also allowed a save

       vs. petrify / polymorph If they are greater than 10th level / 10 HD.

       Individuals of greater than 20 HD are immune to the magic item.

     + Normal system shock checks must be successful during change from

       original shape to chicken and vice-versa, or the individual is

       stunned for one round and is unable to take any action.



   * DURATION: 9 rounds, then the individual is shapechanged back into its

     original form.



   * "MONSTROUS" STATS OF MORPH CHICKEN

     INTELLIGENCE:     Unchanged

     ARMOR CLASS:      7

     MOVEMENT:         18 (Flightless)

     HIT DICE:         #HD x 2 = hp

                       (If the victim had 5 HD then they have 10 hp)

     THAC0:            Unchanged

     NO. OF ATTACKS:   5/2

     DAMAGE/ATTACK:    Peck/Peck (1d4 / 1d4); Peck/Peck/Peck (1d4/1d4/1d4)

     SPECIAL ATTACKS:  Nil

     SPECIAL DEFENSES: Nil

     MAGIC RESISTANCE: Nil

     SIZE:             T (2' wingspan)

     MORALE:           N/A if PC; -5 penalty if creature or NPC

     XP VALUE:         15



-X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X-



                                POWER RULES



   * NOTE: When thrown, the Morph Ovum splits into five separate, smaller

     eggs, each of which can strike an affect a target independently of

     one another.



   * LIMITS:

     + Individuals below 10th level / 10 HD are automatically polymorphed

       (no save allowed)

     + 10th - 30th level / 10 - 30 HD), individuals are polymorphed if they

       save vs. petrify/polymorph at -10 (10th level / 10 HD must save with

       1, 20th level / 20 HD must save with 10 or less)

     + Individuals greater than 30th level / 30 HD are immune.

     + Unless a system shock check is made when polymorphed into the

       chicken, and return to normal form and is successful, the individual

       is stunned for 1d6 rounds and is unable to take any action.



   * DURATION: 3 turns, at which time the individual is shapechanged back

     into its original form.



   * "MONSTROUS" STATS OF MORPH CHICKEN:

     INTELLIGENCE:     Unchanged

     ARMOR CLASS:      7

     MOVEMENT:         18 (Flightless)

     HIT DICE:         #HD = hp

                       (If the victim had 5 HD then they have 5 hp)

     THAC0:            20

     NO. OF ATTACKS:   2

     DAMAGE/ATTACK:    Peck/Peck (1d2-1 / 1d2-1)

     SPECIAL ATTACKS:  Nil

     SPECIAL DEFENSES: Nil

     MAGIC RESISTANCE: Nil

     SIZE:             T (2' wingspan)

     MORALE:           N/A if PC; -5 penalty if creature or NPC

     XP VALUE:         7



-X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X-

---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---



          * I N H I L I C O N ' S   W I N G S   O F   W R A T H *



USE: The Wings of Wrath are activated by placing it on the head (or helm)

of the user; it disappears and is surrounded by an aura to which is

attached a pair of appropriately - sized wings on the back.



-X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X-



                                WIMPY RULES



   * POWER: allows completely - controlled flight.

     + better than the wizard spell *levitate*; the Wings of Wrath allows

       movement in any direction.

     + The movement rate in level flight is unchanged.

     + Movement up or down is 1/2 normal movement.

     + Movement is fully subject to wind currents and wind-altering spells.



   * DURATION: 12 rounds



-X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X-



                                POWER RULES



   * POWER

     + Allows completely - controlled flight.

     + It is better than the wizard spell *levitate*; the Wings of Wrath

       allows movement in any direction.

     + The movement rate in any direciton is 150% normal.

     + Consider natural wind speed to be 1/4 with respect to its effect on

       the power of the Wings of Wrath.

     + When the user is being thrown around or otherwise affected by a

       wind-affecting spell, activating the Wings of Wrath allows him a

       save vs. paralyzation to reduce the effect of the spell to 1/4 for

       as long as the Wings of Wrath continue to function.



   * DURATION: 4 turns



-X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X-

---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---



             * D A R C H A L A ' S   C H A O S   D E V I C E *



USE: The Chaos Device comes in two identical parts. One of them (doesn't

matter which part) is placed in a strategic location and the other is

carried. Whenever the bearer of the Chaos Device places the carried part on

the ground and stands on it with both feet, he is instantly teleported to

the location of the other half of the Chaos Device. Both parts of the Chaos

Device disintegrate once they are used (by the user stepping on or

teleporting onto them).

   Both pieces of the Chaos Device must be on the same plane to function.

In fact, if the bearer tries to carry one part to another plane, it will

not planeshift with him but reappear next to the interdimensional portal or

at the portal's former location.



-X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X-



                                WIMPY RULES



   * RANGE: The two halves of the Chaos Device must be within one mile of

     each other or else they will not function.



-X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X-



                                POWER RULES



   * RANGE: The two halves of the Chaos Device need only be within 1000

     miles of each other to function properly.

     + Beyond that range, the user will teleport exactly 1000 miles from

       the location of the first half in the direction of the second half,

       though it is not guaranteed that he will end up in a habitable

       location (if the other half lies on a continent on the other side of

       the ocean, the user may find himself in the middle of that ocean).

       For instance, if the user is at the location of the first half of

the

       Chaos Device and the second half is 1400 miles due north from his

       position, using the Chaos Device will place him exactly 1000 miles

       due north, and 400 miles from the second half of the Chaos Device.



   * LIMITATIONS:

     + The Chaos Device will immediately disintegrate if its two halves are

       sent or brought into two different dimensions.

     + The two halves of any Chaos Device are not interchangeable with the

       halves of any other Chaos Device (if more than one Device exists).



-X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X-

---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---



                        * C R Y S T A L   V I A L *



USE: The liquid in a Crystal Vial will restore some health to any living

thing that is able to completely imbibe or absorb it. This applies to

humans, demihumans, humanoids, and monsters of Small size or larger having

a mouth or permeable membrane.



-X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X-



                                WIMPY RULES



   * POWER: When the potion is drunk from the Vial, the imbiber is healed

     as if a *cure light wounds* is cast upon him.

     + The imbiber cannot receive more hp than his maximum.



   * LIMITATION: Can be used only once.



-X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X-



                                POWER RULES



   * POWER: When the potion is drunk from the Vial, the imbiber is healed

     of 10% of his total HP, rounded down.

     + Examples: having 80 hp = 8 hp healed; having 57 hp = 5 hp healed)

     + This effect occurs regardless of level or HD.

     + The imbiber cannot receive more hp than his maximum.



   * LIMITATION: Can be used only once.



-X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X-

---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---



                        * Q U A R T Z   F L A S K *



USE: The liquid in a Quartz Flask will restore some health to any living

thing that is able to completely imbibe or absorb it. This applies to

humans, demihumans, humanoids, and monsters of Small size or larger having

a mouth or permeable membrane.



-X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X-



                                WIMPY RULES



   * When the potion is drunk from the Flask, the imbiber is healed as if a

     *cure serious wounds* is cast upon him.

     + The imbiber cannot receive more hp than his maximum.



   * LIMITATION: Can be used only once.



-X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X-



                                POWER RULES



   * POWER: When the potion is drunk from the Flask, the imbiber is healed

     of 25% of his total HP, rounded down.

     + Examples: having 80 hp = 40 hp healed; having 57 hp = 14 hp healed)

     + This effect occurs regardless of level or HD.

     + The imbiber cannot receive more hp than his maximum.



   * LIMITATION: Can be used only once.



-X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X-

---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---



             * S H I E L D   O F   T H E   H E R E T I C   I *



USE: The Shield of the Heretic partially insulates against any fire - based

attacks.



SIZE OF SHIELD: Small (see ARMS & EQUIPMENT GUIDE, pp. 36 - 37)



-X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X-



                                WIMPY RULES



   * POWERS:

     + Improves AC by 1.

