Pool of Radiance manual
- Pool of Radiance
Table of Contents
What comes with this game 1
Getting started quickly 2
Reading the rule book 2
Characters and the Party 3
What are the characters? 3
Playing the Game 6
Creating a party of characters 6
Non-Player Characters (NPCs) 7
Viewing a Character 8
The character screen 8
View points 9
Points of view 10
Moving around 11
Adventure Menu 13
Hitting the target 17
Using missile weapons 17
Beginning combat 18
Executing combat 18
If the party flees 20
If the party dies 20
After Combat 20
How magic works 21
The spells 23
Pool of Radiance Rule Book
Welcome to the official ADVANCED DUNGEONS & DRAGONS computer product, POOL OF
RADIANCE a FORGOTTEN REALMS fantasy role-playing epic. This adventure game is
based on the rules and background created by TSR, Inc., with a storyline
created especially for this game.
The POOL OF RADIANCE adventure begins in the ruined city of Phlan on the
northern shore of the Moonsea, where adventurers from the civilized nations are
trying to rebuild this once-proud city. Your adventurers start out as
beginning characters at the first level of experience and can advance to higher
levels as they help bring back Phlan to its former glory.
WHAT COMES WITH THIS GAME:
In addition to the game disks, you should find four other items in your game.
THE RULE BOOK
This is what you are reading. If you have game play questions during the
course of the game, refer to this book.
THE ADVENTURER'S JOURNAL
This contains background and introduction to the Forgotten Realms and the
scenarios, plus maps, rumors, and stories that may be true or false. It also
contains Appendices, tables and reference information, to help speed game play,
You will confirm the true rumors and expose the false ones during the game.
THE QUICK START CARD
This explains how to start the game, make menu choices, and indicate items
using your computer. It also lets you get right into the game without having
to read through the rules.
THE TRANSLATION WHEEL
As your characters progress through the Forgotten Realms, they will
occasionally find Dethek (Dwarvish) and Espruar (Elvish) runes. The wheel is a
method of translating those runes into English words so you can understand
them. The Translation Wheel has four parts:
Espruar (Elvish) Runes. Around the outside rim are the elvish runes.
Dethek (Dwarvish) Runes. Just inside the elvish runes are the dwarvish runes.
Three Paths. Spiralling out from the inside are three paths identified
Six Rings. Six numbered rings, each with three holes showing letters, are
located inside of the dwarvish runes.
USING THE WHEEL
You can get many kinds of information from the wheel:
Five or six letter Code Words. The computer displays 2 runes and a path.
Match up the two runes and read the letters from rings 1 through 6. If the
first character is a number, ignore it and read the letters from rings 2
Example: Elvish , Dwarvish ,
Read along the .....Path. Code word is BEWARE.
Three Letter Code Words. The computer display 2 runes and a ring number.
Match up the two runes and read the letters on that ring clockwise from the
Example: Elvish , Dwarvish ,
Read Around Ring 2. Code word is LUX.
-- Page 1 --
Translate Elvish (Espruar) to English or Dwarvish (Dethek). The computer
displays a list of Elvish runes. Match the Translate Espruar Tab to each
Elvish Rune, one at a time. Read the English letter in Ring 1 of the .....Path.
Read the Dwarvish rune at the Translate Dethek Tab.
Translate Dwarvish (Dethek) to English or Elvish (Espruar). The computer
displays a list of Dwarvish runes. Match the Translate Dethek Tab to each
Dwarvish Rune, one at a time. Read the English letter in Ring 1 of the
.....Path. Read the Elvish Rune at the Translate Espruar Tab.. Some Dethek
runes have more than one translation; try each when translating words.
GETTING STARTED QUICKLY:
You can get right into playing POOL OF RADIANCE by using the instructions on
your Quick Start Card and using the characters provided. Of you have any
questions as you play, refer back to these rules for a complete explanation.
READING THE RULE BOOK:
This book is divided into sections describing how to manipulate the game by
using the menus on the screen. The menus are lists of commands that you choose
according to the instructions on your Quick Reference Card.
Central to the game is the concept of the 'active character.' The active
character is highlighted on the character display. Any command that affects a
single character affects the active character. commands that affect the whole
party do not require an active character.
In combat the active character is picked automatically according to the
characters initiative. From other menus the active character may be changed
before choosing any commands.
All commands are menu based. If a command affects the whole party, indicate
the command as listed in you Quick Reference Card. If the command affects one
character, indicate the character and then the command.
Example: To look at a character's items, indicated the character, choose View,
and then choose Items. The computer displays a list of the character's items
and the items' readied status for combat.
Menus are displayed either vertically or horizontally. Vertical menus are used
to make a choice of someone to act, such as a member of an adventuring party,
or something to act upon, such as one item out of several carried. If there
are more choices than will fit on the screen at once you can change pages using
Next and Prev commands (or the PG UP and Pg Dn keys.)
Horizontal menus are lists of commands giving the options of what the character
can do or what you can do to the character. When space permits, each
horizontal menu is preceded by the menu title. This is set off by a colon and
is not an option on the menu. Menus are shown with their title and each
command in the rules. As an example, the Encamp Menu contains commands for
Save, View, Magic, Rest, Alter, Pool, and Exit. It is shown as:
ENCAMP: SAVE VIEW MAGIC REST ALTER EXIT
Unless otherwise specified the Exit command on any menu returns you to the next
higher level menu. On many computers the Escape key acts as an Exit command
from any menu.
-- Page 2 --
CHARACTERS AND THE PARTY
WHAT ARE THE CHARACTERS?
You create characters to accomplish quests in the Forgotten Realms. Characters
are differentiated by their Race, Ability, Scores, and Class. Several
characters are needed to accomplish the missions presented here. These
characters make up a Party. For maximum flexibility, you should have a
balanced party with characters of different classes and races.
THE SIX PLAYER RACES IN POOL OF RADIANCE
Dwarf. This is a cunning race of sturdy workers and craftsmen. They have no
magic of their own, but are resistant to magic. Dwarves can advance up to 9th
level as fighters, and any level as thieves. They can be fighters and thieves
at the same time. Dwarves can see in the dark using infravision.
Elf. This is a long-lived race. As tall as humans but slimmer, they can be
fighters, magic-users, thieves, fighter/magic-users, fighter/thieves,
magic-user/thieves, and fighter/magic-user/thieves. They can advance to 7th
level as fighters and 11th level as magic-users, and any level as thieves.
Elves also have a better chance of finding hidden objects and can see in the
dark using infravision.
Gnome. Members of this race are shorter and slimmer than their cousins the
dwarves. They con go up to 6th level as fighters, and any level as thieves.
They can be fighter/thieves.
Half-Elf. These hybrids have many of the virtues of both humans and elves.
Like elves, they can be more than one class at once, though they can advance
only to 8th level as magic-users and 8th level as fighters. Like humans,
half-elves can be clerics, and unlike humans, half-elves combine that class
with other classes.
Halfling. These folk are about half the size of a human, hence their name.
They have little ability with magic, but are resistant to its influences. They
can be fighters, thieves, and fighter/thieves. They are limited to becoming
6th level fighters, but have no limits as thieves.
Humans. This is the most common player-race in the Forgotten Realms. They
have unlimited progression as fighters, magic-users, clerics, and thieves.
The computer randomly generates the ability scores that every adventurer has.
There are six ability scores; all have some effect on the play of the
character. Ability scores are based on a range from 3 (low) to 18 (high).
Each Character Class (see below) has a Prime Requisite ability score. A Prime
Requisite of 15 or more increases the amount of Experience (see below) the
character gets from adventures.
Strength (Str). This is the measure of how much a character can carry and how
much damage he can do in a fight. The Prime Requisite for fighters is
strength. Fighters with an 18 strength also have a percent value from 1 to 100
(listed as 01-00), denoting the highest possible natural character strength.
Intelligence (Int). This is the measure of how much a character can ultimately
memorize. The Prime Requisite for magic-users is intelligence.
Wisdom (Wis). This is the measure of a character's ability to understand the
ways of the world and interact with it. The Prime Requisite for clerics is
-- Page 3 --
Dexterity (Dex). This is the measure of the manual dexterity and agility of
the character. The Prime Requisite for thieves is dexterity.
Constitution (Con). This is the measure of the overall health of a character.
It influences both Hit Points (see below) and the character's chance of
surviving the effects of a raise-dead spell.
Charisma (Cha). This is the measure of how well the character interacts with
other characters. It is sometimes a factor when the character has an encounter
with Non-Player Characters, usually called NPCs.
Each character also has two other important values: Hit Points and Experience
Hit Points (HP). This characteristic is derived from a character's
constitution (he gains a bonus to his Hit Points per level if his constitution
is over 14), his level, and his character class (see below). Every time a
character is hit in combat, he loses HP. A character with many HP can survive
far longer in combat than one with few HP. When a character reaches 0 HP he is
Unconscious and may be Dying or Dead, depending on how much damage he has
Experience Points (XP). As a character has adventures, kills monsters, and
accumulated treasure, he gains Experience Points. When he has enough XP he can
increase in level, becoming more proficient in his class. The computer keeps
track of XP. Every character starts at first level with 0 XP.
An adventurer must be at least one of the following character classes. A human
adventurer can only be one class, nonhumans can combine classes. A character
with combined classes has more playing options, but he advances more slowly in
his professions because he is doing more that one thing at a time and his XP
are divided up among his classes.
Cleric. The cleric is a holy crusader who fights for the causes of his
religion. Due to religious restrictions, he cannot use a cutting weapon that
draws blood, such as a sword or an arrow, but he can use any form of armor and
use crushing weapons, such as a mace. He casts holy spells that can heal and
support his friends and also uses his natural holy power to drive away undead.
Some magic items are actually holy objects that only a cleric can use. A
cleric gains 1-8 HP with every advance in level to 9th level, plus any
constitution bonus. From 10th level on, he adds 2 HP per level, without
Fighter. The fighter can use any form of armor or weapon including magic ones,
but most other magical items, and all magical spells, are beyond him. A
fighter gains 1-10 HP plus constitution bonus with each advance in level
through 9th level. With the 10th level, he gains 3 HP per level without
Magic-user. The magic-user is potentially the most powerful character class,
but he starts out weak. Initially, he has very few HP. In addition, he cannot
memorize many spells, and must carefully husband his few spells until he gains
more through advancement in level.
The beginning magic-user is given four first-level spells in his magic book.
He can add one additional spell to his magic book every time he advances a
level. He can also scribe spells into his magic book from scrolls he finds in
the course of his adventures.
-- Page 4 --
In this game, magic-users cannot use any form of armor or any weapon other than
a dagger or staff. However, there are many magic items only a magic-user can
use. A magic-user gains 1-4 HP with every advance in level through 11th level,
plus constitution bonus. At 12th level and beyond he gains only 1 HP per
Thief. This is the thief of the sagas, who uses trickery and misdirection -
instead of brute force - to win his objective. This is the only professions in
which demi-humans may climb as far as any human. Indeed, halflings and elves
are especially adept in this craft. To be a proficient thief, a character must
have a high dexterity.
Thieves must stick to leather-based armor and have a restricted list of
weapons. A thief gains 1-6 HP with every advance in level, plus constitution
bonus, through 10th level. They gain 2 HP, without constitution bonus, per
Multiple Classes. Non-human races can sometimes be a combination of classes.
When a character is more than one class, his HP per level are averaged among
the classes involved. However, his experience is split between the two classes
even when he cannot further advance in one of them. He gains all the benefits
of both classes in regard to weapons and equipment.
Alignment is the philosophy a character lives by. While the actions of a
character are under your control, the character's alignment can affect how
NPC's in the game view him. The computer provides all the possible Alignments
for a character and you can choose any of those you wish.
Lawful Good. Followers of this alignment strictly interpret law and order, but
they use these principles to bring all the benefits to the society.
Lawful Neutral. Followers of this alignment view regulation as all-important,
taking a middle road between good and evil.
Lawful Evil. Followers of this alignment believe in the rulership of the
strong and the enslavement of the weak.
Neutral Good. The follower of this alignment believes there must be some
regulation in combination with freedoms if the best is to be brought to the
True Neutral. A follower of this alignment believes that everything must be
kept in balance - law and chaos - and good and evil - to maintain world
Neutral Evil. The follower of this alignment considers law and chaos to be
minor considerations as long as evil is brought to the world.
Chaotic Good. Followers of this alignment value randomness and freedom, but
also value life and individual welfare.
Chaotic Neutral. Followers of this alignment value randomness and disorder
over either evil or good.
Chaotic Evil. The Chaotic Evil character disdains laws and order, kindness and
good deeds. He seeks positions of power, glory, and prestige in a system ruled
by his own whims.
Each character is assumed to have starting equipment including clothes, boots,
backpack, money pouch, food, water, tinderbox, and flint and steel. The
character's on-screen list of items only includes important items such as
weapons, armor and magic items.
-- Page 5 --
PLAYING THE GAME
To play POOL OF RADIANCE you need a party of characters. You can use the party
of characters provided or you can create your own.
CREATING A PARTY OF CHARACTERS;
A party is a group of characters you have generated and saved to the save game
disk for use in missions. you may have up to 6 Player Characters (called PCs
or characters) in your party at a time. You can control up to 8 characters in
a game, but the remaining two slots are left open for NPCs your characters may
fire or meet along the way.
When starting a game, the first screen you see is one with positions for the
vital information about the characters in the party and a menu with all the
ways of putting together an adventuring party. This is the Party Creation
Party Creation Menu:
Create New Character
Add Character To Party
Remove Character From Party
Load Saved Game
Save Current Game
Exit to DOS
The following describes the results of using each command.
CREATE NEW CHARACTER
This is the opportunity to build an adventurer from scratch. This leads you
through a series of menus to help you define the character.
Pick Race Menu. This gives you the choice of the six races a player-character
can be in the Forgotten Realms.
Pick Gender. After you pick a character's race, you pick their gender. Gender
affects the possible strength of a character and what sort of portraits you
will have to choose from to represent the character.
The computer then randomly generates the ability scores that every adventurer
has. Once you have seen the ability scores, you may have the computer roll
again and it will randomly generate a different character. Otherwise, you may
accept the rolls, and take the character as generated.
If you accept the rolls. you still have the opportunity to alter the character
to match your own character from the AD&D game by using the Modify Character
command described later.
Pick Character Class. This gives you the choice of the class or classes you
character is qualified for based on his race and ability scores.
Pick Alignment. From this menu the computer provides all the possible
Alignments for a character. You can choose the one you wish.
Name Character. Your choice of name for a character is entirely up to you.
You cannot use more than 15 letters in a name.
The computer displays the complete character screen and gives you a chance to
save the character. If you save the character, it is written to the save game
disk to become one of the regular characters you play.
-- Page 6 --
At this time the computer generates a portrait of your character. You can
choose both the head and the body of your character's portrait. You then
choose the weapon, head, and colors for you character's combat icon (the figure
that represents the character in combat). Refer to the Encamp section for
instructions on how to alter combat icons.
Exit. From any of these menus this command brings you back to the Party
This command is only used when you never want to play with a particular
character again. It eliminates the character's record from the save game disk
and leaves a space in which you can create a new character to fill.
You may bring you favorite beginning AD&D character into the POOL OF RADIANCE.
Create a character of the proper race and class and then modify it to match
your non-computer AD&D character. You can adjust the created character's
ability scores and HP. The character must start at 0 XP and with no items
beyond those he can buy with his initial gold allowance.