     + Normal fire damage is reduced by 2 points per damage die.



   * LIMITATIONS:

     + The Shield of the Heretic does not protect against magical fire

       damage.

     + The Shield of the Heretic can absorb up to 20 points of deflected

       damage before it is destroyed or otherwise rendered useless.

     + The Shield cannot be activated or deactivated at will; it absorbs

       damage whether or not it is directly used to protect against frontal

       attack (such as being worn on the back)



-X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X-



                                POWER RULES



   * POWERS:

     + Improves AC by 1.

     + Normal fire damage is reduced by 4 points per damage die.

     + Magical fire damage is reduced by 1 point per damage die.



   * LIMITATIONS:

     + The Shield of the Heretic can absorb up to 100 points of deflected

       damage before it is destroyed or rendered useless.

     + The Shield cannot be activated or deactivated at will; it absorbs

       damage whether or not it is directly used to protect against frontal

       attack (such as being worn on the back)



-X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X-

---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---



            * S H I E L D   O F   T H E   H E R E T I C   I I *



                                    O R



       E N C H A N T E D   S H I E L D   O F   T H E   H E R E T I C



USE: The Shield of the Heretic is given immunity against any fire, ice, and

electrical attacks.



SIZE OF SHIELD: Medium (see ARMS & EQUIPMENT GUIDE, pp. 36 - 37)



-X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X-



                                WIMPY RULES



   * POWERS:

     + Improves AC by 1.

     + For each point of damage the wearer is protected from, the Shield

       itself takes damage, up to its maximum, when it is destroyed.

     + Once each day, the Shield regenerates one hp of damage each as its

       user has levels / HD (i.e., 11th level = 11 hp), but its wearer will

       take as much damage as the shield regenerates.

       - This is done by the command phrase "As Fate Intends".

       - The shield will yield as much damage as will not kill its wearer

         outright, and up the maximum amount absorbed (but system shock

         rolls apply for excessive damage, greater than 50 hp damage, etc).

       - Damage absorbed by the shield are treated as normal healable

         wounds.



   * LIMITATIONS:

     + The Shield of the Heretic can absorb up to 40 points of deflected

       damage before it is destroyed or rendered useless.

     + The Shield cannot be activated or deactivated at will; it absorbs

       damage whether or not it is directly used to protect against frontal

       attack (such as being worn on the back)



-X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X-



                                POWER RULES



   * POWERS:

     + Improves AC by 2.

     + For each point of damage the wearer is protected from, the Shield

       itself takes damage, up to its maximum, when it is destroyed.

     + Once each day, the Shield regenerates one hp of damage each as its

       user has levels / HD (i.e., 11th level = 11 hp), but its wearer will

       take as much damage as the shield regenerates.

       - This is done by the command phrase "As Fate Intends".

       - The shield will yield as much damage as will not kill its wearer

         outright, and up the maximum amount absorbed (but system shock

         rolls apply for excessive damage, greater than 50 hp damage, etc).

       - Damage inflicted by the Shield are treated as normal healable

         wounds.



   * LIMITATIONS:

     + The Shield of the Heretic can absorb up to 200 points of deflected

       damage before it is destroyed or rendered useless.

     + The Shield cannot be activated or deactivated at will; it absorbs

       damage whether or not it is directly used to protect against frontal

       attack (such as being worn on the back)



-X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X-

---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---



                               * T O R C H *



USE: This magical torch produces magical light for a duration.



WIMPY RULES: This magical torch works identically to a *Torch of Continual

Fire*:



*Encyclopaedia Magica*, Volume Four, p. 1452: "These small wooden torches

can light up a 15-foot radius sphere, providing warmth for all within 20

feet of the torch's light. The item has a command word that, when spoken,

instantly ignites the top of the torch. Saying the word again douses the

fire. At no time does the tip of the item heat up. The item possesses 1000

charges. Each charge can last as long as two hours, unless the command

word is spoken again during that time, turning the torch off."



POWER RULES: This magical torch works like a *Torch of Continual Fire*,

but its lighting range is quadrupled, its warmth range is doubled, and its

duration is 150% greater.



-X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X-

---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---



                          * M A P   S C R O L L *



USE: A *Map Scroll* is a magical self-writing map.



WIMPY RULES: This map works identically to a *Map of Mapping*.



   See *Encyclopaedia Magica*, Volume Two, p. 693.



POWER RULES: This map works like a *Map of Mapping*, with the following

exceptions:



   * Wilderness range is 15 miles instead of 10.



   * Once a day, the user may attempt to map areas beyond the immediate

     surroundings (i.e., spaces on the other side of walls, the shape of

     a room on the other side of a door, etc.) For every ten levels of

     the user, there is a 5% chance to detect the unseen areas, and the

     limit of this effect is twenty feet. Normal failure results in a

     blank area, and a roll of 00 will produce an vastly erroneous mapping.

     Note that a blank area may indicate a solid wall, so the attempt may

     be successful yet no space is recorded on the map.



-X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X-

---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---



            * T Y K E T T O ' S   B A G   O F   H O L D I N G *



USE: A magical extradimensional space in which to store objects, useful

     because the item greatly reduces their cumulative weight.



REFER TO:

1. *Dungeon Master Guide* in the random magical item tables.

2. *Encyclopaedia Magica*, Volume One, p. 135.



WIMPY RULES: Tyketto's magical bag is identical to a 200 lb. *Bag of

Holding*, except that it cannot be pierced from the inside or outside by

sharp objects.



POWER RULES: This magical bag like a *Heward's Handy Haversack*, with the

following exceptions:



   * The two side pouches are able to contain material of up to 5 cubic

     feet in volume or 30 pounds in weight.



   * The large section is able to hold 25 cubic feet of material or 150

     pounds in weight.



   * Whatever is contained within the *Bag of Holding* gains a +3 bonus to

     saving throws.



   * Tyketto's Bag of Holding cannot be pierced from the inside or outside

     by sharp objects.



\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/

-X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X-

/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\



                                   -----

                                    I V

                                   -----



              \   \  \\\  \   \  \\\  \\\\\ \\\\\ \\\\   \\\

              \\ \\ \   \ \\  \ \       \   \     \   \ \

              \ \ \ \   \ \ \ \  \\\    \   \\\   \\\\   \\\

              \   \ \   \ \  \\     \   \   \     \  \      \

              \   \  \\\  \   \  \\\    \   \\\\\ \   \  \\\



-X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X-

---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---



   The monsters of HERETIC ask for no quarter and give none in return. They

may also be considered in every sense to have a 0 Intelligence, or even

cratures with such a low intelligence have a survival instinct. They run

away if they're hurt badly enough. But HERETIC's critters are an exception

to this.

   To make the beasties somewhat more realistic than a 3D game engine, I

have changed a few aspects of the monsters. Instead of building into every

beast a Combat description of "close to melee range as soon as possible and

start pounding", there has been a little creativity in making up new

strategies based on more factors than can be written about here. I am

fairly sure, however, that most HERETIC - playing people who are also

interested in the NetBook will agree to most of what have been written.

   Where observation and the HERETIC game guide has not been clear

regarding monstrous statistics, I have improvised. But then, this entire

NetBook is ALL improvisation, is it not?

   Note that while I am using the pattern previously established by AD&D's

Monstrous Manual in giving the creatures' stats, certain categories have

simply been omitted because of their irrelevance. In truth, such qualities

as morale are not even a feature of HERETIC; it is nonetheless included as

speculation to provide realism.

   Here are some statistics that are to be considered universal:



Climate/Terrain: The Abyss (or any place crawling with evil)

Organization:    Tribal (they mostly keep to their own species)

Activity Cycle:  Nocturnal (what else do you expect of evil beings)

Diet:            Carnivorous (duh, pass me your femur!!)