Use this command when a character had attained enough experience to advance a
level (see Appendices). This is available at the start of an adventure and
when the party travels to the Guild to get training.
The computer asks who is to train, and checks the current XP of the character.
If he has sufficient points, the computer subtracts the cost of the training
from the character's current money and the character advances a level. This
takes no game time.
A character can only advance as high as the highest level character willing to
train him. In the Training Hall of Phlan, the maximum limits are 8th level
fighter, 9th level thief, and 6th level cleric and magic-user.
This allows you to View a Character, as described under that heading below.
ADD CHARACTER TO PARTY
This command allows you to pick party members from previously used characters
that are on a save game disk.
REMOVE CHARACTER FROM PARTY
Since a party may only include 6 player characters, you can use this command to
write a character to the save game disk and then substitute another with the
Add Character To Party command. The Saved character will replace the previous
entry for that character on the save game disk.
LOAD SAVED GAME
This command brings up a previous adventuring party from the save game disk.
SAVE CURRENT GAME
This command puts the group you are currently constructing onto the save game
disk for future reference. Then some versions will allow you to exit the game.
When your party is ready to go, use this command to return to the game. Follow
the on-screen messages to get back into the game and you are ready to go with
your new party of adventurers.
NON-PLAYER CHARACTERS (NPCs)
In the course of a game, the party can run into many characters controlled by
the computer. They may talk to the party, attack the party, and even offer to
join the party. These are known as Non-Player Characters, or NPCs.
There are three kinds of NPCs: those you can hire at the Training Hall to
-- Page 7 --
with your party, filling in the two slots possible in a party that
you cannon fill with player characters; those who volunteer to join the party
for a specific mission or quest; and those who won't join the party but will
give either information or a fight.
WHAT YOU CAN DO WITH NPCs
NPCs that want to join you are treated like your player characters, with a few
differences. Remember that you only have room for 2 NPCs if you have a full
party of 6 player characters. During an adventure you may find NPCs that you
want to add to your party. You should seldom have more than 7 characters in
your party so there is room to add the NPC.
The computer commands NPCs in battle. They have Morale. If things are going
badly for the party, they may run, even if you don't want them to.
You can give NPCs treasure, which may help their Morale, but you cannot trade
their items to other characters. If they die, however, you can use the Trade
Items function to take their items.
NPCs can also be traitors insinuated into your party, depending on the way the
adventure goes. They can spy on you and give information to your enemies, and
even turn on you in battle. NPCs can be a big help, but don't trust them in
VIEWING A CHARACTER
THE CHARACTER SCREEN:
The character screen appears whenever you use the View command. The character
screen displays the character's name, race, and age. It also displays his
alignment, character class, and ability score. The current wealth of the
character is also shown. Initially, the computer generates a random number
between 30 and 180 in gold pieces, which the character can use in buying his
equipment. Later, as the character accumulates wealth through his
adventuring, there are several entries on the screen showing the copper pieces
(cp), silver pieces (sp), electrum pieces (ep), gold pieces (gp), platinum
pieces (pp), gems and jewelry. The value of coins are listed in the
Appendices, the value of gems and jewelry vary and are found when they are
The screen also shows the character's current level, his earned XP, and his
current HP. If the HP are highlighted, the character has taken damage that has
not been healed. The number shown is his current HP, not his normal HP. Once
the character has healed all the damage, the number reverts to normal.
The Armor Class is shown as AC; the lower the AC number, the better the armor.
Then it shows the character's Ready weapon and what armor he is wearing. This
is followed by the character's To Hit AC 0 (THACO). The lower the character's
THACO, the better fighter he is. This is followed by the damage the character
does, which depends on his strength and the weapon he has ready.
The last entry is the Character Status. This is an indication of the current
health of the character. The Character Status can be:
The character has positive HP and can move an fight normally.
-- Page 8 --
The character has exactly 0 HP. He cannot move or fight, but is in no danger
The character will die in a short period of time unless the character is
bandaged or healing magic is applied. If the character is bandaged his status
changes to Unconscious. Healing magic will make him OK again. In the course
of a combat, a character who is Dying has a chance of becoming Dead unless he
is bandaged (see Combat). A character who survives a combat in Dying status is
automatically assumed to have his wounds bandaged after combat and becomes
The character has died. He will be brought with the party (assume he is set
down during any combat) and can possibly be resurrected with a raise dead spell
from an NPC cleric. The character's actual chance of being raised when the
spell is used depends on his constitution.
The character fled from the previous battle. After a battle is over, he can
rejoin the party as if nothing had happened, and regain his previous status.
The character has been destroyed by dragon flame, a disintegrate spell, or some
other form of total destruction. He cannot be Raised from the Dead.
to inspect the active character choose the View command. This brings up the
VIEW: ITEMS SPELLS TRADE DROP EXIT
Using this command allows you to see what items the character is carrying. The
character's items and their combat ready status are displayed. An item that is
not Ready cannot be used. Not all commands in the Item Menu are always
READY USE TRADE DROP HALVE JOIN SELL ID EXIT
Ready. If you want to ready or unready or unready an Item, you can use the
Ready command to change the status of the weapon, armor, or other item. A
character has several restrictions on what he can use. Basically, he cannot
use more than two hand-held items at once. Thus, he cannot have ready a sword,
a shield, and a bow at the same time. Arrows are assumed to be in a quiver and
can Readied at all times, though they cannot be used unless a bow is Readied as
Use. This command means the character is going to use an item. In Combat, you
will be asked to indicate the target (see Combat for targeting) and proceed
back to the Combat Menu.
Trade. If you use this command, the screen switched to the Party Screen and
asks which character you are trading with. Indicate the character and the
screen switches back to the Items Screen. Indicate which item (you can trade
multiple items in one transaction) is to go to the other character and the item
disappears from the trading character's list and reappears on the item list of
the receiving character. Remember that an NPC does not give up an item once he
has it, unless he is dead.
Drop. If this command is used on an item, the item is gone. It cannot be
retrieved. Do not use this if you want to give the item to someone else,
that's what the Trade command is for.
-- Page 9 --
Halve. Multiple items such as arrows are often combined onto one line, such as
42 Arrows. Halve creates two lines, each with half the number of items; such
as two lines each with 21 Arrows. Only items like arrows, that are shown as
several items on one line, can be halved.
Join. This is the opposite of Halve. If you have several lines of arrows or a
similar item on the items screen, you can use this command on one line and all
similar lines are joined with it. The number of items shown is the total of
the numbers in all the former lines. No more than 250 of an item can be joined
on one line. NOTE: The Ready status (Yes or No) of the item depends on the
line that all the others are joined with.
Sell. This command is described under the Shop Menu.
ID. This command is described under the Shop Menu.
This is a long listing of what spells a magic-user or cleric has memorized and
is ready to cast (see Magic Menu).
This command is used when you want to transfer money from one character to
another. Indicate which character you are trading with, and then indicate
which coins and how much are to go to the other character. The coins disappear
from the trading character's list and reappear on the money record of the
If this command is used on money, the money is gone. It cannot be retrieved.
After you create your party, you appear in the civilized section of Phlan.
The party is ready to begin adventuring.
Phlan is a very dangerous place. The civilized nations are only now gaining a
foothold. You can either wander around town and run across dangerous
situations, or report to the City Council of Phlan. They will assign the party
missions and give rewards when the missions are completed. Initial missions
are local in nature, later ones are more ambitious to match both your increased
expertise and their opinion of you. Phlan is split into two sections; the
civilized section is controlled by monsters. After you clear all the monsters
from a block, settlers move in and it becomes civilized.
POINTS OF VIEW:
As you move around the town and the wilderness, there are three different
points of view: 3-D, Are, and Wilderness.
This appears with the Adventure Menu any time you are in town, underground, or
in any other built-up area. It shows a view of the surrounding area as seen by
the party. It only shows one direction at a time, so you must rotate the party
using the directional controls (see Adventure Menu) to see in each direction.
At the same time, the screen shows what compass direction the party is facing
and the coordinates of their location in their current block.
This option is given in the Adventure Menu when the 3-D view is shown on the
screen. This view shows the position of the party and an overhead view of the
surrounding area. It can only be obtained in a 3-D view. It does not appear
in the Wilderness. There is no real detail, just the position of all major
obstructions such as walls, trees, water, etc. A cursor shows the position of
-- Page 10 --
This screen shows when the party is traveling in the Wilderness. It displays
an image of the party moving through a map-like wilderness. It shows the area
around the party for 2 moves in each direction. If there is an encounter in
the wilderness, an image of the encountered monster appears next to the icon
showing the location of the party. You will be given all the usual options for
the encounter (see Encounters).
Most adventures take place in one or more blocks of 16 squares by 16 squares.
The party moves from block to block by moving into a long corridor with a low
ceiling. Stairs and caves with low ceilings may also move the party from one
block to another.
TIME AND THE PARTY
From the moment the party begins its adventures in Phlan, the clock is ticking.
The longer it takes a party to complete a mission, the harder it becomes.
The first thing a new party must do is equip itself from the Shops. Then it
has to get into the scene of its adventures. There are two ways of doing this.
You can walk the party to in-town missions, having encounters along the way.
Some missions involve locations away from Phlan. The party travels in the
Wilderness Point of View until they reach the location of the mission. The
computer keeps track of the time traveled.
The civilized section of Phlan contains a number of locations of interest to
the party. In the civilized section the party can find out information, train,
rest and heal, and buy and sell equipment.
THE CITY COUNCIL
This is where the characters meet the Council and receive missions and news.
The party may catch a boat at the docks to take them to otherwise in accessible
blocks and into the wilderness.
Theses give a safe haven in which to Rest (using the Encamp Menu). Each stay
at an Inn costs money, but once you begin your stay you can rest as long as you
These are rowdy places full of gossip, stories, and information.
THE TRAINING HALL
This is where the characters can receive training from NPCs of higher level and
add starting PCs. This displays the Party Creation Menu so that you can use
the Train Character command.
Here the characters can buy their initial equipment and later sell some of
their treasure and upgrade their equipment. When you enter a Shop, you are
presented with the Shop Menu.
BUY VIEW TAKE POOL SHARE APPRAISE EXIT
Buy. If you use this command, the computer displays a list of items available
and their cost. Of you try to buy something you do not have the money for, the
computer tells you so. If you try to buy something that will overload you, the
computer tells you that, too.
-- Page 11 --
View. This is the same screen as shown for this command in other menus with
the addition of the Appraise command in the View Menu, and the Sell and ID
commands in the Items Menu.
Sell. Use the cursor to highlight any item you want to sell. The Shop will
make an offer and you can either sell or not. If you decide to sell, the
screen asks you one more time to be sure, then the item is gone.
The shops in Phlan are very busy; no item sold to a merchant remains for long.
If you sell an item, it won't be there when you go back.
ID. This command is used to get a magical evaluation of a magic item. The
shop charges you for the service of identifying the magic on an item.
Take. If you have left money through the Pool or Drop commands, you can use
this command to pick it up again. Indicate that you want to take money and who
will take it. The computer than displays each type of coin available and how
many of each coin there are. You indicate how many of the coins the character
takes. One character can take all of the coins if he has the strength to do
so, or you can allow each character to take a share.
If you try to pick up more than the character can carry, the screen displays a
message saying "The character is overloaded" and will not let any more coins be
put on the character. Remember, carrying lots of coinage slows a character
down in combat.
Pool. This command makes all the party members drop all of their money into
one pool of money. All purchases made at the shop come out of this central
pool. Anything left over can be picked up again using the Take Menu.
Share. This command picks up all the money in the pool, divides it into shares
and distributes it among the characters.
Appraise. This is used in Shops to get an appraisal of any gems and jewelry
the character has. The computer asks what gems and jewelry are to be
appraised, and offers a price on the indicated gem or jewelry. Once you have
received a price, you may take it and the item is sold. The money is
immediately put in your money record. If you do not want to sell immediately
(gems and jewelry are a lot easier to carry than coins), the gems and jewelry
become items and go from the money record on the Character Screen to the items
list, and can be sold off of that list like any other item.
The temple will cast clerical healing spells for a price. When you enter the
temple, the Temple Menu is presented. Except for Heal, the commands on the
Temple Menu are the same as those on the Shop Menu.
HEAL VIEW TAKE POOL SHARE APPRAISE EXIT
Heal. This command displays a list of the healing spells the clerics will
cast. Indicate the spell you want cast. The computer displays the cost and
asks you to confirm that you still want them to cast the spell. The cost of a
spell may vary depending on the recipient and circumstances.
-- Page 12 --
The Adventure Menu allows access to all of the main functions in the POOL OF
RADIANCE. This menu shows either the current 3-D picture of the area in front
of the party and the status of the party (if in a town adventure), or the area
around the part (if in the wilderness). If any party members are injured,
their hit point numbers (showing how many they have now) are highlighted for
easy recognition. There are several commands available to you from this menu.
MOVE VIEW CAST AREA ENCAMP SEARCH LOOK
This is the command to move the party. How the party moves is shown on the
Quick Reference Card provided with the game for your computer.
In 3-D travel, the Party can move forward, move backwards, turn right, or turn
left. Normally, each movement forward or back puts the party into another
square and takes one minute of game time. Turning keeps the party in the same
square and takes no game time. If the party has Search on, moving one square
takes 10 minutes.
In the Wilderness, the party can move in any of eight directions. Moving one
square takes a half a day of game time. Search mode has no effect in the
This displays the Character Screen, as described in Viewing a Character.
This command sends you to the Cast Menu so your active character can throw a
magic spell. See the section on Magic for a description of how to cast spells
and their effect.
This shows an overhead view of the area around the party. If the party is lost
or in unfamiliar territory this command may not be available.
This command sends you to the Encamp Menu. This is a very important part of
the game, and is described in detail in its own section.
A party can move in Search Mode, which takes 10 minutes of game time per move.
This allows the party to carefully search the area they are passing, but also
gives wandering monsters a greater chance to find them. You only need to hit
the Search command once to start the party moving at Search speed, then hit the
command again later to reset them to normal movement. You do not need to hit
Search for every move.
In Search you are assumed to be checking for secret doors, mapping, moving as
silently as possible, hiding in any available shadows, and generally being as
careful as possible.
If you never go to Search mode, you will run into fewer wandering monsters
(because you are moving faster) but have much less chance of finding concealed
treasures or traps before they are sprung.
This command is used to look at a square more closely, as if your party moved
into the square again. If the party is moving at normal rate, then a Look
command treats that particular square as if they party moved into it in Search
-- Page 13 --
This command is used in several menus to take time off and try to rebuild
characters and the party. It is used to handle day-to-day functions such as
saving the game, resting to heal, or memorize spells (described under Magic
Menu), and changing game items such as game speed or party order.
ENCAMP: SAVE VIEW MAGIC REST ALTER EXIT
This command saves the characters and game as they are. Check the Quick
Reference Card for any system specific details of how to save your game.
This displays the View Menu, as described under Viewing a Character. In camp,
this does not display the Sell Item or ID commands.
Magic is a very important part of POOL OF RADIANCE and is described later under
its own heading. Magical Spells can only be memorized while the party is in
One of the most important aspects of the Encamp Menu is the chance to rest.
Characters catch their normal sleep without having to go to camp. However, to
memorize spells or heal naturally, specific rest time is necessary/
For every 24 uninterrupted hours of resting in camp, every wounded character
regains one hit point above and beyond any recovery gained from healing magics.