Treasure:        Very Broadly Suggested, but DM's Pleasure

Alignment:       Chaotic Evil OR

                 Neutral (in case they don't have the INT to hate you)

XP:              Not Specified (DM's Pleasure)



   Note that one statistic shown under a category of a creature with two

subtypes applies to both versions of that creature.



   The Miscellaneous subsection to this division of the NetBook is

concerned with D'Sparil, his Disciples, and the Serpent Rider shown at the

completion of Episode Three of HERETIC. It is assumed here that D'Sparil

is representative of his race, although the makers of Heretic sequel,

HEXEN, say that D'Sparil is the weakest of the three Serpent Riders known

to exist. Therefore a DM who decides to use a Serpent Rider as a monster

may wish to exaggerate D'Sparil's statistics to have an "average" Serpent

Rider.



-X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X-

---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---



                             G A R G O Y L E S



NOTES: There are two types of Gargoyles: Rock and Fire. The Fire Gargoyles

are twice as tough as the Rock version and can belch balls of fire.

   These Gargoyles go for a pack kill; they prefer large groups, for

individually they pose no match to anyone. In groups, they can fence prey

in and eventually wear it down.



DART ATTACK: Gargoyles have the ability to move at twice their normal

flight speed for a limited period of time (1 round). This is the equivalent

of a "charging" maneuver made on horseback, with all the relevant bonuses

and penalties (see PHB, p. 96).



-X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X-



WIMPY RULES

   (ROCK GARGOYLE : FIRE GARGOYLE)

   Frequency:        common : uncommon (uncommon : rare)

   Intelligence:     semi- [2] (low [5])

   Treasure:         maybe

   No. Appearing:    1d8 : 1d6 (1 : 1)

   Armor Class:      +10 (+9)

   Movement:         6, Fl 18, Dart 36 (12, Fl 24, Dart 54)

   Hit Dice:         4 hp : 1 HD

   THAC0:            20 : 19 (18 : 17)

   No. Of Attacks:   2 : 3 (4 : 6)

   Damage/Attack:    1d2+1 / 1d2+1 [claw/claw]

   Special Attacks:  dart : dart, flame attack [1d2]

   Special Defenses: nil

   Magic Resistance: nil

   Size:             T [2']

   Morale:           unsteady [7] (average [9])



For every 3d8/3d6 Rock/Fire Gargoyles there is a Gargoyle Leader, whose

stats are displayed in parentheses above. Leaders move and attack 150% as

fast as the ordinary Gargoyle, giving them a greater AC and better THAC0,

and have a higher morale than normal.



-X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X-



POWER RULES



   (ROCK GARGOYLE : FIRE GARGOYLE)

   Frequency:        common : uncommon (uncommon : rare)

   Intelligence:     semi- [3] (low [6])

   Treasure:         maybe

   No. Appearing:    2d6 : 2d4 (1d2 : 1)

   Armor Class:      +9 (+8)

   Movement:         12, Fl 18, Dart 42 (24, Fl 36, Dart 84)

   Hit Dice:         2 HD : 4 HD

   THAC0:            18 : 15 (16 : 13)

   No. Of Attacks:   2 : 3 (4 : 6)

   Damage/Attack:    1d8+4 / 1d8+4 [claw/claw]

   Special Attacks:  dart : dart, flame attack [1d8]

   Special Defenses: nil

   Magic Resistance: nil

   Size:             T [2']

   Morale:           average [9] (steady [11])



For every 4d6/4d4 Rock/Fire Gargoyles there is a Gargoyle Leader, whose

stats are displayed in parentheses above. Leaders move and attack 150% as

fast as the ordinary Gargoyle, giving them a greater AC and better THAC0,

and have a higher morale than normal.



-X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X-

---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---



                                G O L E M S



NOTES: There are four subtypes of Golems: Prime Abyssal, Prime Nitro,

Ethereal Abyssal, and Ethereal Nitro. In general, nitrogolems are a little

tougher than Abyssal Golems, and can temporarily project their elemental

spirit in the form of a "smart" missile.

   There are few but important differences between the Ethereal and non -

Ethereal subtypes. They are immune to nonmagical weaponry; attacks from

such merely pass through them without a trace. Because of their shadowy

appearance, there is a -2 penalty to attack against these two subtypes.

   Aside from the ability of Elemental Projection, there is no exception to

the general rules of Golems; pummeling with their fists suits them fine.



-X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X-



WIMPY RULES



   (ABYSSAL : NITRO)

   Frequency:        common : rare

   Intelligence:     non- (0)

   Treasure:         none

   No. Appearing:    1d2 : 1

   Armor Class:      +7

   Movement:         8

   Hit Dice:         1 HD : 1 HD + 2

   THAC0:            19 : 19, * 9

   No. Of Attacks:   2

   Damage/Attack:    1d4 / 1d4 (fist/fist)

   Special Attacks:  elemental projection (1d12+3)

   Special Defenses: nil

   Magic Resistance: nil

   Size:             M (6')

   Morale:           mindless (N/A)



   * Refers to the attack accuracy of the Elemental Projection.



-X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X-



POWER RULES



   (ABYSSAL : NITRO)

   Frequency:        common : uncommon

   Intelligence:     non- (0)

   Treasure:         none

   No. Appearing:    1d4 : 1d4

   Armor Class:      +7

   Movement:         8

   Hit Dice:         4 HD : 5 HD

   THAC0:            15 : 14, * 7

   No. Of Attacks:   2

   Damage/Attack:    2d8 / 2d8 (fist/fist)

   Special Attacks:  elemental projection (4d8)

   Special Defenses: nil

   Magic Resistance: nil

   Size:             m (6')

   Morale:           mindless (N/A)



   * Refers to the attack accuracy of the Elemental Projection.



-X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X-

---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---



                            S A B R E C L A W S



NOTES: Comparable to the *Alien* monsters of H.G. Giger, quick as lightning

and just as deadly. They have scythes for arms and have a thirst for the

enemy, particularly in ribbons. Any improvement to their armor class is not

due to any tough hide, but to their impressive parrying ability with their

natural blades wielded as well as any master swordsman.



POWER RULES: Sabreclaws, due to their excellent senses, gain a +3 to

surprise rolls and can track prey with a 30% accuracy.



-X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X-



WIMPY RULES



   Frequency:        uncommon

   Intelligence:     5 (low)

   Treasure:         as dead victims' possessions

   No. Appearing:    1d3

   Armor Class:      +6

   Movement:         15

   Hit Dice:         2 HD

   THAC0:            18

   No. Of Attacks:   3

   Damage/Attack:    1d4 / 1d4 / 1d4 (claw/claw/claw)

   Special Attacks:  nil

   Special Defenses: nil

   Magic Resistance: nil

   Size:             M (6')

   Morale:           13 (elite)



-X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X-



POWER RULES



   Frequency:        uncommon

   Intelligence:     6 (low)

   Treasure:         as dead victims' possessions

   No. Appearing:    1d4+3

   Armor Class:      +6

   Movement:         18

   Hit Dice:         7 HD + 4

   THAC0:            10

   No. Of Attacks:   4

   Damage/Attack:    2d8+2 / 2d8+2 / 2d8+2 / 2d8+2 (claw/claw/claw/claw)

   Special Attacks:  nil

   Special Defenses: nil

   Magic Resistance: nil

   Size:             M (6')

   Morale:           steady (12)



-X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X-

---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---



                       U N D E A D   W A R R I O R S



NOTES: Undead Warriors, raised by D'Sparil from their eternal rest, are

armed with throwing axes, and made to serve as a grisly standing army.

   There are two types of Undead Warriors: Prime and Ethereal. Like the

Golems, there is little difference between the Prime and Ethereal other

than there is a -2 penalty for attacking them and that they cannot be

harmed by nonmagical weapons.



you, and they seek only to outflank you and start pounding.