The initial resting time is established by anyone who is memorizing spells.
The screen will show the days, hours, and minutes necessary for the spell-using
members of the party to memorize (or pray for) the spells they want to
Memorizing any spells at all takes a minimum of four hours. Third level spells
take a minimum of six hours. See the Magic Menu for further description of
Rest can be interrupted by any random encounter. Only take long rests in safe
places, such as inns, hideouts, or secure buildings.
REST INCREASE DECREASE EXIT
Once you have determined the full time you want the party to rest, this command
starts them Resting.
This command adds to the time that the party will stay in camp, usually for
resting to regain lost hit points. Every 24 uninterrupted hours in camp
restores 1 HP to every injured member of the group.
This command decreases the time to be spent in camp. This may mean that
characters do not memorize all the spells they want or that characters may not
recover all their hit points, but sometimes time constraints are part of the
adventure, and the party cannot spend all the time it wants resting.
This command is used to change the basic makeup of both the party and the
characters who are part of it. You are given the following menu:
ALTER: ORDER DROP SPEED ICON PICS EXIT
-- Page 14 --
This command allows you to reorganize your characters in the first or second
rank. The first four characters are in the first rank, where they will meet
enemies hand-to-hand, the rest are in the second rank, where they can use
spells and missile weapons.
The computer asks who takes position number 1, etc. and reforms the group, with
position #1 on top, when all the choices are made. Position of NPCs can be
changed with this command.
This command allows you to permanently drop a character or NPC from the party.
Once dropped, the character is gone from the party and his current version will
not be saved if you then use the Save command to save the game.
This command controls the speed of messages presented on the screen. If you
are having trouble reading messages before they disappear, use the Slower
command. If massages seem to take forever to get off the screen, use the
Faster command. Note that once you have used this command, it affects all
subsequent messages, and you may have to re-use the command if later massages
are too fast or slow.
SPEED: SLOWER/FASTER EXIT
When a character is created, he is given a combat icon. When the party is in
combat, each party member's icon designates his position and general facing on
The icon command is used to change the character's icon. You can customize
this icon to represent the character's favorite weapons, armor, and colors.
You may want to do this when the character picks up a new weapon.
ICON: PARTS COLOR SIZE EXIT
Parts. you can alter the weapon (which controls the rest of the body shape) or
the head of the icon. You are shown both the Ready Icon character and the
character's Action Icon (which shows the character attacking).
When you are done choosing the weapon and head, you can reject the new form or
accept it. The screen shows you the new and old versions of the Ready and
PARTS: WEAPON HEAD EXIT
Color. You use Color to alter the color of virtually every part of the Icon,
as shown on the screen. Some of the areas you can alter on the Icons do not
correspond to the terms given in the menu. For instance, changing the shied
color for a character with a bow or crossbow actually changes the color of the
arrows or quarrels. Play with the Icons commands until you get a feel for how
these variables work.
WEAPON BODY CAP HAIR SHIELD ARM LEG EXIT
Size. Large size Icons are usually used for humans, elves, and half-elves.
Small size Icons are usually used for dwarves, gnomes, and halflings.
SIZE: LARGE/SMALL EXIT
Exit. When you are done, use this command. The computer will ask you to
confirm any changes to your icons. Make your choice and the computer returns
to the Alter Menu.
-- Page 15 --
This command governs when character and encounter pictures will be displayed.
PICS: CHARACTERS ON/OFF MONSTERS ON/OFF EXIT
Characters On/Off. This command governs the portraits displayed with the
character statistics when you use the View command. Characters On shows the
pictures when you view a character; Characters Off hides the pictures. Having
the characters hidden slightly speeds up the game since the computer does not
have to take the time to load or draw the portrait each time.
Monsters On/Off. This command governs the pictures that appear during
encounters. Monsters On shows the animated picture when the monsters get to
the closest range in an encounter; Monsters Off hides the animated pictures.
When a party comes across NPCs of any kind, there is an encounter. The
computer provides a quick glimpse of who the party has encountered, then asks
what you want to do.
The computer determines whether both parties see each other, the NPCs surprise
the party, or the party surprises the NPCs.
If the party surprised the NPCs, the party can attack immediately, getting a
free round to attack in which the NPCs cannot retaliate. This opportunity must
be taken at once or surprise is lost.
If hostile NPCs surprise the party, the NPCs can attack immediately and get a
series of attacks in without retaliation by the party.
If the NPCs do not surprise the party, the computer offers these commands.
ENCOUNTER: COMBAT WAIT FLEE ADVANCE/PARLAY
The party attacks the NPCs. Who goes first is decided on the basis of
initiative, which is explained in the Combat Section.
This command allows the NPCs to decide what to do. The may wait, combat, flee,
advance (if more than a square away) or parlay (if in the same square).
If you see NPCs you think your party cannot fight successfully, use this
command to run away. If successful, you may flee wildly, risking getting lost.
If unsuccessful (because the NPCs can move faster than you do) you go to
If the NPCs are far away use this command to approach them. Once the NPCs are
adjacent to the party the Advance command will be replaced with the Parlay
Use this command to speak with NPCs that are adjacent to the party. Choose a
character to speak for the party. Pick the character who you think will make
the best impression on the NPCs. Then, choose one of five possible attitudes
for dealing with the NPCs.
PARLAY: HAUGHTY SLY MEEK NICE ABUSIVE
You try to demonstrate your superiority to the inferior creatures you are
dealing with. Some encounters only respect an air of superiority and are
impresses enough to cooperate; this is also a good way to make them resentful
-- Page 16 --
You try to get information out of the NPCs without them realizing you are doing
so. Some NPCs will realize you are trying to get something out of them and
will become hostile.
You are mild and unassuming in hopes that the NPCs will think you are not worth
attacking. Of course, some NPCs attack meek opponents, because they are easy
You try to be friendly in hopes the NPCs are friendly to you. Some NPCs do not
choose to be friendly to anyone.
You try to browbeat information out of the NPCs. It is best not to do this
unless you have the power to back up your threat.
The computer assumes you are as effective as possible in the attitude you call
In many adventures the party will have to fight to defeat the enemy. In combat
the computer determines which characters (both player characters and NPCs) have
initiative (i.e., which goes first) and depicts that person and his nearby
If the character is a PC then the player will control his actions. If the
character is an NPC, or a PC under computer control using the Quick command,
the computer determines his actions.
HITTING THE TARGET:
The ability of an attacker to hit a target with a melee weapon (such as a
sword, spear, or fist) or a missile weapon (such as a bow or crossbow) depends
on the chance the attacker has of hitting the Armor Class of the target. This
is represented by a number called the THACO. The lower the THACO the better
the chance to hit.
A target's defense is his Armor Class, or AC. This is influenced by the armor
worn, plus the dexterity of the target and any benefit various magic spells may
have. (Magic has another method of hitting a target; see the Magic rules). The
lower the Armor Class number, the better the armor.
The number needed for an attacker to hit a target is the attacker's THACO minus
the target's Armor Class. The attacker hits if a random number from 1-20 is
greater than or equal to this number. Thus, a person with a THACO of 18 needs
a 14 or more to hit Armor Class 4. Armor classes can go into negative numbers,
so the same character trying to his Armor Class -1 would need to get a 19 or
In a combat, the first and second attackers strike at the defender's front.
The third attacker strikes at the defender's rear, unless all the attackers are
adjacent. The fourth and any additional attackers strike at the defender's
rear. The defender's AC is substantially reduced against rear attacks.
A thief forms the only exception to the automatic facing rules. If the thief
attacks from exactly opposite the first attacker, he can backstab. A backstab
has a better chance of hitting the defender, and does additional damage when it
USING MISSILE WEAPONS:
A character may not use a missile weapon if he has an opponent next to him. If
he has no opponent next to him, he can fire a missile at anyone in his line of
sight. The Next and Prev commands will only aim at targets in the attacker's
line of sight.
-- Page 17 --
Each character can be controlled manually or by the computer. At the beginning
of combat each character is controlled the same as he was in the previous
combat. Any character under manual control may be turned over to the computer
using the Quick command. All characters may also be simultaneously switched to
manual control or computer control. Check your Quick Reference Card for the
commands used on your system.
When a combat begins, the screen shows the area around the character with the
highest initiative. The entire party may not be on the screen at the same
time, and one can rarely see all of the monsters at one time. The computer
indicates the active character and lists his name, current condition, armor
class, and current ready weapon.
Characters and NPCs move according to each character's dexterity and a random
number generated by the computer. This is called an Initiative Number and
changes with every combat round. Usually higher dexterity characters move
before lower dexterity characters.
You may use the following commands to handle your side of the battle. If a
character cannot use a command (such as Turn for a non-cleric or Cast for a
fighter or thief) it does not appear.
The Combat Menu:
MOVE VIEW AIM USE CAST TURN QUICK DONE
This is used to move a character and to attack. You attack by moving the
character into an enemy's square. You can even attack party members, but the
computer gives you a chance to abort such an attack. If you disengage an
enemy, he gets a free attack at your back, as do others you move by.
Some characters may have multiple attacks in one turn. Bows get two attacks
per turn. High level fighters get two attacks every other turn. All of a
character's attacks are taken against his first target. If the first target
goes down with the first attack, you may aim the remaining attack at another
Fighters may make a special form of multiple attacks called a sweep. A sweep
may attack several weak targets with a single blow each.
Refer to your Quick Start Cart to find out how to move the character with your
particular computer. The number of spaces a character can move is reduced by
the weight carried. A character weighted down with coins or extra armor and
weapons cannot move as fast as he could without the items. Bulky armor can
also reduce movement.
A character who is faster than any enemy can run away from the fight,
eventually funning from the battlefield. A character who is as fast as the
fastest monster, only has a 50% chance of getting away (otherwise he must
remain until the end of the fight). A character who is slower than any enemy
cannot tun off the edge of the fighting area. A character who has run away is
no longer part of the fight. He returns after the fight is over.
This is essentially the same command used any time you wish to see a character.
Using this, you can ready appropriate weapons to meet the fight in progress.
Some options, such as Trade, are not available in the middle of combat. The
Use command shows up under Items to allow you to use an item, such as a wand,
-- Page 18 --
This command is used to aim an attack using the following options.
AIM: NEST PREV MANUAL TARGET EXIT
Next. Use this command to look at all possible targets, starting with the one
closest then going to the next closest. The computer looks at ALL possible
targets, including other party members; don't shoot without looking. (However,
the computer confirms you order first, before shooting at a teammate.)
Prev (Previous). This is the opposite of the Next command. Use this command
to look at the possible targets starting with the one farthest away and working
back toward your character. Usually this is a good way to find a good target
without working your way through all of your PCs first.
Manual. This command lets you aim anywhere on the map. It is especially
useful for finding opposing leaders and targeting spells with area effects.
Target. If your character has a ready ranged weapon, or an item prepared with
the Use command, this command shoots at the target you selected.
This command allows the character to use any non-weapon item. The command
brings up the same screen and menu as the Items command under the View Menu.
This is only available to magic-users and clerics when they still have spells
available. Using this command brings up the Cast options of the Magic Menu
(see that description of the Magic Rules). If hit recently, the character's
concentration may be broken and you won't be given the Cast option.
Clerics can sometimes destroy undead monsters or turn them away from the party.
This has no effect on any other form of monster. See the Appendices for a
cleric's minimum level to affect various forms of undead.
This command turns over control of the character to the computer. It is a good
way to handle fights against hordes of less powerful opponents. Once you have
established computer control for a character, the computer controls him in
future fights until you interrupt it.
The computer uses ready melee or missile weapons and available spells,
switching between them to the most appropriate in the situation. The computer
plays a very aggressive game.
This command is used when a character has finished his turn.
GUARD DELAY QUIT BANDAGE SPEED EXIT
Guard. The character can adopt this tactic and simply wait to meet any
attacker. This means that he attacks the first foe that moves adjacent to him
before the foe attacks him.
Delay. This command lets you delay this character's action by reducing his
initiative number by 1. If he is the only one to be at the next lowest number,
it is his action again. He can continue to delay his actions until all others
have had their action for that round and then he must take an action or lose
Quit. You can signify you are finished with this character by using this
-- Page 19 --
Bandage. This command only appears if a member of the party is dying. The
character for whom the command appears can use this command to bandage the
party member and keep him from dying.
Speed. This command is described under the Alter command of the Encamp Menu.
IF THE PARTY FLEES:
As long as any party member survives to the very end of the combat, the bodies
of unconscious or dead party members are assumed to be with the party. If the
party flees from combat all unconscious and dead party members are permanently
IF THE PARTY DIES:
If ALL the party members are slain you will have to go back to your last Saved
Game and try again from that point.
When combat is over, the screen will show some congratulatory message, then
present a menu of commands. If a command does not apply to this after-combat
situation, it will not appear.
VIEW TAKE POOL SHARE DETECT EXIT
See Inspect a Character. At this time you can use the Drop commands in both
the Items menu and in the Character Screen menu.
This command is used to pick up treasure.
TAKE: ITEMS MONEY EXIT
Items. Use this command to produce a list of items carried by the monsters you
have overcome. If more than one had a missile weapon, all of their remaining
missiles are lumped into one line (if there are more than 100, 99 are on one
line and the rest on another line). Frequently, the weapons and armor used by
monsters are substandard and not worth picking up as treasure, so they are not
If one character tries to pick up too many items, the computer will say he is
overloaded and will not allow the acquisition.
Money. The computer displays each type of coin available and how many of each
coin there are. You indicate how many of the coins the active character takes.
One character can take all of the coins if he has the strength to do so, or
you can allow each character to take a share.
If you try to pick up more than the character can carry, the screen displays a
message saying, "The character is overloaded," and will not let any more coins
be put on the character. Remember, carrying lots of coinage slows a character
down in combat.
This command makes all the party members drop all of their money into one pool
of money. It becomes part of the treasure and the party members can use the
Take Menu to reapportion their funds.
This command picks up all the money in the treasure, divides it into shares,
and distributes it among the characters.
This command casts a detect magic from the current active character.
This command lets you leave the scene of the battle. If there are still items
that can be picked up, the machine will remind you that there is still treasure
left. You can go back to the Treasure menu or leave the treasure and go to the
-- Page 20 --
Magic is integral to POOL OF ROMANCE. Both magic-users and clerics can use
HOW MAGIC WORKS:
A spell can exist in one of three forms: In Memory, In Spell Book, and On a
A magic-user or cleric who has a spell in Memory is said to have memorized the
spell. He can cast the spell as shown in the Cast command description.
IN SPELL BOOK
Magic- users write their spells into a Spell Book. They can only write those
spells into the book of which they have the ability to cast. The books are
compendiums of spells among which they choose the ones they want to memorize.
Clerics do not keep a spell book, they simply pray each day to get their
ON A SCROLL
A spell written on an extended scroll can be read by a cleric or magic-user,
depending on the kind of spells on the scroll. A magic-user must cast the
spell read magic to understand the spells a scroll contains. Once he has done
that, he can read the spell aloud at any time to cast it. A cleric does not
need a read magic spell to read a clerical spell on a scroll, but only a cleric
can read the spell. Once any kind of spell has been cast or scribed from a
scroll, the spell disappears.
A magic-user may scribe the scroll spell into his spell books for future
memorization. This erases the spell from the scroll.
Spellcasters can get a list of their memorized spells from the Cast option of
the Magic Menu or from the Spells option of the View Menu. They can get a list
of their spells on scrolls from the Scribe option of the Magic Menu. If all
you want is a list of available spells, be sure to exit before you actually
cast or scribe the spell.