THROWING AXES: Undead Warriors possess two types of axes: Red and Green.

The Red axes are much deadlier, but rarer than the Green ones. The

percentages are detailed below.



TURNING UNDEAD: Undead Warriors have no energy - draining abilities, but

can be turned; this is determined by their HD (see PHB p. 103). Note that

Ethereal versions of Undead Warriors are to be considered 1 HD greater than

their non - Ethereal counterparts.



-X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X-



WIMPY RULES



   Frequency:        uncommon

   Intelligence:     non- (0)

   Treasure:         as former life?

   No. Appearing:    1d2

   Armor Class:      +4

   Movement:         12

   Hit Dice:         2 HD + 4

   THAC0:            17

   No. Of Attacks:   2 : 3 (melee/missile)

   Damage/Attack:    Melee: 1d4+2 / 1d4+2 (fist/fist)

                     Missile: 1d6 (Green Axe) : 2d4+2 (Red Axe) (10%)

   Special Attacks:  nil

   Special Defenses: nil

   Magic Resistance: nil

   Size:             L (7')

   Morale:           mindless (N/A)



-X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X-



POWER RULES



   Frequency:        uncommon

   Intelligence:     non- (0)

   Treasure:         as former life?

   No. Appearing:    1d3

   Armor Class:      +4

   Movement:         12

   Hit Dice:         10 HD

   THAC0:            10

   No. Of Attacks:   2 : 3 (melee/missile)

   Damage/Attack:    Melee: 3d8 / 3d8 (fist/fist)

                     Missile: 4d8 (Green Axe) : 7d8 (Red Axe) (33%)

   Special Attacks:  nil

   Special Defenses: nil

   Magic Resistance: nil

   Size:             L (7')

   Morale:           mindless (N/A)



-X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X-

---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---



                           W E R E D R A G O N S



NOTES: A variety of lycanthrope (almost?) unique to the Abyss, Weredragons

sport a powerful breath weapon in addition to their sour demeanor and an

uncanny resemblance to a Tarrasque.

   There is fortunately no Ethereal version of a Weredragon, but an

inventive (or cruel?) DM mightly surely think of a reason to disagree.

(hint, hint)

   Weredragons typically lumber slowly closer, but continue to attack from

a distance. They are smart enough to know that they are sooner able to hurt

you (or keep you on your toes) than you are to hurt them, from a distance.

It is intelligence more than cowardice that urges them away from a quick

and dirty kill.



-X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X-



WIMPY RULES



   Frequency:        rare

   Intelligence:     8 (average)

   Treasure:         nil

   No. Appearing:    1d4+1

   Armor Class:      +3

   Movement:         12

   Hit Dice:         2 HD

   THAC0:            18

   No. Of Attacks:   1 : 1 (melee/missile)

   Damage/Attack:    1d10 (bite)

                     1d12+3 (breath weapon: magma)

   Special Attacks:  nil

   Special Defenses: nil

   Magic Resistance: nil

   Size:             L (7')

   Morale:           champion (16)



-X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X-



POWER RULES



   Frequency:        rare

   Intelligence:     10 (average)

   Treasure:         nil

   No. Appearing:    1d3

   Armor Class:      +3

   Movement:         12

   Hit Dice:         11 HD

   THAC0:            9

   No. Of Attacks:   1 : 1 (melee/missile)

   Damage/Attack:    3d8 (bite)

                     4d8 (breath weapon: magma)

   Special Attacks:  nil

   Special Defenses: nil

   Magic Resistance: nil

   Size:             L (7')

   Morale:           fanatic (18)



-X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X-

---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---



                             O P H I D I A N S



NOTES: Often thought of as royal guardsmen, Ophidians are the last ranks of

the army that protects D'Sparil's particular niche of the Abyss, also known

as the Dome of D'Sparil.

   Ophidians have a thick reptillian hide, able to take more damage than

any of the previous creatures. One would not guess this from their size; it

is merely a deception.



OPHIDIAN TRIDENT: An Ophidian's only weapon is its trident. Only the

Ophidians have sure knowledge of how to use their own weapon, although

extensive divination might reveal some clues. If a DM allows a player to

capture and successfully operate an Ophidian Trident himself, it is

recommended that he pattern the weapon after the Hellstaff, which is the

HERETIC weapon with the closest resemblance to it.

   The Ophidian Trident fires four magic missiles each round: three smaller

red bolts (from each point of the trident) and one large purple one (from

the shaft), which causes more damage than the smaller three.

   The 3 small bolts and the 1 large one are treated as two separate

attacks, independently targeted. Thus an Ophidian might miss its target

with the first three shots and tag it on the fourth, or aim at two separate

targets in the same combat sequence.

   An Ophidian does not fight to the death. If forced to flee, it will

quickly call for reinforcements -- much stronger reinforcements.



-X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X-



WIMPY RULES



   Frequency:        rare

   Intelligence:     11 (very)

   Treasure:         their uniforms are highly decorated, but any

                     substantial would be kept in their common lair

   No. Appearing:    1d2+1

   Armor Class:      0

   Movement:         6

   Hit Dice:         3 HD + 4

   THAC0:            16

   No. Of Attacks:   2 (trident -- see above)

   Damage/Attack:    1d8

   Special Attacks:  nil

   Special Defenses: nil

   Magic Resistance: nil

   Size:             M (5')

   Morale:           elite (14)



-X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X-



POWER RULES



   Frequency:        rare

   Intelligence:     12 (very)

   Treasure:         their uniforms are highly decorated, but any

                     substantial would be kept in their common lair

   No. Appearing:    1d4+2

   Armor Class:      0

   Movement:         6

   Hit Dice:         14 HD

   THAC0:            6

   No. Of Attacks:   2 (trident -- see above)

   Damage/Attack:    1d8 / 1d8 / 1d8 : 4d8 (trident shots)

   Special Attacks:  nil

   Special Defenses: nil

   Magic Resistance: nil

   Size:             M (5')

   Morale:           elite (14)



-X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X-

---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---



                           I R O N   L I C H E S



NOTES: An Iron Lich is one of the nastiest horrors of D'Sparil's minions.

Aside from the immediately unsettling appearance of a giant helmeted skull

of an undead, one shudders when trying to picture the size of the body it

once stood upon. Nevertheless, the Iron Lich has the innate ability of

levitating up to 5 feet off the ground. It can traverse low inclines but

cannot levitate to the top of a sheer cliff.

   Iron Liches constitute the lower echelons of command of the army of

D'Sparil. Accordingly, they will no doubt be accompanied by the legions of

those under their control. Of course, few adventurers or troops will ever

encounter them without already realizing this, for D'Sparil's chief

lieutenants never, ever travel alone. They may even be encountered as

groups of Liches, though there are not many who can claim to have seen it.



WEAPONS: An Iron Lich is built like a juggernaut -- what it lacks in

mobility, it makes up in offensive power, in spades. It has four types of

destruction available to it:

   * ICE BALLS: a single sphere of compressed ice, exploding like

     shrapnellike ice shards on impact; range and damage is given below.

   * COLUMN OF FIRE: range, height, and damage are given below; width of

     the column is 6 feet.

   * WINDSTORM: summons a miniature tornado that will affect up to one

     Large - sized creature. The tornado does not instantly engulf the

     target; an attack roll must be made by the Iron Lich first. Even if

     the windstorm misses its target, it will continue to move until it is

     blocked by a solid immobile object.

       A tornado launched into a crowd is likely to catch someone even if

     they were not the intended victim.

       Note that a player caught in a windstorm can escape it with the

     casting or use of any flying spell, ability, or magic item. Thus, a

     character caught in a windstorm could use the Wings of Wrath to escape

     the effects.