The Magic Menu:
CAST MEMORIZE SCRIBE DISPLAY REST EXIT
Cast. Use these commands to cast spells. In combat the spellcaster is the
current character. In camp the spellcaster is the current active character.
CAST NEXT PREV EXIT
The Cast Menu appears in both the Magic Menu, and the Combat Menu. It shows
all the spells available to the active character. Find the page with the spell
you want to cast. Select the Cast command. Then select the spell to cast it.
If necessary, indicate the target of the spell. If you do not find the spell
you want, you can Exit. In combat, the character can take another option.
Otherwise the character returns to the Magic Menu.
Once cast, a spell is gone until it is memorized again.
Memorize. For a character to learn a spell, use this command, which only
appears in the Encamp Menu. The computer displays a page from the active
character's spell book (or a list of possible clerical spells) and you are
offered the following commands. Remember that if a magic-user or cleric has
the ability to learn more than one spell of a level, he can learn the same
spell more than once.
MEMORIZE NEXT PREV EXIT
-- Page 21 --
Find the page with the spell you want to memorize. Select the memorize
command. Then select the spell to memorize it. The 'pages' here are pages of
the magic spell book, rather than just the list of already memorized spells.
Picking a spell to memorize does not mean that a spell is memorized. Learning
a spell takes 15 minutes (game time) per level of spell, plus a period of
relaxation before starting to memorize one or more spells. See the REST
command in the Magic Menu.
Only one spell may be learned at a time, though the spellcaster need only relax
once before learning several spells. The learning time must be uninterrupted.
You have to go to the Rest command and spent the time to memorize the spell.
If you have only been in camp long enough to memorize some spells, those are
learned and the others are lost. The spells are memorized in the order you
Example: A magic-user decides to memorize 2 uses of magic missile (a first
level spell) and 1 use of invisibility (a second level spell). This is a total
of 1 hour of time for memorization, plus 4 hours relaxation time. If the party
is attacked before the first 4 hours are up, no spells are learned. If the
party is attacked after 4 hours and 15 minutes in camp, the magic-user has
learned 1 magic missile spell. After 4 hours and 30 minutes he has learned
both magic missile spells, and after 5 hours he has learned the invisibility
spell as well.
Once you have picked all the spells for one character, you EXIT the menu. The
computer displays the spells you have chosen and asks you to confirm the
choices. If you confirm the choice, you go back to the Magic Menu and can
select spells for the next character who needs to memorize them. If you cancel
the choice, all the choices are ignored and you must re-select all the
Scribe. Use this command to inscribe spells the character finds on a scroll
into his spell book.
SCRIBE NEXT PREV EXIT
The computer displays all the spells on scrolls that the magic-user has cast
read magic on. Find the page with the spell you wish to scribe. Select the
Scribe command. Then select the spell to scribe it from the scroll into your
spellbook. If a spell is of too high a level for the character to scribe, the
computer tells you so. Scribing the spell erases it from the scroll. Scribing
takes the same time as Memorizing a spell, and is unsuccessful if the total
time is not taken.
Display. Use this command to find out what magic spells are currently working
on the party in camp. This serves as a reminder of obvious spell working on
the entire party, such as bless or light, and on individual members of the
party, such as protection from evil or invisibility. This also reveals subtle
curses (though not the nature of the curse) on the party or individuals in the
Rest. to memorize spells, one must Rest. This takes you to the Rest Menu
described in the Encamp Menu description. Spells are not memorized until the
character has rested the necessary time.
The Exit command in this use of the Rest Menu returns you to the Magic Menu,
not the Encamp Menu.
A beginning magic-user is given four first-level spells when he leaves his
master to adventure on his own. These are shown in the spell book for the
-- Page 22 --
time the magic-user gains a level of experience, he gains one
spell, even though the rise in level may give him the ability to learn more
than one new spell at a time. To gain further spells, he must find scrolls in
treasures and copy spells he is capable of casting into his spell book, using
the Scribe command in the Magic Menu.
Clerical magic is very similar to magic-user magic, but a cleric needs no spell
books. All spells possible to his level are always available to a cleric, he
need only memorize them. Just what spells are available depend solely on the
level of the cleric.
Therefore, when a cleric finds scrolls with clerical spells on them, he can
simply use them straight off the scroll, since they are mot something he needs
to Scribe into a spell book.
Magic is a chancy business. Many spells do not necessarily affect their
targets. This is simulated with saving throws. In POOL OF RADIANCE the saving
throw is the chance that the spell has no effect or a lesser effect on the
character it is cast on. As a character gains levels, his saving throws
improve, and the chance that magic affects him is decreased. The final results
of any spell are shown on the computer screen.
Magic-users have better saving throws against cast magic or magic from items,
clerics have better saving throws against death and poison, and dwarves and
halflings have better saving throws versus any form of magic.
Some spells are quick and can be cast in combat, and some take an extra long
time to cast. Those that take extra time can only be cast when using the Magic
Menu from the Encamp Menu.
TIME AND MAGIC
The duration of magic spells is important. A spell's duration is either:
instantaneous, as with most damage spells; measured in rounds, as with most
other combat spells; measured in turns, as with many detection and protective
spells; or permanent.
When planning use of spells to use in movement (such as a find traps), remember
that one round equals one minute of game time and one turn equals 10 minutes of
THE SPELL LIST
The spells available for characters in the POOL OF RADIANCE are:
FIRST LEVEL CLERICAL SPELLS
Bless. This spell can only be used in camp or combat, and it only affects
those characters not in melee. It gives a bonus of one to their THACO for six
rounds and raises the morale of friendly NPCs by 1. Use it in camp only if you
know you are going into combat immediately afterward.
Curse. This reversal of bless affects enemies not in melee and modifies their
THACO and their morale by 1. Usable only in combat and lasts 6 rounds.
Cure Light Wounds. This can be used any time. The caster must be next to the
target. It heals 1-8 points of damage.
Cause Light Wounds. This combat-only spell causes 1-8 points of damage to one
adjacent target touched by the caster.
Detect Magic. This is similar to detect evil, but only lasts 1 turn. It
detects the presence of magic in a 1 square by 3 square area, but gives no
details on the type of magic.
-- Page 23 --
Protection from Evil. This spell can be used in combat or in camp when you
expect to go into combat shortly. It adds 2 to the AC of the character against
evil attackers. Any saving throws caused by attacks of such monsters are at
+2. This spell lasts 3 rounds per level. The caster must touch the target
(which can be himself).
Protection from Good. This is essentially the same as protection from evil,
but it protects against the attacks of good creatures.
Resist Cold. This spell protects the recipient against cold, providing
absolute protection against cold up to 0 Fahrenheit and an additional saving
throw against cold-based attacks. The duration is 1 turn per level of the
caster, and the caster must touch the target.
SECOND LEVEL CLERICAL SPELLS
Find Traps. This must be cast in camp. It makes any traps in the direction
the character is facing visible to the character. The spell lasts for 3 turns.
Hold Person. This combat only spell holds immobile from 1-3 (cleric's choice)
creatures of roughly human shape and size. The duration is 4 rounds plus 1
round per level.
Resist Fire. This is identical to resist cold, but it works against heat and
Silence 15' Radius. This is a combat spell. It silences any spell casting or
discussion in the radius. If cast on a person, the radius follows him around
for the duration of the spell unless he makes a saving throw. If cast on an
area, the spell affects everything in that area for the duration of 2 rounds
per level of the caster.
Slow Poison. This spell can be used in camp or combat. It revives a poisoned
person for 1 hour per level of the caster. The target of the spell then dies
unless a neutralize poison (a high-level spell only used by NPCs) is cast on
Snake Charm. This spell can be cast in combat only. It influences as many hit
points of snakes as the cleric has hit points. The snakes cease all activity
for 5-8 rounds.
Spiritual Hammer. This is a combat spell which creates a temporary magic item,
automatically Readied. It can strike at range and does normal hammer damage.
It strikes monsters that only magical weapons can affect. This lasts for 1
round per level of caster.
THIRD LEVEL CLERICAL SPELLS
Animate Dead. This spell can be used in combat or camp. It turns a dead human
person into a zombie to help the spellcaster. In combat, the zombie fights for
the spellcaster, though controlled by the computer. This spell is permanent
until the zombie is destroyed. If created to work with the party, a zombie
becomes an NPC and there must be room for him in the party (remember, the limit
is 8 characters) or he cannot be taken along.
Cure Blindness. This touch-only spell is used in combat or camp to cure the
blinding effects of the cause blindness spell.
Cause Blindness. This touch-only spell can only be used in combat. The victim
gets a saving throw. The duration is permanent until negated by cure blindness
or dispel magic.
Cure Disease. This spell can be used in camp only. It cures the diseases
caused by mummies and the cause disease spell.
-- Page 24 --
Cause Disease. This is combat spell with a touch range. There is a saving
throw. If a character is afflicted with a disease, over time he loses HP and
Strength Points until he is down to 10 percent of his normal values. This
disease is cured by a cure disease or dispel magic spell.
Dispel Magic. This spell can be used either in combat or camp. In combat, it
affects every magic spell and item in an area. In camp it affects every person
and item you select. There is a percentage chance of success with this spell
depending on the level of the caster and level of the originator of the spell
to be dispelled. If successful, the target magic is permanently eradicated.
Prayer. This is a combat spell that lowers all THACO's and saving throws for
friendly combatants by 1 and raises them by 1 for all unfriendly combatants.
It has a 60' radius and lasts 1 round for each level of the character.
Remove Curse. This can be used in camp or combat and allows the target to be
rid of a curse (as from a curse or bestow curse spell) or put down a cursed
object. The range is touch.
Bestow Curse. This spell has a duration of 1 turn per level and is used in
combat. It has variable effects determined by the computer.
FIRST LEVEL MAGIC-USER SPELLS
Burning Hands. This touch-range combat spell causes fire damage of 1 point per
level of the caster. There is no saving throw.
Charm Person. This spell makes a humanoid creature the caster's friend and
ally. Any action of the caster will be seen in the most favorable light
possible. The target gets a saving throw when the spell is thrown and again
days or weeks later, depending on its Intelligence. You can never be sure the
effect is permanent. For the moment, the charmed creature can become an NPC
(if there is room in the party roster) under the command of the caster.
Detect Magic. This spell is the same as the clerical spell: its duration is 2
rounds per level of the caster.
Enlarge. This spell can be used in camp or combat and lasts for 1 turn per
level of the caster. The living target increases in size by 20% per level of
the caster. It makes the humanoid target into an ogre or giant in size and
strength for combat purposes. A target can only be under the effect of 1
enlarge spell at a time. Unwilling targets get a saving throw against this
Reduce. This is the opposite of enlarge, and can be used to negate enlarge.
Unwilling targets get a saving throw against its affect. If the saving throw
is unsuccessful, the target is reduced in size and loses effective strength and
Friends. This combat only spell affects everyone in a sphere that increases
with the level of the magic-user. Everyone with that sphere failing a saving
throw thinks the caster has 2-8 more points of Charisma. Those who make their
saving throw think he has 1-4 less points of Charisma. The effects last 1
round per level of caster.
Magic Missile. This a combat spell that does 2-5 points of damage to the
target, no saving throw. For every 2 levels, the magic-user gets 1 missile, so
magic-users of the 3rd and 4th levels get 2 missiles, and those of the 5th and
6th levels get 3 missiles. All must be fired at once.
-- Page 25 --
Protection from Evil. Like the clerical spell of the same name, but is lasts
for 2 rounds per level of caster.
Protection from Good. Like the clerical spell of the same name, but it lasts
for 2 rounds per level of caster.
Read Magic. This is only used in camp and allows the user to read any magical
(not clerical) writing. It lasts for 2 rounds per level of caster. Once you
use this spell to read a scroll you can cast the spells of the scroll.
Shield. This spell is a combat spell that improves the targets armor class and
saving throw, and negates the effect of the magic missile. The spell lasts for
5 rounds per level of caster.
Shocking Grasp. This combat spell does 1-8, +1 point per level of caster,
electrical damage to a target the caster touches.
Sleep. This spell puts up to 16 targets to sleep for 5 rounds per level of
caster. The least powerful targets are affected first, and the bigger the
monster, the fewer of them are affected. Monsters above a certain power are
not affected at all. No saving throw.
SECOND LEVEL MAGIC-USER SPELLS
Detect Invisibility. This can be used in camp or combat and lasts for 5 rounds
per level of caster. This has a range of 20 feet per level of caster.
Invisibility. This makes the target (touch range) invisible to normal and
infravision until he ends the effect or attacks someone.
Knock. This spell is used to open locked doors or chests. It can be used in
camp or while moving.
Mirror Image. This combat spell creates 1-4 illusory duplicates of the
magic-user. If a duplicate is attacked, it disappears. The spell lasts 2
rounds per level of caster.
Ray of Enfeeblement. This combat spell has a saving throw. If the target
does not make the saving throw, he is weakened (he does less damage for 1 round
per level of caster).
Stinking Cloud. This affects a 2 square by 2 square area. Anyone in the cloud
gets a saving throw. If unsuccessful, he is helpless for 2-5 turns. He can
move out of the cloud, but he is still helpless only as long as he is in the
cloud and for 1 round afterwards. The cloud lasts 1 round per level of caster.
Strength. This spell is only used in camp. It raises the strength of the
target by a variable amount depending on the class of the target. The duration
is 6 turns per level of caster.
THIRD LEVEL MAGIC-USER SPELLS
Blink. After casting this spell, the caster can seldom be targeted because he
is blinking in and out of the area. The spell lasts for 1 round per level of
Dispel Magic. This is just like the clerical spell of the same name.
Fireball. This area effect spell does 1-6 points of fire damage per level of
caster to each target in the area. A successful saving throw cuts the damage
in half. Outdoors, a fireball has a 2 square radius. Indoors, in a
constrained area, it has a 3 square radius.
-- Page 26 --
Haste. This combat spell affects 1 person per level of caster. Everyone
affected moves twice as far and attacks twice with melee and missile weapons,
but they do not throw any additional spells per round. It lasts for 3 rounds
plus 1 round per level of caster.
Hold Person. This is like the clerical spell, but 1-4 people can be affected.
The duration is 2 rounds per level of caster.
Invisibility, 10' Radius. This is like invisibility but affects everyone
within 10 feet of the caster when it is cast. Everyone affected stays
invisible, and comes out of it normally, but if the caster ends his
invisibility, it ends for everyone.
Lightning Bolt. This affects everyone in its path. It does 1-6 damage points
per level of caster, a successful saving throw cuts this damage in half. A
lightning bolt is 4 or 8 squares long in a line away from the caster. The bolt
will rebound off walls to reach its full length.
Protection From Evil, 10' Radius. This is just like protection from evil, but
it affects everyone within 1 square of the target, as long as they stay there.
Protection From Good, 10' Radius. This is just like protection from good, but
it affects everyone within 1 square of the target as long as they stay there.
Protection from Normal Missiles. This keeps the target (touch range) from
being harmed by non-magical missiles for 1 turn per level of caster.
Slow. This combat spell affects 1 person per level of caster. Unwilling
targets get a saving throw. Targets move a 1/2 their normal distance each
round and their number of attacks per round is halved. If they only have 1
attack, then they have 1 attack per every other round. This can be used to
negate haste. Its duration is 3 rounds plus 1 round per level of caster.
-- Page 27 --