       Whenever a character or creature is caught by the tornado against a

     wall, it suffers a +1 to damage per round due to being thrown against

     it. If caught in a corner, it suffers +2 per round; caught in a narrow

     dead-end (such as an narrow alley blocked off on three sides), +3 per

     round.

       Other statistics for the windstorm power are given below.

   The Iron Lich also has a melee weapon: its bite. It has jaws of

unadulterated steel that will gnaw easily through flesh; it is essentially

a floating meatgrinder. The teeth are not quite considered weapons of

sharpness, although they are comparable; a roll of 20 indicates an

amputation of a random appendage of the victim, INCLUDING the head (which

is one advantage over a weapon of sharpness).



DEFENSES: The Iron Lich is immune to petrificaion and polymorphing attacks;

even the petrification gaze of a medusa has no effect on it. Likewise, an

Iron Lich is immune to the effects of Torpol's Morph Ovum, described

elsewhere in this NetBook.

   It is also immune to all forms of *fear* effects of creatures that have

fewer HD / levels than itself. It is resistant to *dragon fear*, able to

ignore the *fear* power of any dragon up to 1/2 its own HD, rounded up.

   Iron Liches have limited Magic Resistance.



UNDEAD: Liches are considered to be free - willed undead. They do not have

energy - draining abilities. Also:

   * WIMPY: Iron Liches are considered to be Liches/11+ HD with respect to

     turning.

   * POWER: Iron Liches are considered to be Special Undead with respect to

     turning, with a penalty of -3 against success.



-X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X-



WIMPY RULES



   Frequency:        very rare

   Intelligence:     13 (high)

   Treasure:         some gold (check the helmet)

   No. Appearing:    1

   Armor Class:      -3

   Movement:         6

   Hit Dice:         11 HD + 4

   THAC0:            8

   No. Of Attacks:   1 : 1 (melee/special)

   Damage/Attack:    3d4 (bite) * amputation on 20

   Special Attacks:  (see above for complete description)

                     1. ice balls

                        * damage (direct hit only): 1d4

                        * damage from ice shard shrapnel: 2d6

                        * range: 90 yards

                        * radius of shrapnel: 2 yards

                     2. column of fire

                        * damage: 2d8+2 (save vs. breath for 1/2 damage)

                        * range: 60 yards

                        * height: 20 yards

                     3. windstorm

                        * range: 20 yards

                        * duration: 1d3 rounds

                        * damage/rnd: 1d6-1/round

   Special Defenses: nil

   Magic Resistance: 10%

   Size:             L (9')

   Morale:           fanatic (18)



-X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X-



POWER RULES



   Frequency:        very rare

   Intelligence:     14 (high)

   Treasure:         some gold (check the helmet)

   No. Appearing:    1d2+1

   Armor Class:      -3

   Movement:         6

   Hit Dice:         35 HD

   THAC0:            2

   No. Of Attacks:   1

   Damage/Attack:    6d8 (bite) * amputation on 20

   Special Attacks:  (see above for complete description)

                     1. ice balls

                        * damage (direct hit only): 1d8

                        * damage from ice shard shrapnel: 3d8

                        * range: 150 yards

                        * radius of shrapnel: 2 yards

                     2. column of fire

                        * damage: 5d8 (save vs. breath for 1/2 damage)

                        * range: 100 yards

                        * height: 50 yards

                     3. windstorm

                        * range: 50 yards

                        * duration: 1d6+4 rounds

                        * damage/rnd: 4d4-1/round

                        * NOTE: damage adj. for walls is x2 for POWER RULES

   Special Defenses: nil

   Magic Resistance: 10%

   Size:             L (9')

   Morale:           fearless (19)



-X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X-

---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---



                            M A U L O T A U R S



NOTES: A giant (GIANT???) version of a Minotaur, a Maulotaur is to a

Minotaur what a Sherman tank is to a VW bug. It is as if some demented mage

decided that Minotaurs were simply too wussy and prissy for his taste

(which is probably how they were first created). In terms of origin,

Maulotaurs are brethren of their lesser kin, though it is not known how

Maulotaurs and Minotaurs react to members of the other subtype.

   Maulotaurs have four different attacks: (1) they can physically maul

their victims by charging with lowered horns; (2) their Large - sized maul

weapon can throw a spread of magical hammerhead bolts; (3) their Maul can

strike summon magmic fire from the ground and send it headlong through the

earth at their victims' feet; (4) if their victims are close enough, they

will pound them senseless with the Maul itself. The first three attacks are

ranged and the last is melee.



IMMUNITIES: Maulotaurs are immune to fire and petrification/polymorph

attacks. Magical cold attacks will do double damage, provided the

Maulotaur's Magic Resistance is overcome first.



-X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X-



WIMPY RULES



   Frequency:        very rare

   Intelligence:     15 (exceptional)

   Treasure:         nil

   No. Appearing:    * 01 - 80: 1

                     * 81 - 99: 2

                     *      00: 3

   Armor Class:      -7

   Movement:         6

   Hit Dice:         37 HD + 4

   THAC0:            2

   No. Of Attacks:   2 : 1 (melee/missile)

   Damage/Attack:    2d10+8 / 2d10+8 (maul/maul)

   Special Attacks:  1. Charge / Maul melee attack

                        * Damage: 5d6

                        * Distance:  10 yards

                     2. Hammerhead missiles

                        * Damage: 2d6

                        * Range:  30 yards

                     3. Magma Summoning

                        * Damage: 5d12

                        * Range:  100 yards

   Special Defenses: as Minotaur (see Monstrous Manual, p. 252)

   Magic Resistance: 50%

   Size:             H (12')

   Morale:           fearless (20)

   Miscellaneous:    1. Strength of 20

                     2. +3 to surprise rolls

                     3. Infravision

                     4. Can track prey with 75% accuracy

                     5. Immunity to *maze* spells

LIMITATIONS:

   The Maul's magma summoning attack does not function in or across water

more than one inch deep. In or across muddy or partially muddy ground,

damage from magma summoning is halved. If completely submerged in water,

the Maul's hammerhead missile and magma summoning ability does not

function (but it does not lose its melee attack).

   Likewise, the Maulotaur is also vulnerable to water. A Maulotaur that

is immersed in water to his waist or higher is reduced to 1/2 Strength and

he cannot make a charge attack. If a maulotaur is completely submerged,

unless he dies from drowning, his Strength is reduced to 5 and its

Movement rate is 3.



-X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X-



POWER RULES



   Frequency:        very rare

   Intelligence:     16 (exceptional)

   Treasure:         nil

   No. Appearing:    *01 -- 80: 1

                     *81 -- 99: 2

                     *      00: 3

   Armor Class:      -7

   Movement:         6

   Hit Dice:         60 HD

   THAC0:            2

   No. Of Attacks:   3 : 2 (melee/missile)

   Damage/Attack:    2d12+12 (fist/fist)

   Special Attacks:

                     1. Charge / Maul attack

                        * Damage: 5d6

                        * Distance: 20 yards



                     2. Hammerhead missiles

                        * Damage: 2d6

                        * Range: 60 yards



                     3. Magma Summoning

                        * Damage: 5d12

                        * Range: 200 yards



   Special Defenses: as Minotaur, all adjustments doubled.

                     (see Monstrous Manual, p. 252)

   Magic Resistance: 50%

   Size:             H (12')

   Morale:           fearless (19): retreats only if obviously overpowered

   Miscellaneous:    1. Strength of 24

                     2. +4 to surprise rolls

                     3. Infravision

                     4. Can track prey with 95% accuracy

                     5. Immunity to *maze* spells



LIMITATIONS:

   The Maul's magma summoning attack does not function in or across water

more than three inches deep. In or across muddy or partially muddy ground,

damage from magma summoning is halved. If completely submerged in water,

the Maul's hammerhead missile and magma summoning ability does not

function (but it does not lose its melee attack).

   Likewise, the Maulotaur is also vulnerable to water. A Maulotaur that

is immersed in water to his waist or higher is reduced to 75% Strength and

he cannot make a charge attack. If a maulotaur is completely submerged,

unless he dies from drowning, his Strength is reduced by half, all other

abilities unchanged.



-X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X-

---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---



                              G A S   P O D S



NOTES: Gas Pods are self-descriptive: they are a type of plant that is

filled with a gas that explodes on contact with air. Besides that quality,

the gas pods are essentially lighter than air and thus obtains a natural

levitation. It is speculated that these gas pods are bred for harnessing

flight much as horses are bred for overland transportation, but no

confirmations of this exist to date.



DETONATION: A gas pod that ruptures will detonate. The force of the

explosion is often strong enough to cause any gas pods nearby to erupt, as

well as any creatures in proximity. Damage is usually strong enough to kill

small animals and weak characters. The skin of a gas pod is thick enough to

allow light and careful prodding to move them, but a punch with a bare fist

or a sharp edge (even the bark of a typical tree, if it hits just right)

will rupture the pod.



-X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X-



WIMPY RULES



   Frequency:        uncommon

   Intelligence:     non- (0)

   Treasure:         nil

   No. Appearing:    variable (1d6+1 to 1d10+5)

   Armor Class:      +10

   Movement:         0

   Hit Dice:         5 hp

   THAC0:            N/A

   No. Of Attacks:   none

   Damage/Attack:    N/A

   Special Attacks:  N/A

   Special Defenses: N/A

   Magic Resistance: nil

   Size:             M (5')

   Morale:           mindless (N/A)



   Damage from rupture: 3d6 - 1 die / yard of distance



-X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X-



POWER RULES



   Frequency:        common

   Intelligence:     non- (0)

   Treasure:         nil

   No. Appearing:    variable (1d8+2 to 1d12+8)

   Armor Class:      +13

   Movement:         0

   Hit Dice:         2 HD + 2

   THAC0:            N/A

   No. Of Attacks:   none

   Damage/Attack:    N/A

   Special Attacks:  N/A

   Special Defenses: N/A

   Magic Resistance: nil

   Size:             M (5')

   Morale:           mindless (N/A)



   Damage from rupture: 6d8 - 1 die / yard of distance



-X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X-

---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---



                      D ' S P A R I L ' S   B E A S T



                                    O R



                      A B Y S S A L   S E R P E N T S



NOTES: The second name, although not appearing anywhere in the original

game, is suggested by me as a possible name for the species of D'Sparil's

Beast: (a) D'Sparil & co. is reputed to have originated from the Abyss;

(b) there are Hexen creatures called Serpents that resemble D'Sparil's

Beast exactly. Hence the name.

   Abyssal Serpents are among the most feared of the minions of the Order.

While they themselves have little intelligence or command in the hierarchy

of the armies of the Abyss, Abyssal Serpents remain the closest companions

of its rulers, and is no less true of D'Sparil and his mount.



WEAPONS: An Abyssal Serpent can throw deadly fireballs or chew on its

enemies with teeth which have the equivalent of swords of sharpness, even

deadlier than the jaws of Weredragons or Iron Liches: +3 as a magical

weapon, +1 to attack and damage, severing normal/armored with a roll of 19

to 21, severing larger - than - human - size on a roll of 20 or 21, and

solid metal or stone with a roll of 21.



HASTE: An Abyssal Serpent also has the ability to *haste* itself once per

day. It will likely use this power only in desperation, when it is near

defeat. How long an Abyssal Serpent can maintain its *haste* power is

unknown.



IMMUNITIES: Abyssal Serpents have an immunity to all forms of fire attacks.



-X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X-



WIMPY RULES

   Frequency:        very rare

   Intelligence:     semi- (4)

   Treasure:         probably (check the bridle and barding)

   No. Appearing:    1

   Armor Class:      -4

   Movement:         9

   Hit Dice:         25 HD

   THAC0:            2

   No. Of Attacks:   1

   Damage/Attack:    3d12 (bite)

   Special Attacks:  6d8 (fireball)

   Special Defenses: nil

   Magic Resistance: 30%

   Size:             L (5')

   Morale:           steady (11)



-x---x---x---x---x---x---x---x---x---x---x---x---x---x---x---x---x---x---x-



POWER RULES



   Frequency:        very rare

   Intelligence:     semi- (4)

   Treasure:         probably (check the bridle and barding)

   No. Appearing:    1

   Armor Class:      -4

   Movement:         9

   Hit Dice:         48 HD

   THAC0:            2

   No. Of Attacks:   1

   Damage/Attack:    8d8 (bite)

   Special Attacks:  10d8 (fireball)

   Special Defenses: nil

   Magic Resistance: 30%

   Size:             L (5')

   Morale:           steady (12)



-X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X-

---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---



                        M I S C E L L A N E O U S :



              D ' S P A R I L ,   H I S   D I S C I P L E S ,



           A N D   T H E   O T H E R   S E R P E N T   R I D E R S



   These cannot be truly called "monsters" since they are specific beings.

The instruction manual to the game HERETIC mentions that the Disciples were

formerly Sidhe Elves themselves; I may as well assume that Disciples are

Elves which have those powers that are shown in the game. D'Sparil himself

is only known as a "Serpent Rider," and from the background he is known as

the weakest among them. Only the game HEXEN will be able to shed more light

on this Order of the "Serpent Riders", which will itself be made into a

NetBook sometime in the future (once I get a powerful enough computer to be

able to afford to buy and play the game!).

   For those people who are interested in putting D'Sparil and his

Disciples into an RPG-type setting, stats are still provided below:





                              \/\/\/\/\/\/\/



                 D I S C I P L E S   O F   D ' S P A R I L



NOTES: A Disciple of D'Sparil are those Sidhe mages who were seduced by

D'Sparil into betraying their own people and embracing the black magic of

the Order. In return, D'Sparil has given them permanent mastery of

levitation, unnatural strength even for a wizard, and a potent version of

the *magic missile* spell devised by the Serpent Riders as an improvement

over the weaker 3rd - level wizard spell. This spell is known in this

NetBook as *D'Sparil's Improved Magic Missile*.



WIMPY RULES



   Frequency:        rare

   Intelligence:     17 (genius)

   Treasure:         unknown (make it up)

   No. Appearing:    1d2

   Armor Class:      +7

   Movement:         12, levitate 9

   Hit Dice:         3 HD

   THAC0:            15

   No. Of Attacks:   1 : 1 (melee/missile)

   Damage/Attack:    1d4 + 7 / 1d6+2 : (fist) / (magic missiles)

   Special Attacks:  missile attack

   Special Defenses: nil

   Magic Resistance: nil

   Size:             M (5')

   Morale:           average (10)



POWER RULES



   Frequency:        rare

   Intelligence:     18 (genius)

   Treasure:         unknown (make it up)

   No. Appearing:    1d4+1

   Armor Class:      +7

   Movement:         12, levitate 12

   Hit Dice:         9 HD

   THAC0:            11

   No. Of Attacks:   1 : 1 (melee/missile)

   Damage/Attack:    4d6+8 / 3d8+4 : (fist) / (magic missiles)

   Special Attacks:  magic missile attack

   Special Defenses: nil

   Magic Resistance: nil

   Size:             M (5')

   Morale:           average (10)



*D'SPARIL'S IMPROVED MAGIC MISSILE*



WIMPY: 1d6+2

POWER: 3d8+4

   Casting Level: 5th

   Range: 90 yards + 15 yards/level

   Components: V, S

   Duration: Instantaneous

   Casting Time: 1

   Area of Effect: 1 or more creatures in a 5 - yard cube

   Saving Throw: none



   *D'Sparil's Improved Magic Missile* is a more powerful version of the

1st - level Wizard spell. It is identical in execution except for the

following: damage is increased to the amount specified above (WIMPY or

POWER), and three missiles are discharged regardless of level. The amount

of damage shown above applies only if a creature is hit with one magic

missile; just as with the original spell, more than one missile can be

directed towards a target and missiles can be directed to its own target.



                              \/\/\/\/\/\/\/



                              D ' S P A R I L



                                    O R



                    T H E   S E R P E N T   R I D E R S



NOTES: D'Sparil is the mastermind and is the assumed lord and creator of

most of the creatures listed in this NetBook. It is probable that the

weredragons, gargoyles, golems, and abyssal serpents were not of D'Sparil's

hand, existing before he came to power, but there is no way to know for

sure. It is sufficient to say that he is the master of all the creatures

ever encountered in the interplanar lands that lead to the Dome of

D'Sparil.

   D'Sparil is a powerful mage. This statement is simple enough, but it is

a gross understatement, and is a given for any being with the power to

establish an empire spaning across the dimensions of the multiverse.



WEAPONS: In practice he prefers a tight selection of offensive methods; his

relentless, grandoise schemings of strategy and tactics are centered around

those few modes of attack. He is also embued with supernatural strength

just as his Disciples are, only he has no levitation powers. Why, might one

ask? One might speculate his answer with four words: 'I need it not'.



             CREATURE STATISTICS OF D'SPARIL / SERPENT RIDERS



WIMPY RULES

   Frequency:        extremely rare (according to legend, only three exist)

   Intelligence:     supra-genius (19)

   Treasure:         unknown (make it up)

   No. Appearing:    1

   Armor Class:      9

   Movement:         12

   Hit Dice:         9 HD + 28

   THAC0:            2

   No. Of Attacks:   1

   Damage/Attack:    per spell

   Special Attacks:  spells -- see below

   Special Defenses: nil

   Magic Resistance: 85%

   Size:             M (6')

   Morale:           20 (fearless)



   * Should a DM desire to have D'Sparil as a part of a campaign, it is

     suggested that D'Sparil be treated as a 25th - level necromancer.



POWER RULES



   Frequency:        extremely rare (according to legend, only three exist)

   Intelligence:     supra-genius (20)

   Treasure:         unknown (make it up)

   No. Appearing:    1

   Armor Class:      9

   Movement:         12

   Hit Dice:         22 HD + 5

   THAC0:            2

   No. Of Attacks:   1

   Damage/Attack:    per spell

   Special Attacks:  spells -- see below

   Special Defenses: nil

   Magic Resistance: 85%

   Size:             M (6')

   Morale:           20 (fearless)



   * Should a DM desire to have D'Sparil as a part of a campaign, it is

     suggested that D'Sparil be treated as a 30th - level necromancer.



                            D'SPARIL'S ATTACKS



   This first type of attack consists of a more improved version of the

improved magic missile spell he has taught his disciples, called

*D'Sparil's Much Improved Magic Missile*, not to be confused with the two

lesser spells with shorter names.



*D'SPARIL'S MUCH IMPROVED MAGIC MISSILE*



WIMPY: 4d4 per missile

POWER: 7d8 per missile



   Casting Level: 10th

   Range: 90 yards + 15 yards/level

   Components: V, S

   Duration: Instantaneous

   Casting Time: 1

   Area of Effect: 1 or more creatures in a 5 - yard cube

   Saving Throw: none



   This spell is identical in execution as the other two except for the

following: damage is increased to the amount specified above (WIMPY or

POWER), and three missiles are discharged regardless of level. The amount

of damage shown above applies only if a creature is hit with one magic

missile; just as with the original spell, more than one missile can be

directed towards a target and missiles can be directed to its own target.

   D'Sparil often couples the casting of this spell with Summoning a

Disciple of his into the midst of combat while the target has been

temporarily distracted or disoriented by the attack. If that Disciple is

accidentally killed by the magic missile or appears in solid rock or

whatever, it is most unfortunate ... but their devotion and readiness to

die for him is touching. From them D'Sparil expects everything, and that is

what he receives.



*DOMINION*



   This artifact is a staff of meteoric iron sheathed in gold, ending in a

spearhead with two tines on either side like a trident. D'Sparil uses

*Dominion* to maintain his authoritarian power over his subordinates. It is

also alternatively called the Staff of D'Sparil but *Dominion* is its

proper name.

   *Dominion* is an intelligent item; it has no great intellect (INT 7) but

it is able to interact well with whomever owns it. Dominion has three

powers:

  1. Cast an electrical ball - lightning discharge.

     Range: unknown

     Damage

       WIMPY: 4d12+12

       POWER: 5d8+75

  2. Teleport its wearer to any spot within a 100 - foot radius of its

     present location instantaneously.

  3. Allow its wielder to cast two spells simultaneously, with one

     additional spell on top of that for every five experience levels.

   Anyone touching *Dominion* will instantly take 3d6+7 : 5d12+20

(WIMPY:POWER) points of damage per round unless they know the command word,

but that information is privy only to D'Sparil and the most trusted members

of his Court.



\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/

-X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X-

/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\



                                    ---

                                     V

                                    ---



                      \\\  \\\\  \\\\\ \     \      \\\

                     \     \   \ \     \     \     \

                      \\\  \\\\  \\\   \     \      \\\

                         \ \     \     \     \         \

                      \\\  \     \\\\\ \\\\\ \\\\\  \\\



                                  F R O M



                 \   \ \\\\\ \\\\  \\\\\ \\\\\ \\\\\  \\\

                 \   \ \     \   \ \       \     \   \   \

                 \\\\\ \\\   \\\\  \\\     \     \   \

                 \   \ \     \  \  \       \     \   \   \

                 \   \ \\\\\ \   \ \\\\\   \   \\\\\  \\\



                           C H E A T   C O D E S



-X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X-

---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---



   This section is not really a part of the game of HERETIC. I merely

allowed myself a bit of leeway and had some fun with it, while writing a

NetBook that had to have exacting standards. But I think you will enjoy it

at least a little.

   With cheat codes, there is no randomness in their function and success

is automatic. But it seems so much like casting a spell when I type in the

cheat code MASSACRE on the keyboard, and hear the music of the deaths of

all the monsters I have not killed so far on the current level, that I

could not help but invision speaking the magical words and gesticulating. I

get the same impression when I "cast" god mode on myself, via the cheat

code QUICKEN.

   At heart, I am more a fighter than a wizard, so I must admit to no great

experience in role-playing wizards or magic - users in general. What spells

I have tried to create from HERETIC's cheat codes is hopefully original

enough to be interesting. Because cheat codes really have no function other

than to make the game easier, there are no "WIMPY" or "POWER rules as a

means of having a check on the power of these spells. On the other hand, I

tried to make them good enough to be useful, yet fair enough to prevent

munchkins from abusing them too badly.

   An astute observer may note that not all the HERETIC cheat codes have

been added; this is because I could not find any use for it as a spell, or

that all the ideas I could come up with for it were too powerful. Below is

a list of all the cheat codes I know of, starred if they are used. A brief

description of their use in HERETIC is also given. There are probably

others that exist, but I don't know about them because I have never needed

them and so eventually forgot all about them. The other codes are listed in

case any users of this netguide wish to propose some use for them or want

to make something up among the players in their own circle.



A. Massacre *  - kills everything on the current level.

B. Quicken  *  - god mode (can't be killed)

C. Rambo       - get all weapons and full ammo

D. Kitty    *  - allows walking through walls

E. Skeleton    - get all keys

F. Ravmap      - show full map of the current level

G. Engage   *  - warp to a given level



   I have done what I could to assign the new spells to an appropriate

school or sphere and spell level. If the DM feels he has a better opinion

of its proper position and learning level, then he can reassign it. The

assignments provided are merely suggestions.

   Also please note that the fact that *Quicken* is listed twice is not an

accident. There is one spell for wizards and one for priests, but are not,

I think, in any way interchangable. (grin)



-X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X-



*MASSACRE*

Level:  WZ VIII

School: Necromancy

Range: 0

Components: V, S, M

Duration: Instantaneous

Casting Time:

Area of Effect: All creatures within 6 feet per level of caster

Saving Throw: special



   When this spell is cast, all living creatures of fewer than 30 HD / 40th

level within the area of affect instantly take eight times their HD or

level in damage. Those saving vs. death magic take only four times. The

bodies of creatures who die as a result are consumed in flames (any

possessions on their persons either saving vs. fire or being destroyed).

   Any living creatures greater than 30 HD / 30th level take only one point

of damage per HD / level.

   The material components of this spell are a Maulotaur's horn and a vial

of fresh blood from the caster mixed with blood from a Maulotaur. The horn

and blood need not be from the same Maulotaur.



-X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X-



*QUICKEN* (PRIEST SPELL)

Level:  PR VI

Sphere: Protection

School: (Alteration)

Range: 0

Components: V, S, M

Duration: Instantaneous

Casting Time: 6

Area of Effect: Caster

Saving Throw: none



   *Quicken* transforms the caster into a liquid metal state. He retains

almost all abilities and knowledge as before, but unless he is at least

15th level, he cannot cast spells or initiate any psionic powers (this does

not apply to any spells already in effect or psionic powers requiring PSPs

to be maintained), but he gains a 99% immunity to all spells cast directly

at him or on him, but spells having an area of affect and such are not

countered.

   While he is in this alterated condition, he cannot be harmed by

nonmagical weapons of any kind. Edged weapons merely pass through the

permeable consistency of liquid metal like a knife through water; and

bludgeoning weapons will do little more than cause a temporary dent. All

such "injuries" reform within seconds. Magical weaponry, on the other hand,

will inflict their plusses in damage, but no more.

   Electrical attacks will heal instead of damage. Cold - based attacks

will reduce the caster's DEX and movement rate by 1 for every seven points

of damage it causes, but does not directly affect the caster's HP. When the

movement rate is reduced to 0, his feet are frozen in place; when his DEX

is 0, he is totally unable to move. At this point, his protection from

nonmagical weapons is lost, and any damage taken from any melee weapon is

quintupled (x5). Fire - based attacks operate completely the reverse of

cold - based; movement and DEX can even be increased beyond their maximum,

up to a limit of twice normal for movement and +1 for Dexterity.

   This spell does not give the caster any unusual shapechanging or

mimicing abilities; it is as if he is a living quicksilver image of

himself, with all facial features remaining completely identifiable if

eerily ghostlike.

   The duration of this spell is three rounds plus one for every level of

the caster.



-X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X-



*QUICKEN* (WIZARD SPELL)

Level: WIZ II

Range: 0

Components: V, S, M

Duration: One day

Casting Time: 2

Area of Effect: Caster

Saving Throw: neg.



   This is a wizard spell which enables its target to perform any number of

mathematical calculations instantaneously without any physical aid

whatsoever, able to balance ledgers without error. Under the influence of

this spell, the target is able to detect any numerical miscalculation

merely by a quick glance over the pages of such documents. He becomes a

master accountant.

   This spell lasts one day, or until the caster falls asleep or is

rendered unconscious.

   The material component for this spell is a miniature working abacus and

a clay tablet or a page of papyrus.



-X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X-



*KITTY*

Level: WIZ I

Range: 30 yards

Components: V, S

Duration: One round

Casting Time: 1

Area of Effect: Target

Saving Throw: neg.



   By use of this spell, the caster enables the target to become partially

out of phase with normal matter for one round. This means that the creature

or character can pass through up to one foot of matter without difficulty,

provided the density of such solid matter is approximately that of normal

earth. Solid stone is much more difficult to pass through; more than one

inch in thickness cannot be passed. Extraordinarily dense matter, like

lead, is impenetrable regardless of thickness. Regardless of density, there

is no way to see beyond the solid matter except by passing one's head all

the way through the rock.

   If any part of the solid matter through which the creature is passing is

subject to a *stone to flesh* or *disintegrate* spell, or other such

alteration or abjuration magic, the creature dies instantly.



-X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X-



*ENGAGE*

Level: PR V

Range: 0

Components: V, S, M

Duration: special

Casting Time: 1

Area of Effect: Caster plus one creature per level up to four

Saving Throw: neg.



   When this spell is cast, all creatures subject to the spell will

instantly vanish as if they were teleported. What really happens is that

they are warped into some point in the future, but their location remains

unchanged. So the caster and his followers eventually rematerialize after

some predetermined passage of time, effectively time travelling into the

future, hopefully to a point in time when their foes have given up and left

the area, or when a certain creature or character is expected to be nearby

at that instant, or whatever. There is no passage of time for those

affected by the *Engage* spell; the only thing noticeable is a brief

shimmering of light all around them. But depending on the strength of the

spell, the world around them has aged hours, days, perhaps even months.

   However much time the caster chooses to remain "out of the timeline," he

is magically aged by five times that amount.



\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/

-X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X-

/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\



                                   -----

                                    V I

                                   -----



        \\\\  \\\\\  \\\   \\\  \      \\\  \\\\\ \   \ \\\\\ \\\\

        \   \   \   \     \   \ \     \   \   \   \\ \\ \     \   \

        \   \   \    \\\  \     \     \\\\\   \   \ \ \ \\\   \\\\

        \   \   \       \ \   \ \     \   \   \   \   \ \     \  \

        \\\\  \\\\\  \\\   \\\  \\\\\ \   \ \\\\\ \   \ \\\\\ \   \



-X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X-

---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---



   I, as a lover of our system of free exchange of ideas in balance with

the sacred rights of owners over their property, do cheerfully include this

disclaimer: Any and all copyrights contained herein remain the exclusive

property of their owners. The creator of this NetBook in no way intends any

theft or abuse of their rights to their own intellectual property.

Imitation is the best form of flattery. This information is free; it will

never be for sale.

   Heretic is (c) 1994, 1996 Raven Software, Inc. All Rights Reserved.

Hexen is similarly protected by law under the same copyright. Heretic and

Hexen is published by ID Software, Inc., and distributed by GT Interactive

SOftware, Corp.



   In no way is the author of this netbook endorsed or supported by the

creators or owners of Heretic, Hexen, and related copyrights. Questions

regarding the original information contained herein should be directed at

the author rather than said creators and owners, the latter having no

responsibility or liability for such information.

   The author of this work is in no way responsible for any consequences

resulting from the use, misuse, abuse, harrassment, or verbal assault of

this netguide.



   The readers of this netguide are encouraged to freely distribute this

netguide so long as they do nothing to the actual text thereof. Margins,

HTML codes, and spacing between the lines and among the words may be

altered as the editor sees fit, but woe to ye if a word is added, altered,

or omitted ... ! The author does not like to reminded of any words which

have been misspelled, as he is ever so proud of his diction, but will

appreciate any oversights that are pointed out to him.



   Also, if you happen to be reading this and are among those responsible

for the splendid creation of said games, I entreat you to consider the

possibility that this guide might even enhance the demand for your

products. (grin)



\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/

-X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X-

/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\



NetBook Created: 29 October 1996  (c) 1996, 1997 by Xeno, where applicable.

Second Edition:  24 July 1997       http://www.people.memphis.edu/~mlsheltn

                                                    mlsheltn@cc.memphis.edu



  Thanx to the University of Memphis and the Computer Services Department

for their computer services which aid in the distribution of this NetBook!



\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/

-X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X---X-

/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\-/-\



Download original file
Back to the AD&D netbooks section